Colonist

T’zchkt “Hap”'s page

1 post. Organized Play character for Tusk the Half-Orc.


Gender

T’zchkt “Hap” Male Esper Shirren Witchwarper 1

About T’zchkt “Hap”

T’zchkt (“Hap”)
Male shirren esper witchwarper 1
CG Medium humanoid (shirren)
Init +1; Senses blindsense (vibration) 30 ft.; Perception +0
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Defense SP 5 HP 11 RP 5
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EAC 12; KAC 13
Fort +0; Ref +3; Will +0; +2 vs. mind-affecting effects
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Offense
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Speed 30 ft.
Ranged subzero hail pistol +1 (1d4 Cold & Pier; bleed 1d4) or
. . frag grenade I -1 (explode [15 ft., 1d6 Pier, DC 11]) or
. . smoke grenade -1 (explode [20 ft., smoke cloud 1 minute, DC 24])
Witchwarper Spells Known (CL 1st)
. . 1st (3/day)—acidic mist[NS] (DC 15), puncture veil[COM]
. . 0 (at will)—charming veneer (at-will)[COM], dazzling flares (at-will)[COM] (DC 14), detect magic (at-will), hazard (at-will)[COM] (DC 14)
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Statistics
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Str 8 (-1); Dex 12 (+1); Con 11 (+0); Int 14 (+2); Wis 10 (+0); Cha 18 (+4)
Skills Bluff +8, Culture +8, Diplomacy +10, Life Science +3, Mysticism +5, Physical Science +6
Feats Soothing Telepathy[COM][COM]
Languages Akitonian, Aklo, Common, Shirren, Vercite, Vesk; limited telepathy 30 ft.
Other Abilities infinite worlds[COM] (110 feet)
Theme Knowledge (Esper) Reduce the DC by 5 for Culture, Life Science, or Mysticism checks to identify creatures or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting. Mysticism is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Combat Gear frag grenades I (2), medpatch, mk I serums of healing (2), smoke grenade; Other Gear second skin, subzero hail pistol with 1 battery (20 charges)[AR], computer (tier 1), everyday clothing, flashlight, industrial backpack, oxygen candle[PW], starstone compass, travel clothing, credstick (260 credits)