
It’s Free RPG Day today, and a lot of people are going to be playing the new Skitter Crash scenario. Skittermanders are fun, and the pregen crew of the Helping Hand are brimming over with personality. But what if you want to play a skittermander that isn’t one of the 4 premade ones? Perhaps using the playtest classes? Well I can help you out there. Presented here are a skittermander Witchwarper and Vanguard, already level 3 and ready to Skitter Crash it up!
WUMBA
SKITTERMANDER WITCHWARPER CR 3
XP 400
Skittermander corporate agent witchwarper 3
N Small humanoid (skittermander)
Init +6; Perception +8
DEFENSE SP 15 HP 17 RP 6
EAC 16; KAC 17
Fort +1, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee survival knife +4 (1d4+1 S; analog, operative)
Ranged azimuth laser pistol +4 (1d4+1 F; 80 ft.; crit burn 1d4)
Witchwarper Spells Known (CL 3st; ranged +4)
1st (4/day)- overheat, shifting surge, wisp ally
0 (at will)- charming veneer, energy ray, ghost sound, mending, psychokinetic hand, token spell
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 11 (+0), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
Skills Culture +6, Diplomacy +10, Mysticism +7, Perception +8, Sense Motive +5; (reduce the DC of Culture checks to recall knowledge about corporations and their executives and related topics by 5).
Feats Improved Initiative, Mystic Strike, Spell Penetration.
Languages Common, Elven, Goblin, Skittermander, Vesk
Other Abilities infinite worlds, hyper, reactive.
Combat Gear mk 1 serums of healing (2), flash grenades I (3), incendiary grenades I (3); Other Gear enlisted grave mantle, survival knife, azimuth laser pistol with 2 batteries (20 charges each), industrial backpack, everyday clothing (5), flashlight, bedroll, blanket, sleeping bag, mess kit, field rations (1 week), hygiene kit, personal comm unit with a battery (20 charges), credstick (88 credits).
SPECIAL ABILITIES
Compound Sight: The skittermander can sift through the many realities overlapping their own, gaining deeper understanding of a skill by seeing it attempted dozens of different ways. They gain a +1 insight bonus to Perception checks.
Grappler: Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
Hyper: Once per day, a skittermander can take an extra move action.
Infinite Worlds (Su): Twice per day as a standard action, the skittermander can call upon infinite other possibilities to temporarily impose an alternate reality within a 10-foot-radius sphere. The skittermander can target an area within medium range (110 feet), and the effect lasts for 1 round. This affects creatures, objects, and other aspects of the environment only as explicitly indicated in this ability. Unless otherwise stated, when the skittermander uses infinite worlds, they can apply any or all effects they know. The skittermander can cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a jungle floor becomes sticky with mud, the air becomes filled with detritus, or the fabric of reality shifts in some other subtle way. When the skittermander creates difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects.
Paradigm Shift: The skittermander can use their commanding presence to rearrange the veils of reality, briefly revealing an alternate piece of existence or a powerful force from another world. Paradigm shifts represent their ability to pull pieces of alternate realities and briefly supplant them into their own, subtly—or radically—changing their surroundings for a time. The skittermander learns their first paradigm shift at 2nd level, and learns 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 their witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half their witchwarper level + their Charisma modifier.
-Shifting Steps: As a move action, the skittermander can target a creature within 100 feet and shift that creature’s position by 5 feet. This movement does not provoke attacks of opportunity, and they can’t shift a creature in a way that would cause it to take damage or move into an inappropriate physical space. (For example, they could not shift a creature off a cliff, into a hazard, or through a wall.) The targeted creature can attempt a Will saving throw to avoid this effect. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours.
Six-Armed: Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Weapon Specialization: Basic melee, grenades, small arms
OTHER INFORMATION
Archetype None.
Key Scores Witchwarper: Cha.
CHARMING VENEER
School illusion
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets 1 creature
Duration 10 minutes
Saving Throw none; Spell Resistance no
You pull gossamer threads from other, more genteel realities and wrap the target creatures in them, smoothing the edges of their mannerisms and accentuating their charms to make them more appealing to those around them. The target creatures gain a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature under the effects of this spell can attempt a Diplomacy check to spend 10 minutes to gather information (rather than the normal 1d4 hours). Once any individual under the effects of a charming veneer spell you cast has succeeded at a Diplomacy check to spend just 10 minutes to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours
SHIFTING SURGE
School transmutation
Casting Time 1 standard action
Range touch
Targets one willing creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
You touch a willing creature and affect one of its weapons that deals energy damage. If the creature is capable of making attacks that deal energy damage without using a weapon, you can instead affect the creature and its weaponless energy attacks. You can change the type of energy damage dealt by the weapon or creature until the end of your next turn (to acid, cold, electricity, fire, or sonic). Whether or not you change the energy type, if the next energy attack made by the creature or weapon before the end of your next turn hits, the attack deals 2d6 additional energy damage if it targets only a single creature or object, or 1d6 additional energy damage if it affects an area or multiple targets.
