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95 posts. Alias of Revvy Bitterleaf.


Male Tiefling Witchwarper SP 12/14 HP 16/16 | RP 3/3 | EAC 12; KAC 13 | Fort +3; Ref +3; Will +3 | Init: +1 | Perc: +1 (Darkvision)

Strength 10
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 13
Charisma 14

About _Wyrd_

Wyrd grew up on Castrovel. He had another name back then and was a normal Lashunta in a single parent family, without siblings. A loving mother, an unknown father and a mostly non-eventful childhood. Until he reached puberty and his body started to change ..and not in the normal adolescent way. His anteana started to harden and he lost his telepathy. He went to sleep most nights and woke up the next day with items in his room subtly changed. His peers started to mock him and after his mother passed away he ran away from home to join a starship crew makening deliveries amongsts the stars taking another name.

Ability Modifiers +2 Dex, +2 Int, –2 Cha
Hit Points 4
Size and Type
Planar scions are often Medium, and all are outsiders with the native subtype.
Aasimars and tieflings have darkvision to a range of 60 feet.
Tieflings gain a +2 racial bonus to Bluff and Stealth checks.
Fiendish Gloom
As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level.
Fiendish Resistance
Tieflings have resistance 5 to cold, electricity, and fire.

Languages: Common, Lashunta (Castrovalian - Homeworld), Abyssal (From rank in Culture), Kashata (from Int bonus)


Most people believe that reality is limited to their physical surroundings. You know the truth: that everything around you is merely a thin veil draped across the infinite tapestry of existence. Your reality is a palimpsest, with all possible worlds and all alternate existences at your disposal. Through your magic and force of personality, you can peer into these time lines and pull from them as you see fit, using their dimensional echoes to twist and reshape your own world.

Hit Points: 5
Stamina Points: 5
Key Ability Score - Cha
Your Charisma score determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Charisma is your key ability score. A high Dexterity score can help you fire weapons more accurately and dodge incoming attacks.
Class Skills
The Witchwarper's class skills are Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Physical Science (Int), Profession (Cha, Int, or Wis).

Skill Points at each Level: 4 + Int modifier.
Light armor
Basic melee weapons, small arms, and grenades

Hit Points: 7
Stamina Points: 7
Key Ability Score - Cha
Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks.
Class Skills
The Solarian's class skills are Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex).

Skill Points at each Level: 4 + Int modifier.
Light armor
Basic and advanced melee weapons and small arms

Base Attack Bonus +1
Fort Save +2
Ref Save +0
Will Save +2
Skill adept, solar manifestation, stellar mode, stellar revelation (black hole, supernova)

Skill Adept - 1st Level
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.
Solar Manifestation (Su) - 1st Level
At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed.

Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.

Solar Flare
Source Character Operations Manual pg. 84
You can condense your solar mote around one of your hands to form a lightweight ranged weapon of stellar energy. This weapon appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. The shape of normal ranged weapons—such as pistols, crossbows, and handcannons are fairly common—but more esoteric manifestations such as a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto your foes, or an orb of stellar energy that releases beams of pure light are also possible. Your solar flare’s general design has no impact on its function, and it doesn’t give the weapon any weapon special properties. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar flare functions as a one-handed uncategorized small arm that targets EAC (though it can’t be used to make trick attacks, if you have that class feature), and you’re automatically proficient with it. At 1st level, choose whether your solar flare deals cold damage or fire damage. You can change the damage type each time you gain a new solarian level. Your solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter.

Unlike most small arms, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your solar flare, as opposed to half. If you are a multiclass solarian, you add only your full solarian level and half your levels in other classes to damage with your solar flare.

Any solarian class features (including stellar revelations and zenith revelations) that specifically affect melee weapons (such as the flashing strikes class feature) function with your solar flare, even if they normally work only with melee attacks. Anything that specifically affects solar weapons (such as solarian weapon crystals) affects your solar flare in the same way, though it can’t gain any weapon special property, critical hit effect, or weapon fusion that can’t be applied to a small arm.

Forming or dismissing a solar flare is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar flare is automatically dismissed if it ever leaves your hand.

Theme;Dream Prophet:
(+1 Wis)
You were drawn to Liavara by the Dreamers’ songs, which awoke in you a resonance with these enlightened beings. Now you see the world around you in a new light, and you have a transcendent, innate understanding of the mystical power suffusing the universe. You don’t command this energy; the most you can do is accept it and absorb it—and when you become utterly in sync with those psychic reverberations encapsulated in the Dreamers’ songs, you gain oracular glimpses of things yet to come.
Theme Knowledge (1st Level)
Your perceptions of the psychic energies permeating reality provide you insight into various magical and mystical phenomena, especially those produced by creatures that can cast spells. Reduce the DCs of Mysticism checks to identify spells as they are being cast and to recall knowledge about arcane symbols and magic traditions by 5. Mysticism is always 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 Wisdom at character creation.
Flash of Prescience (6th Level)
When you fully open yourself to the psychic resonance around you, especially in the split second when your life is on the line, time seems to come to a halt. In these fleeting moments, you can sense the reverberations of actions that you have not yet taken, and guide your course accordingly. Once per day as a standard action, you can cast augury as a spell-like ability, though you can see only 1 minute into the future. This functions in all other ways as augury.
Dreams of the Future (12th Level)
Your dreams often contain vague visions of your immediate future, and they allow you to gain a bit of an edge in certain situations when these dreams rush to the forefront of your consciousness without warning. Each day after you wake from an 8-hour rest, choose ability checks, saving throws, or skill checks; twice per day, you can reroll a roll of the type you chose for that day.
Reverie (18th Level)
Up to twice per day after using your dreams of the future ability, if your reroll is unsuccessful, you can spend some time reflecting on the fleeting and sometimes unreliable nature of dreams and prophecy. You can spend 10 minutes in deep meditation on this topic to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.

