Class Feats
H: Skill Synergy (Diguise and Perception)
1: Mobility
3: Spell Focus: Spell DCs +1
5: Agile Casting
https://www.aonsrd.com/Classes.aspx?ItemName=Witchwarper
Proficiencies.
Light Armour..
Basic melee, Small Arms, Grenades
Infinite Worlds Su
Standard Action. Expend a spell slot of 1st or higher to create an environmental effect.
Lasts Witchwarper Lv rounds, or an instant effect.
Range 100ft + 10/ Witchwarpepr Lv.
Affects a 10ft radius spread.
DC= 10+Spell Level+Wisdom modifier
Fluff/RP is up to the player w/ Gm. approval
1st (Environmental): You cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a waterway is choked by roots and seaweed, or the air is flooded with floating strands of web-like filaments. You can affect a single movement type (land speed, burrow speed, climb speed, fly speed, or swim speed) or any combination of those movement types. When you create difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects.
1st (Instantaneous): You cause a bright flash of light to fill the area. Each creature within the area must succeed at a Fortitude saves or be dazzled for 1 round per witchwarper level. If a creature rolls a natural 1 on its saving throw (meaning the d20 shows a “1”), it is also blinded for 1 round.
2nd (Environmental): You cause a hazard that deals damage each round equal to the level of the spell slot expended, with a successful Fortitude save reducing the damage by half. A creature attempts this save when it first takes damage from this effect, and its result applies for the duration of the effect. You select the damage type each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic).
2nd (Instantaneous): You cause a destabilizing event, such as a brief earthquake, a split-second reversal of gravity, or a blast of icy wind. Each creature within the area must succeed at a Reflex save or be knocked prone. If a creature rolls a natural 1 on its saving throw, it is also moved 5 feet per level of the spell slot expended in a direction of your choice.
Paradigm Shift
Level 2
Painful Paradigms (Homebrew)
As per Technomancer/Mystic equivalents.
Add ½ Class Level to damage with spells. It applies to all of an AOE, but only once for multi targeting/rays/etc spells. Does not boost DOTs. Only damage that does stamina or hit point damage; not other effects. Witchwarper is the only class that doesn’t have that option. But also they don’t have much support yet.
Level 5
Swap Paradigms (Su)
Source Galaxy Exploration Manual pg. 32
As a standard action, you can temporarily replace one of your paradigm shifts with another paradigm shift that you don’t know but meet the prerequisites of. For the duration of this ability, you can use the new paradigm shift once but can’t use the paradigm shift it replaced. At 11th level, you can use the new paradigm shift twice during the duration of this ability. You can’t replace a paradigm shift that is currently in effect, that is a requirement for another paradigm shift you know, or that has limited uses that you have expended. When this ability ends, you immediately lose access to the new paradigm shift and regain your replaced paradigm shift. You can use swap paradigms multiple times per day, but you must spend 1 Resolve Point for each additional use.
Compound Sight Su
Current Choice: PENDING
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
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Theme
Paranormal Investigator
Theme Knowledge (1st Level)
Chosen: Survival. +1 Wis.
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.
Spells
DC 10+SpLv+Wis+Spell Focus
DC: 10+Spell Level+Spell focus
Spells per day.
Lv 1 = 4+2 bonus
Lv 2 = 2 +1 bonus
Spells Known
Lv0: 6
Lv1: 4
Lv2: 3
Level 0:
Charming Veneer
Source Character Operations Manual pg. 133
Classes Witchwarper 0
School illusion
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration 10 minutes
Saving Throw none; Spell Resistance no
Description
You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a charming veneer spell you cast has used this benefit 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.
Churn Fluid
Source Character Operations Manual pg. 134
Classes Witchwarper 0
School conjuration
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect change the chemical composition of up to 1 bulk of fluid/ level; see text
Duration instantaneous
Saving Throw none; Spell Resistance no
Description
You merge a tiny corner of parallel realities with this one, subtly or dramatically shifting the chemical composition of a fluid. You can target any type of fluid, and you need not know its current composition. You must be able to see the liquid or the receptacle that holds it, or this spell fails and is lost. You must also target an entire body of fluid, rather than only part of it. If you target an amount of fluid that is too large for you to change entirely, the spell fails and is lost.
When you target fluid in this way, you can turn it into potable water, salt water, mildly corrosive acid or base, blood, or any other nontoxic, non-damaging fluid with no other game effects. After 1 day, if unused in its changed state, the fluid reverts to its original state. In so doing, the reverting fluid cannot cause harm.
Detect Magic
Source Starfinder Core Rulebook pg. 348
Classes Mystic 0, Technomancer 0, Witchwarper 0
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
Description
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Energy Ray
Source Starfinder Core Rulebook pg. 353
Classes Technomancer 0
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description
When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type.
