Redeemer

Zemir Solodan's page

11 posts. Alias of PaleDim.


Race

| ♥️35/35 | ⛨18 | F +6; R +7; W +7 (+1 vs. illusions, holograms)| Perc +5

Classes/Levels

| Speed 30ft | Spells 1st☐☐☐☐ 2nd☐☐☐; Focus☐ | Pistol 10/10 | ⚕none

Gender

Zemir | Human Witchwarper 3

Occupation

◆◇↻♥️✋☘️⛨⚕☐☑

About Zemir Solodan

What is a Witchwarper? Zemir is a witchwarper, a spellcaster who manipulates reality by drawing on the infinite possibilities of the multiverse.

Zemir - Level 3
Human (Versatile) Witchwarper 3
Background Grifter
Perception +5 (Trained)
Languages Akitonian, Brethedan, Castrovelian, Common, Pahtra, Trinary, Vesk
Str +0, Dex +2, Con +1, Int +4, Wis +0, Cha +2
--------------------
AC 18; Fort +6; Ref +7; Will +7
Anchor Benefit: The presence or weight of your chosen object helps ground you in this reality. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions and holograms.
HP 35 Hero Points 1
Class DC 19
--------------------
Speed 30 feet
Melee
◆ battleglove +5 (agile, analog, free-hand), Damage 1d4 B
Ranged
◆ semi-auto pistol +7 (analog, expend 1, mag 10, range increment 60 feet, reload 1), Damage 1d6 piercing

Feats and Abilities
Ancestry abilities: Natural Ambition (Anchoring Strike)*, Versatile Human (Feather Step)*
Class feats: Anchoring Strike, Warp Wounds
General feats: Feather Step, Fleet*
Skill feats: Assurance (Arcana), Charming Liar
Class abilities: anchor (tangible object)*, Isolated Spell Matrix, paradox (anomaly)*, quantum field*
* Abilities with an asterisk have already been calculated into Zemir’s statistics and do not appear elsewhere.
--------------------
Skills
Acrobatics (Dex) +7 (Trained)
Arcana (Int) +11 (Expert)
Athletics (Str) +0
Computers (Int) +4
Crafting (Int) +4
Deception (Cha) +7 (Trained)
Diplomacy (Cha) +7 (Trained)
Intimidation (Cha) +7 (Trained)
Physical Science Lore (Int) +9 (Trained)
Medicine (Wis) +0
Nature (Wis) +5 (Trained)
Occultism (Int) +9 (Trained)
Performance (Cha) +2
Piloting (Dex) +2
Religion (Wis) +0
Society (Int) +9 (Trained)
Stealth (Dex) +7 (Trained)
Survival (Wis) +0
Thievery (Dex) +2
--------------------
Equipment
Bulk Current 1; Encumbered 5; Maximum 10
Worn commercial battleglove, comm unit, commercial hypopen, commercial medpatch, ordinary container, commercial semi-auto pistol (1 magazine; 10 projectile rounds), commercial tempweave (auto-CPR unit)
Stowed commercial infiltrator’s toolkit
Wealth 363 credits
--------------------
Spell Attack +9
Spell DC 19
Cantrips (at will) detect magic, figment, injury echo, light, stumble
1st rank (4/day) force barrage, shifting surge, thunderstrike*
2nd rank (3/day) caustic conversion*, dispel magic, resist energy
Focus spells (1 focus point) warp terrain
--------------------
Zemir Solodan is a passionate, but cocky practitioner of the magic of realities. He travels to all corners of this reality, as much seeking to earn a living using his strange magic and indulge his love of new experiences as he is running from a guilty conscience. He does not talk about what burdens him, but it is apparent in the shock of white hair that betrays a heavy mental strain endured at some point in the past. The others know not to ask about it, as they generally prefer his lighter side. The one time they dared to ask he became irritable and deeply morose, for days on end.

His now fully white hair contrasts his dark skin, which is further contrasted by his bright purple eyes. His tempweave armor and robes are of a darker purple. He carries a staff with what looks like a lantern sitting atop it, but it doesn't seem to give off light. His other hand holds a glass orb rather possessively.