Equipment: mily=Clothing
Personal com unit - 7
Fire Extinguisher - 15
Toolkit - 20 trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps).
Toolkit - Disguise kit
Toolkit - hacking kit
Datapad - 55, with Tier 2 computer 250 +25 for AI upgrade (A.L.I.C.E) + range III upgrade (planetwide) 100 + Control Complex _ Library chip (Life science) 250
Survival knife - 95 (1d4 S, analog, operative)
Second Skin armor - 250 (+1 EAC, +2 KAC / 1 upgrade slot)
Consumer backpack - 3 When wearing a properly fitted consumer backpack, you treat your Strength score as 1 higher for the purpose of determining your carrying capacity.
Portable light 1 - flashlight (20 ft cone)


Tieflings gain a +2 racial bonus to Bluff and Stealth checks
Acrobatics (Dex) Intimidate (Cha) Bluff (Cha) Mysticism (Wis) Culture (Int) Profession (Cha, Int, or Wis) Diplomacy (Cha) Physical Science (Int)
Bluff +8 (1 rank, +3 trained, +2 Cha, +2 racial)
Diplomacy +6 (1 rank, +3 trained, +2 cha)
Mysticism +6 (1 rank, +3 trained, +1 wis, +1 theme)
Culture +5 (1 rank, +1 int, +3 trained)

Last skill....Computers? +2 (1 rank, +1 int)
Stealth +3 (0 ranks, +1 dex, +2 racial)


lvl 0: (4) Charming Veneer,Hazard, Detect Magic, Psycokinetic hand
lvl 1: (2) Grease, Shifting Surge

Per day:
lvl 1: 2+1

Charming Veneer lvl 0 spells:

School illusion
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets 1 creature
Duration 10 minutes
Saving Throw none; Spell Resistance no
You pull gossamer threads from other, more genteel realities and wrap the target creatures in them, smoothing the edges of their mannerisms and accentuating their charms to make them more appealing to those around them. The target creatures gain a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature under the effects of this spell can attempt a Diplomacy check to spend 10 minutes to gather information (rather than the normal 1d4 hours). Once any individual under the effects of a charming veneer spell you cast has succeeded at a Diplomacy check to spend just 10 minutes to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours


School transmutation
Casting Time 1 standard action
Range touch
Targets one willing creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
You touch a willing creature and affect one of its weapons that deals energy damage. If the creature is capable of making attacks that deal energy damage without using a weapon, you can instead affect the creature and its weaponless energy attacks. You can change the type of energy damage dealt by the weapon or creature until the end of your next turn (to acid, cold, electricity, fire, or sonic). Whether or not you change the energy type, if the next energy attack made by the creature or weapon before the end of your next turn hits, the attack deals 2d6 additional energy damage if it targets only a single creature or object, or 1d6 additional energy damage if it affects an area or multiple targets


Source Starfinder Armory pg. 100
Level 1; Price 150
Capacity 20; Usage 2/use
Hands 1; Bulk L
This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.

Library chips:

Category Personal Items (Other)
Level 3;Price 250
Widely used by the Arcanamirium, the Starfinder Society, and other scholarly organizations, library chips are portable storage devices that contain a digital library of information on a particular subject (Culture, Engineering, Life Science, Mysticism, or Physical Science). You gain a +4 circumstance bonus to skill checks to recall knowledge with that skill when using a library chip in conjunction with a tier-0 computer (such as a comm unit) or better. A library chip counts as a downloaded data set for the purposes of using the skill that the library chip pertains to. While using a library chip, you can attempt untrained skill checks to recall knowledge on that subject if the DC is 20 or less.

Backpacks have numerous pockets for storing items that you might need while adventuring and include industrial-strength straps for attaching additional items for easy access. Padded bands strap across the wearer’s chest and waist to evenly distribute the backpack’s weight, and it can carry roughly 2 bulk of items. When fitted properly and worn, the bulk of the backpack itself does not count against your bulk carried (though it does if you carry it in your hands), but the bulk of any items within it does.

Comm unit:
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no
upgrades or modules) and a cellular communication device,
allowing wireless communication with other comm units in both
audio- and text-based formats at planetary range.
A personal comm unit also includes a calculator, a flashlight
(increases the light level one step in a 15-foot cone), and several
entertainment options (including games and access to any local
infospheres). You can upgrade a personal comm unit to function
as some other devices (such as full computers and scanners) by
spending credits equal to 110% of the additional device’s price.
All level 1+ armor come with a comm unit