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CHARACTER INFORMATION
Mantled Rimanah
character Name
Witchwarper 2
Level And Class
Mantled Beast
Race
Themeless
Theme
 
Size
30 ft
Speed
 
Gender
 
Homeworld
 
Alignement
 
Deity
mgrg
Player
Description

 
ABILITY SCORES
Ability Score Ability Mod Temp Adjust Current Mod
Str
Strength 12 +1 +0 1
Dex
Dexterity 14 +2 +0 2
Con
Constitution 14 +2 +0 2
Int
Intelligence 16 +3 +0 3
Wis
Wisdom 14 +2 +0 2
Cha
Charisma 16 +3 +0 3
SKILLS
Total Ranks Class Mod Ability Mod Misc Mod
Acrobatics* (dex)
2 0 0 2 0
Athletics* (str)
2 1 0 1 0
Bluff (cha)
3 0 0 3 0
Computers (int)
8 2 3 3 0
Culture (int)
3 0 0 3 0
Diplomacy (cha)
3 0 0 3 0
Disguise (cha)
3 0 0 3 0
Engineering (int)
5 2 0 3 0
Intimidate (cha)
3 0 0 3 0
Life science (int)
3 0 0 3 0
Medicine (int)
8 2 3 3 0
Mysticism (wis)
7 2 3 2 0
Perception (wis)
4 2 0 2 0
Physical science (int)
3 0 0 3 0
Piloting (dex)
2 0 0 2 0
Sense motive (wis)
2 0 0 2 0
Sleight of hand (dex)
2 0 0 2 0
Stealth (dex)
4 2 0 2 0
Survival (wis)
3 1 0 2 0
INITIATIVE
Total Dex Mod Init Mod
Initiative
2 2 0
HEALTH AND RESOLVE
Stamina Health Resolve
Total 12 14 4
Current 12 14 4
ARMOR CLASS
Total Base Armor Mod Dex Mod Misc Mod
EAC Energy Armor Class 13 10 1 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)
2 0 2 0
ATTACK BONUSES
Base Attack Bonus
1
Total BAB STR Mod Misc Mod
Melee Attack
2 1 1 0
Total BAB DEX Mod Misc Mod
Ranged Attack
3 1 2 0
Total BAB STR Mod Misc Mod
Thrown Attack
2 1 1 0
EQUIPMENT
Shobhad harness - Level 1; Price 150; Category Light; EAC +0; KAC +2; Max Dex +4; Armor Check Penalty -1; Speed Adjustment —; Upgrade Slots 0; Bulk 1   Truth-sequence ember pistol - Level 2; Price 525; Hands 1; Proficiency Small Arms; Damage 1d6 P; Range 30 ft.; Critical burn 1d4; Capacity 8 rounds; Usage 1; Bulk L; Special —;   Dueling sword - Level 2; Price 475; Hands 1; Proficiency Basic Melee; Damage 1d6 S; Critical —; Bulk L; Special analog;
FEATURES
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.

 
 

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

Recruit Shobhad Harness

Name
Recruit Shobhad Harness
Armor Type
Light
Item Level
1
Price
150
Bulk
1
EAC
0
KAC
2
Maximum Dex Bonus
4
Armor Check Penalty
-1
Speed Adjustment
-
Upgrade Slots
0
Description
While a few shobhads still wear armor crafted from leather reinforced with metal plates, the shobhad-neh typically incorporate more advanced materials such as ballistic mesh and ceramic plates into the traditional designs of their ancestors. Despite having a high bulk for light armor, war harnesses are well padded and ventilated for comfort, as shobhads rarely remove their armor. Though some shobhad disdain the life support systems built into advanced armor, most recognize their value. The protective headgear, leggings, and sleeves used for such conditions stow discretely out of sight when not needed. The shobhad war harness comes in recruit, veteran, warleader, and chieftain varieties. The grades vary by quality of manufacture rather than appearance.

Truth-Sequence Ember Pistol

Name
Truth-Sequence Ember Pistol
Weapon Type
Small Arms
Category
Projectile
Item Level
2
Price
525
Bulk
L
Hands
1
Damage
1d6 P
Range
30 ft
Critical
burn 1d4
Capacity
8 rounds
Usage
1 round
Special
-
Description
Lighter and more mobile versions of cinder rifles, these pistols are standard issue to the Dawn Patrol and many Sarenite authorities across the galaxy. The piercing rounds are shot from the bulky pistol at white-hot temperatures and can set their targets on fire. They are still thought of as a humane weapon by some, as the searing bullets often cauterize the wounds that they make.

Tactical Dueling Sword

Name
Tactical Dueling Sword
Weapon Type
Basic Melee
Category
Item Level
2
Price
475
Bulk
L
Hands
1
Damage
1d6 S
Range
-
Critical
-
Capacity
Usage
Special
analog
Description
While dueling swords are crafted to be aesthetically pleasing and are often seen as a mark of rank or tradition, many warriors still train with them to deadly effect.

The statblocks of your features

Statblocks for all your assets

Statblocks for your spells.

Level 0 Spells

EYE Alchemy

Name
EYE Alchemy
Classes
Witchwarper 0
School
Transmutation
Casting Time
1 full round
Range
touch
Duration
instantaneous
Saving Throw
Will negates (object)
Spell Resistance
yes (object)
Description
This bizarre rite allows the caster to convert weapons, and gear, into either a bead of vital essence that heals 1d3+1/2 caster level (minimum 1) hit points, or ammunition (1d6 small arms, 1d8 longarm, 1d4 shells, or 1 rocket)

EYE Polyclone

Name
EYE Polyclone
Classes
Witchwarper 0
School
Illusion
Casting Time
1 standard action
Range
personal
Duration
1 minute*
Saving Throw
Spell Resistance
Description
A duplicate version of the caster, equipment and everything, with every one of its attacks powered by the psionic force that sustains them. Every time the duplicate makes an attack, it reduces its overall staying power exponentially: first by a round, then two rounds, then four, etc, until it has used all of the magic channeled into it.

Psychokinetic Hand

Name
Psychokinetic Hand
Classes
Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School
Transmutation
Casting Time
1 standard action
Range
close (25 ft + 5 ft/2 levels)
Duration
concentration
Saving Throw
none
Spell Resistance
no
Description
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

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.

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.

Level 1 Spells

Phase Blade

Name
Phase Blade
Classes
Mystic 1, Technomancer 1, Witchwarper 1
School
Transmutation
Casting Time
see text
Range
touch
Duration
1 round
Saving Throw
Spell Resistance
Description
1 swift action
You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor. For the duration of the spell, attacks made with the weapon target EAC, even if the weapon deals kinetic damage.

Lesser Remove Condition

Name
Lesser Remove Condition
Classes
Mystic 1, Precog 1, Witchwarper 1
School
Conjuration
Casting Time
1 standard action
Range
touch
Duration
instantaneous
Saving Throw
Fortitude negates (harmless)
Spell Resistance
yes (harmless)
Description
Conjuration(healing).
You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again.
Casting this spell doesn’t provoke attacks of opportunity.

Fear

Name
Fear
Classes
Witchwarper 1-4, Mystic 1-4
School
Enchantment
Casting Time
1 standard action
Range
see text
Duration
see text
Saving Throw
Will partial
Spell Resistance
yes
Description
With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.
1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.
  2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.
  3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.
  4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

Created by

vovan1.

System

Starfinder

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