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CHARACTER INFORMATION
Taeta Dianan
character Name
Witchwarper 2
Level And Class
Cagher
Race
Outlaw
Theme
 
Size
30 ft
Speed
Female
Gender
Ambracia
Homeworld
Chaotic Neutral
Alignement
Nyaptah Lento
Deity
Frost
Player
Description

 
ABILITY SCORES
Ability Score Ability Mod Temp Adjust Current Mod
Str
Strength 08 -1 +0 -1
Dex
Dexterity 14 +2 +0 2
Con
Constitution 15 +2 +0 2
Int
Intelligence 10 +0 +0 0
Wis
Wisdom 10 +0 +0 0
Cha
Charisma 17 +3 +0 3
SKILLS
Total Ranks Class Mod Ability Mod Misc Mod
Acrobatics* (dex)
6 1 3 2 0
Athletics* (str)
-1 0 0 -1 0
Bluff (cha)
7 1 3 3 0
Computers (int)
0 0 0 0 0
Culture (int)
0 0 0 0 0
Diplomacy (cha)
3 0 0 3 0
Disguise (cha)
3 0 0 3 0
Engineering (int)
0 0 0 0 0
Intimidate (cha)
3 0 0 3 0
Life science (int)
0 0 0 0 0
Medicine (int)
1 1 0 0 0
Mysticism (wis)
4 1 3 0 0
Perception (wis)
2 2 0 0 0
Physical science (int)
0 0 0 0 0
Piloting (dex)
2 0 0 2 0
Sense motive (wis)
0 0 0 0 0
Sleight of hand (dex)
3 1 0 2 0
Stealth (dex)
3 1 0 2 0
Survival (wis)
0 0 0 0 0
INITIATIVE
Total Dex Mod Init Mod
Initiative
2 2 0
HEALTH AND RESOLVE
Stamina Health Resolve
Total 14 14 4
Current 14 14 3
ARMOR CLASS
Total Base Armor Mod Dex Mod Misc Mod
EAC Energy Armor Class 14 10 2 2 0
KAC Kinetic Armor Class 15 10 3 2 0
Total Base KAC
CMAC Combat Manoeuvre AC 23 8 15
Damage Reduction
Resistances
SAVING THROWS
Total Base Ability Mod Misc Mod
Fortitude
(Constitution)
2 0 2 0
Reflex
(Dexterity)
5 3 2 0
Will
(Wisdom)
0 0 0 0
ATTACK BONUSES
Base Attack Bonus
1
Total BAB STR Mod Misc Mod
Melee Attack
0 1 -1 0
Total BAB DEX Mod Misc Mod
Ranged Attack
3 1 2 0
Total BAB STR Mod Misc Mod
Thrown Attack
0 1 -1 0
EQUIPMENT
Flight Suit, Bravado Handcannon, Tactical Baton, Shells(25), Consumer Backpack, Personal Comm Unit, Credstick(0 Cr), Debt(40cr) (Looted): Skipshot Pistol, ThermSkin I
FEATURES
THEME
Outlaw (+1 Dex): Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down—or until you're dragged off to prison.
  Theme Knowledge (1st Level): You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
  CLASS
Proficiencies: Armor - Light armor. Weapons - Basic melee weapons, small arms, and grenades
    Infinite World Changes: Infinite World was changed during Starfinder Enhanced. Pre-Enhanced Infinite World did not include give the user additional spell slots equal to those they normally would gain, and used the following ability in place of the 2nd-level environmental effect.
2nd (Environmental): You stabilize the affected area, steadying unsteady terrain, preventing collapse, and filling gaps. Reduce the DCs to avoid falling, maintain footing, and balance in the area by 5. The area can collapse only due to circumstances that change after you create this effect or if the GM rules stability is impossible. For example, you can hold a collapsing cave in place for the duration but not a platform lacking any other support. Any round during which you use a standard action to maintain this effect doesn't count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have.
  Spells
You cast spells drawn from the witchwarper spell list. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against your spell is 10 + the spell's level + your Charisma modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 2–3: Witchwarper. In addition, you receive bonus spells per day if you have a Charisma modifier of +1 or higher, as shown on Table 2–4: Witchwarper Bonus Spells—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells—these spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new witchwarper level, you learn one or more new spells, as indicated on Table 2–5: Witchwarper Spells Known. Unlike your spells per day, the number of spells you know isn't affected by your Charisma modifier.
Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level.
You can cast any witchwarper spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell's level. You can also cast a spell using a higher level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level spell slot instead, if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
  Infinite Worlds (Su) - 1st Level
Each day you gain additional spell slots equal to those you would gain normally, but these additional spell slots can only be used for your infinite worlds ability. For example, a 5th-level witchwarper with 16 Charisma gains an additional 5 1st-level spell slots and 3 2nd-level spell slots, each usable only for their infinite worlds ability.
As a standard action, you can create a bubble of altered reality, projecting elements of parallel existences into your current universe. You expend a witchwarper spell slot of 1st level or higher to create an environmental effect, such as summoning fog or thick vines from other realities, which lasts for a number of rounds equal to your class level unless specified otherwise. Alternatively, you can create an instantaneous effect, such a flash of fire from an explosion that occurred in a parallel universe. The particular effects depend on the level of the spell slot expended.
