Sylph

Zeph Zonda's page

45 posts. Alias of Clebsch73.


Race

SP 15/15 HP 17/17 RP 4/4

Classes/Levels

Spell slots 1) 3/4 Pulsecaster Pistol 20/20 Semi-auto Pistol 9/9 (27)

Gender

F Sylph Spacefarer Witchwarper 3 EAC 14 KAC 15

About Zeph Zonda

Characters

Background:
Terraformer: Before you started work aboard BD514, you worked for the Company on a terraforming project on the planet of Entha in the Vast. Entha is a water world with an immense ocean so deep and dark that it’s never been fully explored, earning it the name “the Shadow Sea.” While there, you worked alongside a resourceful and reliable brenneri construction worker named Shan. Shan always looked out for others, and when shifts were just too long and hard, she sometimes covered for you. When you left Entha for less dangerous work on a cargo hauler, Shan was preoccupied with the unsafe working conditions on Entha. You haven’t heard from her since.

Theme:
Stormrunner The tumultuous atmosphere of Vesk-5 or another storm-ridden world has trained you to navigate difficult or even forbidden airspaces with grace. You’ve learned recognize the order in the apparent randomness of a storm. Your knowledge of weather patterns, ability to make split second decisions, and near-instantaneous reaction time give you the ability to move just a bit faster than the lightning on your tail. Wherever you picked up this skill, you know how to read a situation and never take your surroundings for granted.

Race/Planet:
Slyph Slyphs are descendants of species and creatures from the Material Plane that have strong connections to the Plane of Air, such as djinn. They can also arise in areas that have strong influences from the Plane of Air. Though sylphs can pass for other kinds of humanoids, they tend to be slender, and all have complex blue markings swirling across their skin. Sylphs are naturally reserved and they avoid attention.

[from Pathfinder Lore] Born from the descendants of humans and beings of elemental air such as djinn, sylphs are a shy and reclusive race consumed by intense curiosity. Sylphs spend their lives blending into the crowd, remaining unnoticed as they spy and eavesdrop on the people around them. They call this hobby “listening to the wind,” and for many sylphs it becomes an obsession. Sylphs rely on their capable, calculating intellects and on knowledge gleaned from eavesdropping to deliver them from danger.

Physical Description: Sylphs tend to be pale and thin to the point of appearing delicate, but their skinny bodies are often more resilient than they look. Many sylphs can easily pass for humans with some effort, though the complex blue markings that swirl across their skin reveal their elemental ancestry. Sylphs also bear more subtle signs of their heritage, such as a slight breeze following them wherever they go. These signs become more pronounced as a sylph experiences intense passion or anger, spontaneous gusts of wind tousling the sylph’s hair or hot blusters knocking small items off of shelves.

Liavara In addition to several large, populated moons, this peachcolored gas giant also has extensive dust rings and countless tiny shepherd moons. Through these rings swim vast oma space-whales, straining nutrients and tiny elementals from the dust with their energy baleen, while down in the planet’s cloud layers floats a complex ecosystem ranging from air plants and giant bacteria to apex predators such as deadly keji swarms or the infamous tarenake, visible only by the gas it displaces. As you descend into the planet’s denser cloud strata, predators get larger and more piscine, capturing prey with vampiric tentacles, magical fields, or acid-coated web nets. Many upper-layer creatures drop their gas-filled eggs through these layers into even deeper strata, where the eggs eventually reach neutral buoyancy and gestate in the increased heat and pressure, away from their usual predators.

Arkanen Far more welcoming than Liavara itself are the planet’s independent moons. The most prominent of these is heavily populated Arkanen, which constantly bleeds off its atmosphere, only to replenish it each year when its eccentric orbit takes it through Liavara’s own upper atmosphere. Extremely dangerous storms arise as huge lightning bolts arc between the two worlds, harnessed by resident scientists and spellcasters alike. This orbit should be impossible according to normal physical models, which leads many to believe that the moon was built specifically as a power source. What the arcane dynamo might have been designed to power remains unknown.

Arkanen is heavily populated and home to two native intelligent species: the dirindi and sazarons. Its annual orbital phenomenon is also a major draw for researchers and arcanists of all species across the Pact Worlds system.

Story:
Zeph Zonda was born on Arkanen to parents who were descended from visitors from the Plane of Air. The story of how her original human and Outsider great grandparents met was lost during the Gap. Zeph mainly inherited her family language of Auran from her parents, who otherwise conformed to local customs and human culture. Like most of her race, Zeph was a shy child who observed her world more than she interacted with it. But she became most animated during storms and when her science teacher produced sparks of electricity from a machine. She loved the time each year when her home, a moon around the gas giant Liavara, passed into the gas of the parent planet, producing violent lightning storms.

