About Zlee VuolkZlee Vuolk
Str 0 Dex 0 Con 0 Int 2 Wis 3 Cha 4 Defenses
Strikes
Skills Bold = Trained, Includes -1 ACP from armor
Gear Microcord Armor, Phase Shield, Baton, Crossbolter, 30 bots, Medkit, Flashlight, Comm unit, Cash 20 credits
Gear:
Microcord Armor Traits Tech Source Player Core pg. 248 Price 25 credits AC Bonus +2 Dex Cap +3 Check Penalty — Speed Penalty — Strength +1 Bulk 1 Category Light Group Polymer Upgrades 1 This light armor is woven from ultralight fibers that flex with a wearer's movements but turn hard as steel on impact. Phase Shield
Baton
Crossbolter
Medkit (Commercial)
Flashlight
Comm Unit
Personal comm units integrated into armor have some voice-activated capabilities; you can communicate with other comm units in audio-based formats and receive responses without needing a free hand, but typing a message, browsing the infosphere, or using an app requires the use of at least one hand. Comm units that function at longer ranges aren't as portable; they include built-in generators that provide the necessary amount of power and rely on active Drift beacons to communicate. Short-term use of these units can be purchased in most major settlements. 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
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
Heritage
Ancestry
Class Feats Debris Zone Details:
Class Feat 1
Debris Zone ◆ 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
Sign Language
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
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
Anchor
Focal Point
Quantum Field
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 ◆
Quantum Pulse ◇
Witchwarper Spellcasting
Heightening Spells
Cantrips
Warp Spells
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.
Spell Repertoire
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
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. Chronicles:
1) Scenario #01-02: Mystery of the Frozen Moon XP: +4 (total 4) Credits: +140 Cash: 160 |