All effects created by infinite worlds use the following rules unless they say otherwise. They have a range of 100 feet + 10 feet per witchwarper level and affect a 10-foot-radius spread. If you create multiple effects with one use of infinite worlds, they all originate at the same point. If an effect calls for a saving throw, the DC is equal to 10 + the spell level expended to create the effect + your Charisma modifier. You can define the cause and appearance of infinite worlds however you wish (subject to GM approval), but the effects themselves are only quasi-real and have no effects beyond the game mechanics listed as options for this ability.
You can instead create multiple, milder effects in place of a single, more powerful effect. When you do this, you select two effects available to any version of this ability created by expending a lower-level spell slot than that you actually expend. For calculations based on spell level, use the level of the spell slot you expend.
For example, a 10th-level witchwarper could expend a 3rd-level spell slot and select either a 3rd-level effect or any two abilities normally created by expending 1st- or 2nd-level spells.
The environmental and instantaneous effects you can create by sacrificing a witchwarper spell slot of a given level are as follows:
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.
1st (Environmental): You cause difficult terrain in the affected area to become normal terrain. When you eliminate non-magical difficult terrain in this way, you create magically altered terrain.
2nd (Environmental): You create a hazard that deals damage each round, with a successful Fortitude save reducing the damage by half. A creature attempts this saving throw when it either enters or begins its turn in the area, and does not take damage from this effect more than once per round, even if they enter the area multiple times. On the first round, the hazard deals 1d4 damage per level of the spell slot expended. Each following round, reduce the result of each damage die by 1 (minimum 1 per die). You select the damage type each time you use this ability (from 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.
2nd (Environmental): You stabilize the affected area, steadying unsteady terrain, preventing collapse, and filling gaps. Reduce the DCs to avoid falling, maintain footing, and balance in the area by 5. The area can collapse only due to circumstances that change after you create this effect or if the GM rules stability is impossible. For example, you can hold a collapsing cave in place for the duration but not a platform lacking any other support. Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have.
  Otherworldly Skill (Enhanced, Ex) - 1st Level: A witchwarper’s training is often as eclectic as their magic. Choose one additional skill and add it to your list of class skills.
  Seek the Breach (Enhanced, Ex) - 1st Level: You have a knack for spotting where realities intersect. Twice per day, you can activate your infinite worlds ability as if you had expended a spell slot of the highest level that you can cast, after which you cannot activate seek the breach again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. You gain an additional daily use of seek the breach at 4th level, 10th level, and 16th level (to a maximum of 5 times per day).
  Overload Reality (Enhanced, Su) - 2nd Level: With intense effort, you can combine numerous realities at once. As a full action, you can both use your infinite worlds ability and cast a witchwarper spell whose casting time is one standard action. You must expend the spell slots for each effect separately. You choose both effects, as well as their targets and areas, when you use this ability, after which you resolve both effects in the order of your choice. Once you use this ability, you cannot do so again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest, though you can spend 1 Resolve Point at any time to use this ability again without resting.
  Paradigm Shift - 2nd Level: Paradigm shifts represent your ability to briefly install pieces of alternate realities into your own, subtly or radically changing your surroundings for a time. You learn your first paradigm shift at 2nd level, and an additional paradigm shift every 3 levels thereafter. Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier.
Starting at 4th level, your ability to shuffle these realities improves. Upon gaining a witchwarper level (including at 4th level), you can swap out one paradigm shift you know for a different paradigm shift of the same level. You can instead select a paradigm shift of a lower level, but note the level of the original paradigm shift so that when you later swap out the same paradigm shift at later levels, you can select any paradigm shift of the original level or lower.)
  2.) Overlapping Forms: As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 enhancement bonus to your AC. At 5th level, you can spend 1 Resolve Point when using this ability to instead give an ally you touch a +1 enhancement bonus to AC.
Spells & Spellbook
0th(at will) - dazzling flares, hazard, mending, starwalk, psychokinetic shove
1st(2+1/day) - ectoplasmic barrage, hardlight spheres, soul surge

