Infinite Worlds: 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.
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.
3rd (Environmental): You cause the area to grant concealment against one sense—vision, emotion, life, scent, sound, thought, or vibration.
3rd (Instantaneous): You cause a disorienting event, such as bursts of flashing colors and loud sounds, or rain falling upward in spirals. Each creature within the area must succeed at a Will save or be knocked off-target for a number of rounds equal to the level of the spell expended. If a creature rolls a natural 1 on its saving throw, it is also staggered for 1 round.
4th (Environmental): You create a barrier, the entirety of which must be within the range and area of infinite worlds’ environmental effects. The barrier is a number of 5-foot cubes no greater than double the level of the spell slot expended. The cubes must each connect along one side with at least one other cube, have hardness equal to double the level of the spell expended, and each have HP equal to 5 × the level of spell expended. Barriers you could summon might include old rusting barricades, slabs of ice, and so forth.
4th (Instantaneous): You create a burst of damage affecting everything in the area. You select the type of damage each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic), and it deals 2d6 damage per level of the spell expended (Reflex half).
5th (Environmental): You make the air thicker or thinner, or fill it with toxic vapors. Each creature breathing the air must succeed at a Fortitude save or be sickened as long as it remains in the area. A creature attempts a single save when it is first exposed to the infinite worlds, which determines for the duration of the ability whether breathing within the area sickens that creature.
5th (Instantaneous): You attempt to entangle all targets within the area. You might fill the area with chains, viscous glue, or quick-hardening cement. Each target must succeed at a Reflex save or be entangled and anchored in place for a number of rounds equal to the level of the spell slot expended. Creatures that enter the area after you use this ability are not entangled.
6th (Environmental): You reduce the hardness of objects within the area by 50% (Fortitude negates), or increase their hardness by 10 (to a maximum of double their normal hardness).
Infinite Worlds(enhanced): This ability functions as the Character Operations Manual witchwarper’s infinite worlds ability, with two exceptions: First, 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.
Second, this replaces the 2nd-level environmental effect with the version below.
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).
Otherworldly Skill: 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: 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).
Theme Benefits
THEMELESS
General Knowledge - Class Skill
You gain a class skill of your choice when you create a themeless character
Computers
Computers becomes a class skill.
General Knowledge - Ability
You gain an ability adjustment of +1 to any ability score you choose.
Strength
+1 bonus to Strength.
Upgrade Slot: Ranegen have a single armor upgrade slot in their bodies. Regardless of whether they are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Exceptional Vision: Ranegen have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in monochrome(usually tied to their visor light coloration). See low-light vision and darkvision on pages 264 and 263.
Visor-Dependent: While their visor remains intact and integrated, a Ranegen benefits from an integrated comm unit and datajack. Because of the absolute necessity of the visor for a Ranegen's survival, though, the brain, ears, eyes, and throat systems are difficult, if not impossible to access and augment.
Natural Weapons: Ranegen are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic.
Integrated Protection: Ranegen have built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to both Kinetic and Energy AC. You can wear nearly any armor, though you do not gain the innate bonus in addition to the armor's bonuses, unless you are proficient with the armor. Donning and doffing the armor in an integrated fashion takes about 1 hour, and cannot be removed quickly if donned in this manner. It takes a quarter of this time(15 min) if you have access to a specialized workshop. You can rest while donning or doffing armor in this way. While alive, this armor cannot be simply removed, and it takes a 1d4 hours to successfully remove, even from a fallen Ranegen.
Overlapping Forms, a.k.a. Dermal Sheath (Su)
Source Character Operations Manual pg. 63
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.