Hazard
Source Character Operations Manual pg. 136
Classes Witchwarper 0
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area 5-foot-radius burst
Duration 1 round
Saving Throw Reflex negates; Spell Resistance yes
Description
When you cast this spell, choose acid, cold, electricity, fire, or sonic. The spell gains that descriptor. You summon a minor hazard from an alternate reality, creating a splash of acid rain, a blast of freezing air, a static electric discharge, a burst of fire, or a roar of thunder. Each creature in the area must succeed at a Reflex save or take 1d3 damage of the chosen type.
Token Spell
Source Starfinder Core Rulebook pg. 382
Classes Mystic 0, Technomancer 0, Witchwarper 0
School transmutation
Casting Time 1 standard action
Range 10 ft.
Targets, Effect, or Area see text
Duration 1 hour
Saving Throw none; Spell Resistance yes
Description
Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.
Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.
Level 1:
Charm Person
Source Starfinder Core Rulebook pg. 342
Classes Mystic 1, Witchwarper 1
School enchantment (charm, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
Description
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.
The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.
Disguise Self
Source Starfinder Core Rulebook pg. 350
Classes Mystic 1, Technomancer 1, Witchwarper 1
School illusion
Casting Time 1 standard action
Range personal
Duration 10 minutes/level (D)
Description
You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.
Puncture Veil
Source Character Operations Manual pg. 140
Classes Witchwarper 1
School evocation
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets one or two creatures; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description
You grasp onto a space-time filled with microscopic needles and use them to pierce into your reality. One creature takes 1d4 piercing damage and gains bleeding 1 for 3 rounds.
You can cast this spell as a full action. If you do, you have two options. You can target two creatures within 20 feet of each other with the effect described above, or target only one creature, who takes 2d4 piercing damage and gains bleeding 2 for 3 rounds.
Wisp Ally
Source Starfinder Core Rulebook pg. 385
Classes Mystic 1, Witchwarper 1
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect one distracting, glowing servant
Duration 1 round/level
Saving Throw none; Spell Resistance no
Description
You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal.
In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).
Level 2:
Reality Leap
Source Character Operations Manual pg. 140
Classes Witchwarper 2
School conjuration (teleportation)
Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
Targets personal
Duration instantaneous
Saving Throw none, Will negates (object); Spell Resistance no, yes (object)
Description
You open an unstable tear in reality and leap into the unknown, emerging at another nearby but unpredictable point in this version of existence. When you cast this spell, you state the direction you wish to travel, the distance within range, and the specific square in which you’re trying to arrive. You can bring along objects, provided their weight doesn’t exceed your maximum load. You travel the correct direction and distance, but you have a 50% chance to arrive elsewhere than your intended square. If you do, use the Missing with a Thrown Weapon diagram to determine the direction you deviate from the intended destination. You arrive 1d6 squares away in that direction, although your deviation cannot cause you to exceed this spell’s range. If you arrive in a place already occupied by a solid object or body, you take 1d6 damage and are shunted to the nearest open space with a suitable surface.
Shrink Object
Source Character Operations Manual pg. 29
Classes Technomancer 1-6, Witchwarper 1-6
School transmutation
Casting Time 1 round
Range touch
Targets one object touched; see text
Duration 1 day/level (D)
Saving Throw Fortitude negates (object); Spell Resistance yes
Description
You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it can’t be used or worn. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell’s level. Likewise, the spell’s level determines the target’s size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object’s space squared.
1st: You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target’s dimensions are reduced to a 6-inch cube, and its bulk is reduced to L.
2nd: As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that’s 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible.
Slice Reality
Source Character Operations Manual pg. 141
Classes Witchwarper 2
School evocation ()
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets 1 creature + 1 creature/3 levels
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes
Description
You expose targets to churning entropy which turns parts of their body sickly and black. Each target takes 2d6 damage. A successful Fortitude save halves this damage.
You can focus on only one target rather than multiple. If you target only a single creature with this spell and it fails its save, the target is also staggered for a number of rounds equal to your caster level.
N/A. (someday get a Skipshot pistal to fluff as teleporting bullets 'cause he sucks at guns)
================Armour=================
Vesk Brigandine, II
Source Starfinder Armory pg. 71
Level 5; Price 2,650; Category Light
EAC Bonus +5; KAC Bonus +5; Max. Dex Bonus +5
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 2; Bulk L
Armour upgrades 1000 for both
Infrared Sensors
Source Starfinder Core Rulebook pg. 205
Item Level 1; Price 200
Slots 1; Armor Type Any; Bulk L
You gain darkvision with a range of 60 feet.
Descent Thrusters
Source Pact Worlds pg. 197
Item Level 1; Price 800
Slots 1; Armor Type Any; Bulk L
Developed by kasathan engineers long ago to help them navigate the steep cliffs of their native Kasath, descent thrusters are miniature jets that slow your fall. You fall at a rate of only 60 feet per round, and you take no damage upon landing. You can trigger decent thrusters as part of an action when jumping down, or as a reaction if you fall.