See here for a more accurate visual.
--------------------

Equipment reference:

Auto-CPR Unit This device monitors your vital signs and automatically administers aid. When you have the dying condition while wearing this armor, the DC of your recovery checks is equal to 8 + your dying value (instead of 10 + your dying value).

Agile The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Analog This weapon eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology.

Battleglove Durable gloves conceal weighted plates over the knuckles.

Comm Unit This pocket-sized device combines a portable computer and communications device, allowing instantaneous wireless communication with other comm units in both audio- and text-based formats at planetary range. A comm unit includes a calculator, flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).

Expend 1 Using this weapon expends 1 ammunition.

Free-Hand This weapon doesn’t take up your hand and can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with this weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

Hypopen, Commercial (consumable, nanite, tech) Usage held in 1 hand; Activate ◆(manipulate) Effect Remove the fatigued condition or decrease the value of the clumsy or sickened condition by 1.

Infiltrator’s Toolkit, Commercial You need an infiltrator’s toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill.

Mag The amount of ammo a magazine holds.

Medpatch, Commercial (consumable, healing, tech) Usage held in 1 hand; Activate ◆(manipulate) Effect Upon using this medpatch, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Range Increment 60 Feet Attacks with this weapon work normally up to a range of 60 feet. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of 60 feet between you and the target. Attacks beyond 360 feet are impossible.

Reload 1 When you’re out of ammunition, you can reload a new battery or magazine as an Interact action.

Semi-Auto Pistol This basic pistol has 1 magazine with 10 projectile rounds.

Tempweave Hooded, thermal armor.


Feats and Abilities reference:

Anchoring Strike ◆(flourish, fortune, witchwarper) Requirements Your quantum field is active; Effect Make a Strike. The Strike gains the following success and critical success effects.
Critical Success The Strike gains the anchoring trait. You can reroll the damage dice rolled for this strike, but you must use the second result, even if it’s worse.
Success The Strike gains the anchoring trait.

Assurance (Arcana) (fortune) Even in the worst circumstances, you can perform basic tasks with the Arcana skill. You can forego rolling a skill check for your chosen skill to instead receive a total check result of 17 (do not apply any modifiers to this result).

Charming Liar Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve.

Feather Step You can Step into difficult terrain.

Isolated Spell Matrix ◆(anchoring, spellshape) If the next action you use is to Cast a Spell that has a range, increase the spell’s range to 100 feet. That spell only affects targets inside your quantum field, and the area of the spell doesn’t extend beyond your quantum field.

Quantum Pulse ◇(witchwarper) Trigger You roll initiative; Effect As combat begins, you Warp Reality.

Signature Spells Spells marked with an asterisk (*) are signature spells. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately.

Sustain Quantum Field ◆(concentrate) Requirements Your quantum field is active; Effect Each time you Sustain a quantum field with the Sustain action (instead of an anchoring action), you can move it to a new position within 100 feet. Reduce your frightened condition by 1. If you aren’t frightened, you instead gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you until the start of your next turn. You can only benefit from this once per round. Your quantum field automatically deactivates if you’re knocked out, if you Dismiss it, or if you move more than 100 feet away from it.

Warp Reality ◆(concentrate, witchwarper) Requirements Your quantum field isn’t active; Effect Your quantum field activates and lasts as long as you Sustain it (up to 10 minutes) or until the end of your next turn. Your quantum field is a 20-foot burst centered on a point you choose within 100 feet. While your quantum field is active, you can use actions that have the anchoring trait. Choose whether each creature in the area is affected by your quantum field when you Warp Reality, each time you Sustain it, and when a creature enters your quantum field. You gain additional effects when you Sustain Quantum Field.
• When an enemy in your quantum field attempts an action with the concentrate trait, the action is disrupted unless they succeed at a DC 5 flat check. The first time a creature fails this check, it becomes temporarily immune for 24 hours.
• Your quantum field automatically deactivates if you’re knocked out, if you Dismiss it, or if you move more than 100 feet away from it.

