Master Automaton

Volcklon Kolsub's page

267 posts. Alias of Tyranius.


Race

Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

About Volcklon Kolsub

Volcklon Kolsub
Witchwyrd corporate agent witchwarper (playtest) 10 Alien Archive 123
N Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +9
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Defense SP 70 HP 54 RP 13
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EAC 23; KAC 24
Fort +5; Ref +11; Will +5
Defensive Abilities absorb force; DR 7/—; Resist sonic 5
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Offense
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Speed 40 ft., climb 20 ft.
Melee immolation flame spinner +10 (1d8+3 F; burn 1d6; analog, free hands [2], fueled, unwieldy) or
. . ghost killer wrack devastation blade +10 (2d8+3 S; analog) or
. . venom spur +10 (1d6+3 P plus poison)
Ranged called static arc pistol +11 (1d6+5 E; arc 2; stun)
Spell-Like Abilities
(CL 10th)
. . 1/day—magic missile (sp)
Witchwarper Spells Known (CL 10th; ranged +11)
. . 4th (3/day)—greater invisibility, wall of fire
. . 3rd (4/day)—explosive blast, remove affliction, slow, summon creature*
. . 2nd (6/day)—caustic conversion, hold person, make whole, mirror image, see invisibility
. . 1st (7/day)—comprehend languages, grease, identify, overheat, wisp ally
. . 0 (at will)—dancing lights, daze, detect magic, energy ray, mending, psychokinetic hand
Connection
* This spell can be cast using a lower level spell slot to varying effect. See the spell’s description.
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Statistics
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Str 17 (+3); Dex 18 (+4); Con 14 (+2); Int 12 (+1); Wis 12 (+1); Cha 22 (+6)
Skills Acrobatics +8, Athletics +4 (+12 when climbing), Bluff +14, Computers +2 (1 ranks), Culture +12, Diplomacy +17, Engineering +0 (1 ranks), Intimidate +16, Life Science +2, Medicine +2, Mysticism +8, Perception +9, Physical Science +8, Piloting +13 (6 ranks), Sense Motive +2, Survival +2; (reduce the DC of Profession or Culture checks by 5 when recalling information about corporations and their executives)
Feats Advanced Melee Weapon Proficiency, Blind-fight, Enhanced Resistance, Extra Resolve, Spell Focus, Spell Penetration
Languages Abyssal, Akitonian, Aklo, Castrovelian, Common, Cyrunian, Eoxian, Kasatha, Shirren, Vesk, Ysoki
Other Abilities flash teleport, four-armed, infinite worlds, infinite worlds, infinite worlds, infinite worlds, lessen injury, networking, shifting step
Other Gear advanced lashunta tempweave (upgrade: jetpack, sonic dampener), [i]called static arc pistol with 1 battery (20 charges)[/i], [i]ghost killer wrack devastation blade[/i], immolation flame spinner with 1 standard petrol tank (20 charges), field rations (1 week), industrial backpack, [i]mk 1 ring of resistance[/i], rope (250 ft.), standard petrol tankss (2), [i]trampling boots[/i], travel clothing, credstick (6,602.5 credits); Augmentations climbing suckers, dragon gland, wyrmling (15-ft. cone, 3d6 F, Reflex DC 13 half), minimal speed suspension, [i]mk 1 ability crystal (strength)[/i], [i]mk 2 ability crystal (charisma)[/i], venom spur (DC 13)
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Special Abilities
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Absorb Force (Su) As a reaction, a witchwyrd can use any number of its free hands to catch magic missiles (from the spell of the same name) fired at it. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.

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