CHUMBA
SKITTERMANDER VANGUARD CR 3
Skittermander death-touched vanguard 3
N Small humanoid (skittermander)
Init +7; Senses low-light vision; Perception +7
DEFENSE SP 33 HP 26 RP 4
EAC 18; KAC 20
Fort +5, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Melee static polarity gauntlets +7 (1d6+2 E; polarize 1d4, operative, powered) or entropic strike +7 (1d4+3 A or B; block, operative)
Offensive Abilities entropic strike.
STATISTICS
Str 11 (+1), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Skills Acrobatics +9, Athletics +7, Diplomacy +9, Culture +4, Intimidate +6, Perception +7, Survival +6; (can use Perception checks to recall knowledge of undead and negative energy effects)
Feats Improved Combat Maneuver (grapple), Improved Initiative, Toughness, Weapon Focus: Advanced Melee.
Languages Common, Skittermander, Vesk
Other Abilities aspect insight (adiabatic), entropic pool, primary vanguard aspect (adiabatic), hyper, reactive.
Combat Gear mk 1 serums of healing (2);
Other Gear golemforged plate 2, static polarity gauntlets, basic riot shield (+1/+2), industrial backpack, everyday clothing (5), flashlight, bedroll, blanket, sleeping bag, mess kit, field rations (1 week), hygiene kit, personal comm unit with a battery (20 charges), credstick (13 credits).
SPECIAL ABILITIES
Adiabatic Aspect Insight: The skittermander gains Improved Combat Maneuver (grapple) as a bonus feat and a +2 insight bonus to Diplomacy checks.. These have already been included above.
Entropic Pool (Su): When combat begins, the skittermander has 0 Entropy Points. While the skittermander have no Entropy Points, they can spend 1 Resolve Point as a move action to gain 1 EP. Each time the skittermander takes damage equal to or greater than twice their level from a single attack or effect from a significant enemy, they gain 1 EP. If the skittermander takes damage from a critical hit, they gain 1 additional EP, on top of any gained from the attack’s normal damage. The skittermander can have a maximum number of EP in their entropic pool equal to 3. As long as the skittermander has at least 1 Entropy Point in their entropic pool, they gain a +1 enhancement bonus to their Armor Class. At the end of combat, the skittermander loses any Entropy Points they have gained. The skittermander can’t gain Entropy Points outside of combat.
Entropic Strike (Su): The skittermander’s entropic strike is a melee attack that counts as a magical advanced melee weapon with the block and operative weapon special properties and that targets EAC (even when dealing bludgeoning damage). For any calculation that requires the item level of their entropic strike (including those gained from entropic attunement), treat the skittermander’s vanguard level as their entropic strike’s item level. Although the skittermander does not need a free hand to use their entropic strike, it counts as a one-handed weapon for other purposes.
The skittermander can also deliver an entropic strike with any melee weapon with which they are proficient or any shield that allows them to make unarmed attacks. When the skittermander does this, the attack acts as their entropic strike (targeting EAC, gaining the block and operative weapon special properties, and dealing the damage of their entropic strike). The skittermander’s entropic strike is considered to be made of whatever material the weapon or shield is made of for the purposes of bypassing DR or creature weaknesses. If the melee weapon or shield is no more than 2 item levels below their vanguard level, the skittermander can also apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to their entropic strike.
Their entropic strike deals damage equal to 1d4+3 damage. For each attack, the skittermander can choose for this to deal acid damage, bludgeoning damage, or both. When the skittermander scores a critical hit with entropic strike against a significant enemy during combat, they can forgo dealing the extra damage from the critical hit to gain 1 Entropy Point.
Mitigate: As a reaction when the skittermander takes damage, they can spend 1 Entropy Point to reduce the damage they take by an amount equal to their vanguard level. If they do, they can’t gain any Entropy Points from that attack. They can’t reduce damage to less than 0 with this ability
Grappler: Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
Hyper: Once per day, a skittermander can take an extra move action.
Improved Combat Maneuver (Bull Rush): The skittermander gains a +4 bonus to their attack roll to resolve the bull rush combat maneuver.
Reactive: Once per day, the skittermander can take an additional reaction during one round, though they can still take only one reaction per triggering event. They can take a reaction before the first time they act in a combat, though not during a surprise round in which they are unable to act.
Six-Armed: Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Toughness: The skittermander gains a +4 bonus to many Constitution checks to avoid damage or negative consequences from harsh environments.
Vanguard Discipline: Constant Vigilance gain Improved Initiative as a bonus feat.
Weapon Specialization: Basic melee, advanced melee, small arms
OTHER INFORMATION
Archetype None.
Key Scores Vanguard: Con.
Jeremy Corff
Artist and Writer