Warp Wounds ↺(witchwarper) Trigger An enemy damages you; Requirements An enemy or willing ally is in your quantum field; Effect Your reality shifts to partly overlap with another in which someone else was injured in your stead. You gain resistance to all damage against the triggering attack equal to half your level, and one enemy or willing ally in your quantum field takes damage of the same type equal to the amount of damage prevented this way, with a basic Fortitude save against your class DC.


Spells reference:

Zemir can cast the following spells. He can cast his 1st-rank spells four times per day and 2nd-rank spells three times per day in any combination and can cast his cantrips at will.

Cantrips (at will) (2nd-rank)
Detect Magic ◆◆(cantrip, concentrate, detection, manipulate) Area 30-foot emanation; Effect You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.

Figment ◆◆(cantrip, concentrate, illusion, manipulate, subtle) Range 30 feet; Duration sustained; Effect You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can’t include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and lacking detail if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

Injury Echo ◆◆(cantrip, concentrate, manipulate) Range 60 feet; Targets 1 creature; Defense basic Will; Effect You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing, or slashing damage. The target takes 1d8 of the selected damage type with a basic Will save. If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional 1d4 persistent bleed damage.

Light ◆◆(cantrip, concentrate, light, manipulate) Range 120 feet; Duration until your next daily preparations; Effect You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.

Stumble ◆◆(cantrip, concentrate, manipulate) Range 100 feet; Targets 1 creature; Defense Reflex; Effect A burst of microgravity causes a tremor around the target, pulling it toward the ground. The target must attempt a Reflex save.
Failure The target becomes off-guard for 1 round. If the target was flying, swimming, or floating, it falls 15 feet downward.
Critical Failure The target falls prone. If the target was flying, swimming, or floating, it falls 30 feet downward.

1st-rank spells (4/day)
Force Barrage ◆ to ◆◆◆(concentrate, force, manipulate) Range 120 feet; Targets 1 creature; Effect You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Jump ◆(manipulate, move) Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.

Shifting Surge ◆◆(concentrate, manipulate) Range 30 feet; Targets one weapon that deals acid, cold, electricity, fire, or sonic damage; Duration 1 minute or until discharged; Effect You release a surge of magical energy that temporarily changes the type of damage dealt by a target weapon. The next Strike the weapon makes deals your choice of acid, cold, electricity, fire, or sonic damage, and deals an additional 1d6 extra damage of the same type as the weapon’s normal damage.

Thunderstrike ◆◆(concentrate, electricity, manipulate, sonic) Range 120 feet; Targets 1 creature; Defense basic Reflex; Effect You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.

2nd-rank spells (3/day)
Caustic Conversion* ◆◆(acid, attack, concentrate, manipulate) Range 120 feet; Targets 1 creature; Defense AC; Effect You launch a torrent of magical nanites that begin dissolving your target. Make a ranged spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

Dispel Magic ◆◆(concentrate, manipulate) Range 120 feet; Targets 1 spell effect or unattended magic item; Effect You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 301). If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.

Resist Energy ◆◆(concentrate, manipulate) Range touch; Targets 1 creature; Duration 10 minutes; Effect A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Thunderstrike* ◆◆(concentrate, electricity, manipulate, sonic) As 1st-rank thunderstrike, but 2d12 electricity damage and 2d4 sonic damage.

Focus spells (1 focus point) (2nd-rank)
Zemir can cast a warp spell. Warp spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity (Player Core 296) to contemplate infinite worlds or conduct quantum magical research.
Warp Terrain ◆(uncommon, anchoring, concentrate, focus, witchwarper) You materialize terrain features from another reality within your quantum field. Choose one of the following effects, which lasts as long as your quantum field remains active, until you cast warp terrain again, or you dismiss this spell.
• You cause the area of your quantum field to become difficult terrain. You determine the appearance of the warped terrain. You and your allies can move through warped terrain normally and can Take Cover using its features.
• You suppress terrain in your field, causing any existing difficult or greater difficult terrain in your quantum field to become normal terrain. This does not apply to effects that cause a creature to count squares as difficult terrain (such as a solarian’s graviton-attunement attacks). If you’re attempting to suppress terrain created by a spell or other magical effect, you must successfully counteract the effect.
• You can choose to have the quantum field fill with fog, smoke, or another phenomenon that obscures vision. This functions as mist. You can instead suppress one of these effects within your quantum field.