 
 

The statblocks of your Weapons, armor and other important/magical equipment

Flight Suit Stationwear

Name
Flight Suit Stationwear
Armor Type
Light
Item Level
1
Price
95
Bulk
L
EAC
0
KAC
1
Maximum Dex Bonus
6
Armor Check Penalty
-
Speed Adjustment
-
Upgrade Slots
0
Description
Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.

Bravado Handcannon

Name
Bravado Handcannon
Weapon Type
Small Arms
Category
Projectile
Item Level
2
Price
790
Bulk
1
Hands
1
Damage
1d8 P
Range
20 ft
Critical
knockdown
Capacity
1 shell
Usage
1 shell
Special
analog, free hands (1), unwieldy
Description
Handcannons are popular with those who want to impress or intimidate their foes through the sheer presence of their armament without having to invest in the training required to master longarms or heavy weaponry. Its oversized barrel and muzzle are somewhat precariously balanced on a one-handed grip, though most wielders use both hands to make the weapon more manageable in combat situations. The various model names of this weapon—bravado, swagger, bombast, braggadocio, and gasconade—were originally facetious references to the character of those who tend to favor them, though many users embrace the names unironically.

Tactical Baton

Name
Tactical Baton
Weapon Type
Basic Melee
Category
Item Level
1
Price
90
Bulk
L
Hands
1
Damage
1d4 B
Range
-
Critical
-
Capacity
Usage
Special
analog, operative, thrown (20 ft.)
Description

The statblocks of your features

Statblocks for all your assets

Statblocks for your spells.

Level 0 Spells

Dazzling Flares

Name
Dazzling Flares
Classes
Witchwarper 0
School
Evocation
Casting Time
1 standard action
Range
close (25 ft + 5 ft/2 levels)
Target(s)
popping, distracting flares within a 10-ft.-radius
Duration
1 round
Saving Throw
Fortitude negates
Spell Resistance
yes
Description
You evoke fist-sized pockets of existence from multiple realities, creating chemical reactions that result in up to a dozen flares. These flares appear at once, and they do so within a 10-foot-radius spread. You choose the flares’ colors, including colorless, and they make popping noises as they flicker in and out of reality. This popping can be as quiet as a human’s whisper or as loud as up to 20 humans shouting. You can cause the flares to emit a sulfurous or ozone smell as they pop. These distracting flares impose a –2 penalty on Perception checks attempted in the area.
If you cast this spell while another casting of dazzling flares is still in effect, the previous casting ends.

Hazard

Name
Hazard
Classes
Witchwarper 0
School
Evocation
Casting Time
1 full round
Range
close (25 ft + 5 ft/2 levels)
Target(s)
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.

Mending

Name
Mending
Classes
Precog 0, Technomancer 0, Witchwarper 0
School
Transmutation
Casting Time
10 minutes
Range
10 ft
Target(s)
one object of up to 1 bulk or one construct of up to Medium size
Duration
instantaneous
Saving Throw
Will negates (harmless, object)
Spell Resistance
yes (harmless, object)
Description
This spell repairs damaged objects and constructs, restoring 1d4 Hit Points. If the object has the broken condition, this condition is removed if the object is restored to at least half its original Hit Points. All of the pieces of an object must be present for this spell to function. A construct can benefit from this spell only once per day. Magic items can be repaired by this spell, but magic items that are destroyed don’t have their magic abilities restored. This spell doesn’t reverse effects that warp or otherwise transmute items, but it can still repair damage dealt to such items.

Starwalk

Name
Starwalk
Classes
Mystic 0, Technomancer 0, Witchwarper 0
School
Evocation
Casting Time
see text
Range
personal
Target(s)
Duration
1 round
Saving Throw
Spell Resistance
Description
You can better control your movement in zero gravity. As a swift action, you can cast this spell to end the off-kilter condition gained from movement in zero gravity. If you cast this spell as a move action, you can move up to half your speed in zero gravity.