Early in life, Zeph showed an aptitude for the arcane practices of witchwapers. She inherited this from her mother, who was a witchwarper and taught young Zeph to see into alternate realities and to draw effects from these realities to affect her surroundings. She used these talents mostly to avoid unwanted company, but she also learned to use spells that provided her with self-defense options.

When she came of age, she developed a curiosity about the Pact Worlds and got a scholarship to study magic, life science and computers at the Arcanamirium. She graduated with honors and was hired by EJ Corporation as a science officer on star ships involved in exploration. Her aptitude for things electrical eventually got her assigned to a mission to explore a water world in the Vast. She formed a friendship with Shan, a brenneri construction worker. Zeph was eventually assigned to a freighter as the science officer and back-up Magic Officer.

Description:
Age: 23 (5 years past maturity)
Height: 5'2"
Weight: 95 lb.
Appearance: short, with pale skin that sometimes has faint swirls of blue. Hair is platinum blond, with a tendency to shift as if a breeze is blowing through it, even when the air is otherwise still. Her eyes are ice blue. Though short and slender, she is quite pretty, with a light and non-threatening personality. She enjoys loud music with a strong beat, as it reminds her of thunderstorms.

Female Sylph Spacefarer Witchwarper 3
N Medium Outsider (Native)
Init +2; Senses Darkvision 60 ft. Perception +0
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DEFENSE --- SP 15 HP 17 RP 4
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EAC 14; KAC 15
Fort +1, Ref +5, Will +1
Resistances Electricity 5

Save Dice:

[dice=Fortitude]1d20 + 1[/dice]
[dice=Reflex]1d20 + 5[/dice]
[dice=Will]1d20 + 1[/dice]

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OFFENSE
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Speed 30 ft.
Melee Club +2 (1d6+3 B) or Battle Staff +2 (1d4+3, B) Block
Ranged Pulsecaster Pistol +4 (1d4+1 E nonlethal)(range 30 ft.) or Semi-Auto Pistol +4 (1d6+1, P) (Range 60 ft.)
Combat Dice:
[dice=Club]1d20 + 2[/dice]
[dice=Damage, B]1d6 + 3[/dice]
[dice=Battle Staff]1d20 + 2[/dice]
[dice=Damage, B]1d4 + 1[/dice], +1 enhancement bonus to your AC for 1 round against melee attacks from that target.
[dice=Pulsecaster Pistol]1d20 + 4[/dice]
[dice=Damage, E, non-lethal]1d4 + 1[/dice]
[dice=Semi-auto pistol]1d20 + 4[/dice]
[dice=Damage, P]1d6 + 1[/dice]

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Spells
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Spells Known [CL 2nd; ranged +3]
1st (3/day) (DC 14) Jolting Surge, Junk Shards, Overheat, Summon Creature I
0th (at will) (DC 13) Charming Veneer, Dancing Lights, Dazzling Flares, Detect Magic, Hazard, Token Spell
Spell Dice:

[dice=Jolting Surge, melee touch vs EAC]1d20 + 3[/dice]
[dice=Jolting Surge, melee touch, target holding device, vs EAC]1d20 + 3 + 2[/dice]
[dice=Jolting Surge Damage, E]4d6[/dice]
[dice=Overheat Damage, F]2d8[/dice]
DC 14 Reflex save for half damage
[dice=Damage, Junk Shards, P & S]3d6[/dice]
DC 14 reflex save for half damage
[dice=Reflex]1d20[/dice]
[dice=Paradigm Shift: Prevent Wounds]1d4[/dice]

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STATISTICS
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Str +0; Dex +2; Con +0; Int +2; Wis +0; Cha +3
Base Atk +2
Feats Skill Synergy (Life Sciences, Computers), Unsinkable Caster
Skills Acrobatics +9, Athletics +0, Bluff +3, Computers +9 (ranks 3), Culture +8, Diplomacy +3, Disguise +3, Intimidate +3, Life Science +10, Mysticism +6, Perception +0, Physical Science +6, Piloting +2, Profession (Singer) +8, Sense Motive +0, Stealth +2, Survival +4
ACP -0
Theme Knowledge: You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5.
Languages Common, Auran, Celestial, Brethedan, Ignan, Kasatha
Skills Dicebots:
[dice=Acrobatics]1d20 + 9[/dice]
[dice=Athletics]1d20[/dice]
[dice=Bluff]1d20 + 3[/dice]
[dice=Computers]1d20 + 9[/dice]
[dice=Culture]1d20 + 8[/dice]
[dice=Diplomacy]1d20 + 3[/dice]
[dice=Disguise]1d20 + 3[/dice]
[dice=Intimidate]1d20 + 3[/dice]
[dice=Intimidate, Voice Amplifier]1d20 + 3 + 2[/dice]
[dice=Life Science]1d20 + 10[/dice]
[dice=Mysticism]1d20 + 6[/dice]
[dice=Perception]1d20[/dice]
[dice=Physical Science]1d20 + 6[/dice]
[dice=Piloting]1d20 + 2[/dice]
[dice=Profession (Singer)]1d20 + 8[/dice]
[dice=Sense Motive]1d20[/dice]
[dice=Stealth]1d20 + 2[/dice]
[dice=Survival]1d20 + 4[/dice]