Meet The Iconics: Zemir:

Zemir Solodan was born with a gift—but not everyone saw it that way at first.

The only son of miners on a remote planetoid called Pikora 317, tucked within the widest orbital ring of the gas giant Preluria in Near Space, Zemir spent his earliest days exposed to the harsh reality of life in a corporate labor colony. Determined to provide for their son, Zemir’s parents eked out their existence in the Freugan Salvage Company’s starmetal mines. The Solodans never went hungry, though the only delicacies young Zemir enjoyed were occasional tastes of citrus-chocolate pastries, sweet-milk custards, and savory meringues—gifts from the Freugan executives’ own ample stashes of treats imported from Absalom Station.

Even as a toddler, Zemir’s gaiety and thirst for new experiences were readily apparent. The vivacious boy quickly became known for his curiosity around the sparse facilities of the salvage company’s residential complex on Pikora 317. He developed many troublesome talents, such as sneaking into seemingly inaccessible places, turning neat collections of supplies into epic messes, and even finding ways to manipulate control panels into colorful, sparking displays. In fact, whenever a commonplace utility malfunctioned around the Solodan home, his parents joked that the “Zemir effect” had struck again.

Around Zemir’s fifth birthday, it seemed that the boy’s body began to betray him. Always known for eating anything with aplomb—especially new foods—Zemir seemed to sicken overnight. His appetite was as strong as always, but he gained weight, took on a sickly pallor, and grew weak. Despite his healthy diet and robust physical activity, testing indicated that the boy was dangerously malnourished. Even stranger, after every meal, Zemir’s breath smelled eerily similar to his favorite sweet treats, perhaps an indication of a dangerous blood disease, doctors speculated.

One by one, physicians ruled out all known ailments. Though his spirit never dampened, Zemir’s condition continued to deteriorate, even after his family sold most of their belongings to afford vitamin supplements, pediatric medicinals, and batteries of experimental medical tests. Desperate, and carrying news from the pediatricians that Zemir might eventually perish, his parents took to posting details of their son’s strange condition on every related infosphere portal they could find.

In just a few days, the Solodans’ pleas elicited a mysterious message from a Dr. Fainoro Corone, who said he suspected a rare and unexplainable diagnosis and requested to observe the boy in person. Dr. Corone’s long list of credentials indicated he was an expert in “exceptional pediatric conditions.” He hailed from a facility on far-off Arkanen, a Liavaran moon home to scientists, spellcasters, and—as Zemir’s parents believed—medical doctors.

With no other options, Zemir’s parents readily welcomed the quiet damaya lashunta doctor into their home. For a full day, Dr. Corone watched Zemir’s every move, focusing on the boy’s behavior at meal times. As Zemir slurped at his nutritional broth with surprising glee, Dr. Corone studied him closely. Slight mumbling accompanied his look of suspicion, as if the doctor communed with some internal eldritch knowledge.

On the second day, Dr. Corone attended breakfast at the Solodan house wearing a pair of thick, circuitry-etched bracers. Saying nothing, he watched Zemir’s father spoon broth into his pallid son’s mouth. Just before the gleeful boy swallowed, Dr. Corone’s demand rang out:

“Zemir, open your mouth now.”

The boy refused and downed the broth quickly. But at his mother’s command, he sheepishly opened his mouth. A thin film of custard clung to his baby teeth, and his breath smelled like sweet milk.

Dr. Corone pointed this out, and then gently instructed Zemir’s parents to continue feeding the boy. Saying nothing, he flipped a tiny switch on his bracers, which thrummed and glowed with a strange technological energy.

Immediately, Zemir’s eyes widened. His father fed him his broth, and when Zemir drank it, he made a disgusted face.

Dr. Corone nodded and explained: Zemir was not suffering from a physical ailment. The boy was instead, in the subtlest of ways, warping the fabric of reality to suit his childish preferences. For months, the boy had been turning all of his meals into nutritionally empty sweets. Similarly, the messes and mischief he had caused around the residential complex were the result of the boy’s ability to shift reality ever-so-slightly for his own amusement.