Psychokinetic Shove

Name
Psychokinetic Shove
Classes
Mystic 0, Witchwarper 0
School
Evocation
Casting Time
1 standard action
Range
see text
Duration
instantaneous
Saving Throw
Reflex negates (object)
Spell Resistance
yes (object)
Description
Range: 30 ft
A targeted creature takes 1 damage with the force description unless it succeeds at a Reflex saving throw. A creature that takes the damage is also subjected to a bull rush. Attempt the bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. You can push your target no more than 5 feet.
An object must be unattended or held by you. It takes 1 damage with the force descriptor. You can also push it up to 10 feet away from you if it weighs 2 bulk or less or up to 5 feet away from you if it weighs up to 5 bulk. The object moves at a harmless velocity.

Level 1 Spells

Ectoplasmic Barrage

Name
Ectoplasmic Barrage
Classes
Mystic 1-6, Witchwarper 1-6
School
Evocation
Casting Time
1 standard action
Range
close (25 ft + 5 ft/2 levels)
Target(s)
up to two creatures that are no more than 30 ft. apart from each other
Duration
instantaneous
Saving Throw
none
Spell Resistance
yes
Description
You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage. Each projectile in the barrage has the knockdown critical hit effect. In addition, ectoplasm extends to the Ethereal Plane, so it affects ethereal and incorporeal creatures.
1st: When you cast ectoplasmic barrage as a 1st-level spell, each projectile deals 2d6 damage on a hit.
  2nd: When you cast ectoplasmic barrage as a 2nd-level spell, each projectile deals 4d6 damage on a hit.
  3rd: When you cast ectoplasmic barrage as a 3rd-level spell, each projectile deals 7d6 damage on a hit.
  4th: When you cast ectoplasmic barrage as a 4th-level spell, each projectile deals 10d6 damage on a hit.
  5th: When you cast ectoplasmic barrage as a 5th-level spell, each projectile deals 13d6 damage on a hit. A struck target is also entangled for 1 round.
  6th: When you cast ectoplasmic barrage as a 6th-level spell, each projectile deals 15d6 damage on a hit. A struck target is also entangled for 1d4 rounds.

Hardlight Spheres

Name
Hardlight Spheres
Classes
Mystic 1, Technomancer 1, Witchwarper 1
School
Evocation
Casting Time
1 standard action
Range
personal
Target(s)
Duration
1 minute/level (D)
Saving Throw
Reflex partial
Spell Resistance
yes
Description
You create 4 small glowing spheres that orbit your head for the duration of the spell, emitting normal light in a 10-foot radius. As a swift action, you can launch one of the spheres, making a ranged attack targeting KAC with a range of 60 feet. If you hit, the sphere deals 1d8 bludgeoning damage and then bursts in a bright flash that dazzles the target and any creatures within 10 feet of the target for 1 round; each creature can negate the dazzled effect with a successful Reflex saving throw. The sphere is destroyed whether you hit or miss. You can launch all of the spell’s remaining spheres as a full attack, taking a –3 penalty to each attack roll rather than the normal –4 penalty. You can only have one hardlight spheres spell active at a time. Casting it a second time ends the first spell.

Soul Surge

Name
Soul Surge
Classes
Mystic 1-6, Witchwarper 1-6
School
Evocation
Casting Time
1 standard action
Range
close (25 ft + 5 ft/2 levels)
Duration
instantaneous
Saving Throw
none
Spell Resistance
no
Description
Soul surge was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a ranged attack against a single target's EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it's higher. Your soul surge does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it's cast.
1st: When you cast soul surge as a 1st-level spell, it deals 3d8 damage to the target.
  2nd: When you cast soul surge as a 2nd-level spell, it deals 6d8 damage to the target.
  3rd: When you cast soul surge as a 3rd-level spell, it deals 10d8 damage to the target.
  4th: When you cast soul surge as a 4th-level spell, it deals 14d8 damage to the target.
  5th: When you cast soul surge as a 5th-level spell, it deals 21d8 damage to the target.
  6th: When you cast soul surge as a 6th-level spell, it deals 24d8 damage to the target.

Created by

FrostWyrm102.

System

Starfinder

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