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GEAR/POSSESSIONS
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Freebooter Armor I (EAC +2 KAC +3 Dex +4 ACP 0 Speed 0 Up 0), Club, Battle Staff, Pulsecaster Pistol, Semi-Auto Pistol, Small Arms Ammo (30), Voice Amplifier Augmentation, Dust Goggles, Thermal Regulator armor upgrade (not installed), Personal Comm Unit, Survivalist Toolkit, Consumer Backpack, standard battery (20)(x2), standard battery (17), Synth Harmonica, Gravity Harness Mk. I, Serum of Healing Mk II, hacking kit, engineering kit, Computer(Tier 1, miniaturized, DC 18 to hack, Avg. Secure Data, firewall, Self-charging).
Carrying Capacity 5
Current Load Carried 2.2
Money 176 Credits
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SPECIAL ABILITIES
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Infinite Worlds Level 1- Expend 1st level spell slot to get:
Environmental: 10 ft area spread at range of up to 110 feet becomes difficult terrain to specified modes of movement for 1 round.
Instantaneous: Bright flash in area (see above) that causes dazzled condition unless a DC 14 Fort Save is made; if save roll is a natural 1, blinded instead. Duration lasts 1 round.

Paradigm Shifts
Prevent Wounds (Su): As a reaction when you or an ally within 100 feet takes Hit Point damage, you can spend 1 Resolve Point to prevent 1d4 points of that damage for every 2 witchwarper levels you have.

Compound Sight (Su) - 3rd Level You can sift through many realities, gaining understanding of a task by seeing it attempted dozens of different ways. Choose a skill. You gain a +1 insight bonus to checks using that skill. This bonus increases by +1 at 6th level and every 3 levels thereafter. You can change your chosen skill every time you gain a witchwarper level. At 9th level, you become more adept with your compound sight and can choose two skills to apply it to.

Weapon Specialization (Ex) - 3rd Level You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with (Melee Weapons, Small Arms).

Gear Descriptions:
Pulsecaster Pistol
Source Starfinder Core Rulebook pg. 173
Level 1; Price 250
Hands 1; Proficiency Small Arms
Damage 1d4 E; Range 30 ft.; Critical —
Capacity 20 charges; Usage 1
Bulk L; Special nonlethal
Description
A smaller version of an arc pistol, the pulsecaster sends a low energy blast at its target. This blast stuns the target without dealing serious damage.

Voice Amplifier
Source Alien Archive pg. 11
Item Level 1; Price 125; System Throat
A voice amplifier greatly increases the volume of your voice. You can switch a voice amplifier on or off as a swift action. When activated, a voice amplifier grants a +2 circumstance bonus to Intimidate checks and lowers the DCs of other creatures’ Perception checks to hear you speaking by 5.

Dust Goggles
Source Starfinder #5: The Thirteenth Gate pg. 43
Level 1; Price 120; Bulk —
Description
These goggles of smoked glass are used by membrane ghibranis of Elytrio to protect their eyes during the frequent dust storms in the wastes of their ravaged planet. When you wear a pair of dust goggles, the penalty to Perception checks from storms is removed and your visibility range isn’t reduced (see Weather on page 398 of the Starfinder Core Rulebook). In addition, you reduce your miss chance due to concealment from smoke and fog (including that produced by a smoke grenade or an effect such as fog cloud) by 10% (to a minimum of 0%); this reduction doesn’t stack with any other ability that reduces miss chance due to concealment.

Staff, Battle
Source Starfinder Core Rulebook pg. 171
Level 1; Price 80
Hands 2; Proficiency Basic Melee
Damage 1d4 B; Critical knockdown
Bulk 1; Special analog, block

Gravitational Harness, Mk 1
Source Starfinder Armory pg. 92
Item Level 2; Price 515; System Spinal column
Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day.
With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened.

Serum of Healing, Mk 2
Source Starfinder Core Rulebook pg. 222
Level 5; Price 425; Bulk L
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.
Mk 2 3d8 Hit Points