================Magic=================
Only up to 2 magic items can be active.
Resilient Jacket
Source Alien Archive pg. 79
Level 2; Price 600; Bulk L
Description
This waterproof leather jacket functions as a travel outfit (Starfinder Core Rulebook 230). Once per day as a reaction, you can reroll a failed Fortitude saving throw.
Falcon Boots
Source Starfinder #1: Incident at Absalom Station pg. 51
Level 5; Price 3,000; Bulk 1
Description
Falcon boots were originally armored steel boots with integrated knee protection etched with falcons across the front. They were most commonly employed by a group called the Steel Falcons, a branch of the Eagle Knights of the Golarion nation of Andoran, and they were apparently designed for use specifically on sailing ships.
As a move action while wearing falcon boots, you can set your own personal, local gravity to be perpendicular to any adjacent surface able to support your weight under normal gravity conditions. This personal gravity effect only functions in normal gravity or lower. While this personal gravity is active, you gain a climb speed equal to your land speed, and if knocked prone, you fall in accordance with your personal gravity (thus falling prone in your space, even if that is on a wall or ceiling, rather than falling toward the ground as defined by the environment’s normal gravity conditions). If you drop an item while your falcon boots are active, it also falls in your space. If you move from that square before picking up a dropped item, the item becomes subject to normal gravity.
If you are not adjacent to a surface able to support your weight, your falcon boots cease to function and you are subject to normal gravity. You can also deactivate falcon boots as a move action. There is no limit to how long falcon boots can function as long as you remain on a surface able to support your weight.
================Misc Items=============
Tool Kit (DISGUISE)
Source Starfinder Core Rulebook pg. 219
Level 1; Price 20
Hands —; Bulk L
Description
A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits are: disguise kit (required for Disguise checks to change appearance), engineering kit (Engineering checks without one take a –2 penalty), hacking kit (required for most Computer checks; see page 137 for more information), navigator’s tools (grants a +4 bonus to Survival checks when orienteering), professional’s tools (provides a +4 bonus to Profession checks for one profession), rider’s kit (provides a +4 bonus to Survival checks to ride creatures), and trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps).
Fire Extinguisher
Source Starfinder Core Rulebook pg. 219
Level 1; Price 15
Capacity 20; Usage 1/round
Hands 1; Bulk L
Description
As a standard action, you can deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price.
Clothing, Reconfigurable
Source Starfinder Armory pg. 129
Category Personal Items (Clothing)
Level 2;Price 100 + cost of component outfits; Bulk L
Description
Reconfigurable clothing is constructed of specialized nanofibers that allow the clothing to shift between one or more outfits at your signal, such as clicking your heels together, speaking a command word, or twirling in place. As a move action, you can change your clothing from its current configuration to another outfit incorporated into the clothes. When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes. A single outfit of reconfigurable clothing can hold up to five other outfits of clothing. The cost for an outfit of reconfigurable clothing is 100 credits plus the cost of all outfits incorporated into the clothing.
[spoiler=Reconfigurable Clothing Choices ].
Clothing, Athletic
Source Starfinder Armory pg. 128
Category Personal Items (Clothing)
Level 1;Price 5; Bulk L
Description
Athletic wear is usually designed for a specific athletic activity, such as a sport or other physical pursuit. Wearing athletic clothing grants you a +1 circumstance bonus to Athletics checks to perform the activity that the clothes are designed for.
Clothing, Environmental (Individual; Cold. Dust Storms. Heat. Radiation)
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Clothing)
Level 1;Price 10; Bulk L
Description
Each environmental outfit is designed with a specific climate in mind, and wearing such an outfit in an extreme environmental condition it is tailored for grants a benefit as follows: cold climates (+2 circumstance bonus to Fortitude saves against environmental cold dangers), dust storms (reduce damage from dust storms with windstorm-magnitude winds by 1), extreme gravity (reduce damage from extreme gravity environments by 1), heat climates (+2 circumstance bonus to Fortitude saves against environmental heat dangers), radiation (+1 circumstance bonus to saving throws against radiation effects), and zero gravity (+2 circumstance bonus to Acrobatics or Athletics checks to stop movement or climb along handholds in zero-g). See Chapter 11 for more information on environmental dangers.
The benefit of an environmental outfit can be added to another type of clothing (including a different environmental outfit) by doubling and adding together the price of both types of clothing.
Clothing, Everyday
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Clothing)
Level 1;Price 1; Bulk L
Description
Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences.
Clothing, Professional
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Clothing)
Level 1;Price 5; Bulk L
Description
Each set of professional wear is tailored to the tasks of a specific Profession skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit.
Clothing, Travel
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Clothing)
Level 1;Price 10; Bulk L
Description
A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march. See Overland Movement on page 258 for more details.