Jeva

Zlee Vuolk's page

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About Zlee Vuolk

Zlee Vuolk
Witchwarper
Ancestry
Vlaka (Star Marked)
Background Ghosted
Perception +6 (Tr)
Languages Common, Akitonian, Eoxian, Vlaka (knows sign language versions)
Class DC 17

Str 0 Dex 0 Con 0 Int 2 Wis 3 Cha 4

Defenses
Hit Points 14
Armor Class 15 + 2 Shield H 5 HP 10
Fort 3 Ref 3 Will 6
Anchor Benefit Your single-minded focus helps you concentrate. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.

Strikes
Melee
Baton +3 (analog, finesse, nonlethal, parry) 1d6 B
Ranged
Crossbolter +3 (analog, mag 1 range 100', reload 1) 1d10 p

Skills Bold = Trained, Includes -1 ACP from armor
Acrobatics +0 U
Arcana +5 T
Athletics +0 U
Computers +2 U
Crafting +2 U
Deception +7 T
Diplomacy +7 T
Intimidation +7 T
Lore Ghost Level +5 T
Medicine +6 T
Nature +6 T
Occultism +5 T
Performance +7 T
Piloting +0 U
Religion +6 T
Society +2 U
Stealth +0 U
Survival +3 U
Thievery +0 U

Gear Microcord Armor, Phase Shield, Baton, Crossbolter, 30 bots, Medkit, Flashlight, Comm unit, Cash 20 credits
Bulk 4.3
Max Bulk 5

Spells
Spell Attack

Cantrips (at will) Caustic Blast, Ignition, Shield, Stumble (paradox), Telekinetic Projectile
1st Rank (3) Enhance Weapon, Force Barrage, Shifting Surge (paradox)
Focus Spells (Warp Spells) Warp Terrain

Feats and Abilities
Ancestry Abilities Sensory Diversity (Hearing/sighted), Versed, Star Marked Vlaka, Dishonored Contrarian (Intimidation)

Details:
Sensory Diversity
All vlakas have a keen sense of smell, gaining imprecise scent with a range of 60 feet. This means you can use your sense of smell to determine a creature's location. The GM might double the range if you're downwind from the creature or halve the range if you're upwind.
Hearing/Sighted You don't gain any additional senses.

Versed
You gain the Sign Language skill feat, even if you don't meet the feat's prerequisites. If a language you know has a tactile version, you also learn the tactile version of those languages. This means that you know the spoken, signed, and tactile languages associated with all languages you know.

Heritage
Star Marked Vlaka

Source Galaxy Guide pg. 171
You witnessed the miraculous rebirth of the dying star Sota. Your coat or eyes are marked with starbursts that shine with the light of the stars. With a moment's thought, you can cause these star markings to shed bright light in a 40-foot radius (and dim light to the next 40 feet). This light has the light and occult traits. You can spark or extinguish this light using a single action, which has the concentrate trait. You can't activate this ability when you're beyond the energy of a sun or stars, such as in the Drift or on another plane of existence where these celestial bodies don't exist.

Ancestry
Dishonored Contrarian

Feat 1
Traits: Vlaka
Source Galaxy Guide pg. 172
When the going gets tough, the tough fight tooth and nail to build a better life—literally. Your fellow vlakas might carry hope, dreams, and unending optimism in their hearts, but you've always found it harder to look on the bright side, and you've done some dubious things to get by. Whether you've lied, cheated, stolen, or taken some lives, you know that you did what it took to survive and thrive in a cold and callous galaxy. You become trained in one of the following skills of your choice: Deception, Intimidation, or Thievery. If you select Deception, you gain the Lengthy Diversion skill feat. If you select Intimidation, you gain the Group Coercion skill feat. If you select Thievery, you gain the Subtle Theft skill feat.


Class Feats Debris Zone
Details:
Class Feat 1
Debris Zone

[one-action] Feat 1
Traits Anchoring Witchwarper Zone
Source Player Core pg. 169
Whether it’s covered in debris, partially flooded, or otherwise troublesome to traverse, the area of your quantum field becomes difficult terrain.

General Feats
Skill Feats Arcane Sense, Group Coercion, Sign Language
Details:
Arcane Sense
Feat 1
Traits General Skill
Source Player Core pg. 216
Prerequisites trained in Arcana
You can cast 1st-rank detect magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd rank; if you're legendary, it is heightened to 4th rank.

Group Coercion
Feat 1
Traits General Skill
Source Player Core pg. 221
Prerequisites trained in Intimidation
You can strong-arm people effectively, even when you don't have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It's possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you're an expert, 25 if you're a master, and 50 if you're legendary.

Sign Language
Feat 1
Traits General Skill
Prerequisites trained in Society Waived by Ancestry bonus feat
You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.