Zemir was a witchwarper—one who understands that the universe consists of infinite realities. What’s more, witchwarpers possess the innate ability to peer into those worlds, and to mix and manipulate them at will. Most witchwarpers’ abilities manifested in adulthood, Dr. Corone explained. But Zemir was special, powerful even for a child, and unlike anyone he had seen.

The doctor’s bracers—called reality stabilizers—dampened Zemir’s nascent and unstable abilities and would allow the boy to have a normal childhood. The lashunta was prepared to give the Solodans their own set of reality stabilizers, but with his “diagnosis” came another offer.

Dr. Corone wanted to bring Zemir back to Arkanen with him. There, he’d enroll the boy in the Institute for Extraordinary Minds, a facility that was effectively a school for young witchwarpers.

The witchwarpers at the institute—like Dr. Corone himself—could help Zemir learn control over his abilities, the doctor explained. Dr. Corone offered full tuition for Zemir and unrestricted visitation privileges for his family. Saddened but understanding the value of this offer, Zemir’s parents agreed.

For the next twelve years, Zemir was Dr. Corone’s protege. Zemir spent the time honing his ability to subtly manipulate his surroundings, growing more delighted each time he created a new sound, smell—and especially taste—that he’d never before experienced. He supplemented his training with an insatiable appetite for learning about far-away cuisine and cultures, dreaming of one day traveling throughout this reality and perhaps an infinite number of others. During this time, Zemir also learned of Eloritu, the god of magic and secrets, and came to view the infinite cosmos as a gift from this mysterious deity.

However, as passionate as Zemir became about his talents and studies, he also grew increasingly cocky and resentful of the reality stabilizers the instructors used to rein his more dangerous experiments.

Near Zemir’s eighteenth birthday, the young witchwarper began the early stages of his final thesis project: an ambitious attempt to create a minute-long rift into a reality adjacent to his own. The institute’s professors approved the project only under their strict supervision, requiring the placement of several stabilizing safeguards during all forms of research.

Zemir bristled at such restrictions. And so, under the cover of night, the brash and charismatic young man convinced three of his closest friends and fellow students to participate in a dry-run of his experiment. With no safeguards in place, Zemir used his substantial willpower to tear open a rift in reality. A primal scream rent his lips and a shock of his hair whitened under the great mental strain. Ecstatic, terrified, but trusting their brilliant friend, Zemir’s classmates stepped through the rift, which immediately winked out.

The human Alena Nidaro, the half-elf Tornil Lee, and the ysoki Smidge disappeared from this reality. Try as he might, Zemir could not reopen the rift nor could he find any trace of his friends.

Panicked, Zemir ran from his lab to the institute’s docking bay, where at least he could be alone and think. For a moment, he considered returning to confess his horrific error to Dr. Corone, but then he saw a midnight supply shuttle about to leave Arkanen for Absalom Station. And in that split second, Zemir decided the course of his own existence.

Posing as a worker, Zemir fled the Institute for Extraordinary Minds in the shuttle, and promptly lost himself in the crowds of Absalom Station. Convinced his friends were gone and he was to blame, Zemir wandered the station in a haze for weeks, performing minor tricks of warped reality for the credits he needed to survive. Eventually, Zemir sent a message to Dr. Corone to confess what he had done, then deactivated his institute communications account.

Despite the institute’s best efforts to track Zemir down and get some answers, Dr. Corone and his colleagues have always remained one step behind him. Although his wits returned, Zemir’s scars are far from healed. He now travels to all corners of this reality, as much seeking to earn a living using his strange magic and indulge his love of new experiences as he is running from a guilty conscience.

Growing ever more powerful daily, Zemir is a mysterious and joyful—if occasionally morose—companion to those who share his goals. He’s known for waxing eloquent about the tapestry of existence and the dangers that other realities hold. The wise would heed the witchwarper’s words, for Zemir has looked into infinite realities—and he’s vowed to never again lose another to the fray.

Amanda Hamon
Managing Developer

Original Post