Class Abilities Anchor (Focal Point), Paradox (anomaly), Quantum Field (Warp Reality, Quantum Pulse)
Details:

Class Witchwarper
Key Attribute Charisma
HP 8 + Con Mod

INITIAL PROFICIENCIES
Perception

Trained in Perception
Saving Throws
Trained in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in one skill determined by your paradox
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in witchwarper class DC
Spells
Trained in spell attack modifier
Trained in spell DC

Paradox
Your existence is contrary to the status quo of the universe, causing quantum ripples that empower your spellcasting talent and open doorways to other worlds. Perhaps you're from an alternate reality or a different timeline, or perhaps you experienced an unnatural phenomenon that altered your path, discovered a time-glitching alien device, or wrote a treatise on quantum magical theory. Whatever your story, you've become a living paradox.

At 1st level, choose your paradox. Your chosen paradox determines the tradition of your spells, additional trained skills, additional spells you learn, and the effects of your quantum field. You also gain Focus Points and special focus spells called warp spells based on your paradox.

Paradox chosen
Anomaly
Source Player Core pg. 168
Your existence is an anomaly that defies the normal parameters of your current reality. You might have encountered something that disrupted your core existence, or you crossed the veil from an alternate reality or twisted timeline.
Tradition Arcane
Paradox Skill Deception
Paradox Spells cantrip: stumble; 1st: shifting surge; 2nd: dispel magic; 3rd: void whispers; 4th: eldritch wrath; 5th: wall of stone; 6th: slice reality; 7th: death sentence; 8th: void vessel; 9th: call cosmos
Warp Spells initial: warp terrain; advanced: warp world; greater: parallel forms;
Quantum Field Movements blur as images of alternate iterations of your enemies flicker around them. 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.

Anchor
Whatever paradox altered the course of your existence, something helps keep you anchored to reality. This might be a physical object you carry, memories of your home, or loved ones. At 1st level, select an anchor.

Focal Point
Source Player Core pg. 168
You’re intensely focused on a specific subject, to the point that other things fade into the background — even paradoxes and alternate realities. Your focal point might be a field of study, an abstract concept, a hobby, or even your favorite media.
Anchor Benefit Your single-minded focus helps you concentrate. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Anchoring Effect Reduce your clumsy condition by 1, and ignore the effects of the suppressed condition until the start of your next turn. You can only benefit from this once per round.

Quantum Field
You can draw on paradoxical forces to create a reality-warping quantum field. It might manifest as a haze in the air that shows shimmers of alternate realities, appear as walls of glowing magical equations, or any other display you choose. The effects of your quantum field are determined by your paradox. You can further enhance and manipulate your quantum field through your witchwarper feat selections and by casting warp spells. You can activate or extend the duration of your quantum field by using reality-warping magic.

You have the Warp Reality action, which lets you activate your quantum field. This action gains the arcane or occult trait based on the tradition of your selected paradox. You also have Quantum Pulse, which lets you establish your quantum field quickly at the start of combat.

Warp Reality
[one-action]
Traits Arcane Concentrate Witchwarper
Source Player Core pg. 164
Requirements Your quantum field isn’t active.
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. Your quantum field’s other specific effects are determined by your paradox. Choose whether any given 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. 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.
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.

Quantum Pulse
[free-action]
Trait Witchwarper
Source Player Core pg. 164
Trigger You roll initiative.
You’re always ready to let loose with your paradoxical abilities, and when imperiled, you instinctively release a pulse of quantum energy. As combat begins, you Warp Reality (See above action).

Witchwarper Spellcasting
Your paradox grants you magical power. You can cast spells using the Cast a Spell activity. As a witchwarper, when you cast spells, you might describe your revelations about other realities aloud, accompanied by elegant gestures while arcane equations or occult symbols blaze around you.
Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a witchwarper, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the table.
Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack modifiers and spell DCs use your Charisma or Intelligence modifier, depending on which you chose for your key attribute.

Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they're heightened to certain ranks.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witchwarper spell slot you have. For example, as a 1st-level witchwarper, your cantrips are 1st-rank spells, and as a 5th-level witchwarper, your cantrips are 3rd-rank spells.

Warp Spells
You can create powerful magical phenomena known as warp spells. Warp spells are a type of focus spell. It costs 1 Focus Point to cast a warp 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 to contemplate infinite worlds or conduct quantum magical research.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.
Warp spells have the anchoring trait, unlike other focus spells. This trait means you can only use warp spells while your quantum field is active, and you automatically Sustain your quantum field when you cast warp spells.
You learn warp spells based on your paradox.

Spell Repertoire
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your paradox. You choose these from the common spells from the tradition corresponding to your paradox. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Witchwarper Spells per Day), you add a spell to your spell repertoire of the same rank. At 2nd level, select another 1st-rank spell; at 3rd level, you gain a new spell from your paradox and two other 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells In Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out spells gained from your paradox. You can also swap out spells by retraining during downtime.


Background Ghosted
Details:
Trait Rare
Source Galaxy Guide pg. 103
When the Newborn's cry shook Absalom Station, you were pulled into the Ghost Levels. You eventually found your way out, or you were rescued, but the experience still haunts you, and your aura bears the imprint of strange magic.
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You're trained in the Arcana and Occultism skills, and the Ghost Levels Lore skill. You gain the Arcane Sense skill feat.