Narava

Alexi Alaro's page

238 posts. Alias of Brainiac.


Classes/Levels

Alexi and Cathyriel

Gender

Female Duskwalker Thaumaturge 5 | HP 61/63 | AC 23 | Fort +11 Ref +11 Will +9 | Perc +9 | Hero Point: 2/3

About Alexi Alaro

Female human duskwalker thaumaturge 5
NG Medium Humanoid (Duskwalker, Human)

Senses: Perception +9 (+9 proficiency); low-light vision

DEFENSE
AC 23 (+7 proficiency, +4 armor, +2 Dex)
HP 63

Fort +11 (+9 proficiency, +2 Con)
Ref +11 (+9 proficiency, +2 Dex)
Will +9 (+9 proficiency)

OFFENSE

Melee +1 longsword +14 (d8+6) or +1 striking hatchet +14 (2d6+8)
Ranged crossbow +12 (d8)

Occult Cantrips--chill touch (DC 18), guidance

Spd 25 ft

STATISTICS
Str 18 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 16 (+3)

CLASS FEATURES

Esoteric Lore: Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.

At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.

First Implement and Esoterica:
our implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation.

While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement.

Amulet: Amulets are items carried for good luck and protection. Your amulet might be a magical diagram, a religious symbol, a preserved body part such as a rabbit's foot, or a lucky coin. Amulet implements are associated with the harrow suit of shields and the astrological signs of the bridge and the ogre.

Amulet's Abeyance
Abjuration, Magical, Manipulate, Thaumaturge
Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.
Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability.
You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.

Exploit Vulnerability:
Exploit Vulnerability
EsotericaManipulateThaumaturge
Source Dark Archive pg. 32
Frequency once per round
Requirements You are holding your implement.
You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

Second Implement: Chalice

Drink from the Chalice
Magical Manipulate Necromancy Thaumaturge
Source Dark Archive pg. 37
Frequency once per round
Requirements You are holding your chalice implement.
You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents.
Sip A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn.
Drain (healing, positive) Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has negative healing, it can still heal in this way, and the effect has the negative trait instead of healing and positive.

HERITAGE

Duskwalker: Thanks to an ancient bargain, your soul has been reborn as a duskwalker, a planar scion with a connection to psychopomps and the Boneyard. You gain the duskwalker trait in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Neither your body nor your spirit can ever become undead. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat.

BACKGROUND

Cursed Family: Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Occultism skill, and the Curse Lore skill. You gain the Oddity Identification skill feat.

FEATS

Ghost Hunter: Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.

Oddity Identification: You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.

Dubious Knowledge: You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

Haunt Ingenuity: Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching.

You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead.

Ghost Hunter Dedication: You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice.

Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.

Unmistakable Lore: You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.

Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Breached Defenses: You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at Exploit Vulnerability, you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from Exploit Vulnerability.

Breached Defenses: You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance.

Pilgrim's Token: Win ties in initiative

Investigate Haunting: You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.

Ward Against Corruption: Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against death effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's death effect or disease.

SKILLS
Acrobatics +9
Athletics +13 (E)
Arcana +7
Curse Lore +7
Diplomacy +10
Esoteric Lore (E) +12
Intimidation +10
Nature +7
Occultism +7
Spirit Lore +7
Religion (E) +9

LANGUAGES
Common

EQUIPMENT
breastplate, +1 longsword, lesser healing potion, 4 gp

Background:
The Alaro family was cursed from the start. When he was a young boy, Alexi Alaro's parents were murdered by horrific monsters on a carriage ride through the Ustalavic countryside. He and his younger sister, Cathyriel, grew up together in an orphanage, with no guidance on what to do with their lives. Alexi sought to become a knight to try to make the world a safer place, but his sister tried to fight the darkness with darkness of her own. She pursued dark magics that mortals were not meant to know, eventually putting her mind in contact with beings from beyond time and space. The beings twisted and corrupted Cathyriel until she soon became worse that the monsters she was fighting. Alexi had no choice but to put an end to his sister, slaying her in an epic battle, but he succumbed to the injuries he sustained during the fight and died as well.

Alexi's dying hope was that both he and his sisters' souls could find peace in the Great Beyond, but that was not to be. Due to the circumstances of her death, Cathyriel's soul was trapped on the Ethereal Plane, a phantom doomed to never be able to rest. Alexi could not bear the thought of an endless afterlife without his sister, and he begged the psychopomps who came to collect him to reunite him with his sister. Deeming Alexi's soul worthy of reincarnation, they sent him back to Golarion and forged a special bond between his soul and Cathyriel's spirit, on the condition that he vow to do Pharasma's work in the world. But the body his soul was reborn into was not his own--he found himself returned to life as a female duskwalker instead.

Alexi has since adjusted to her new circumstances and her bond with her phantom sister. Together again, Alexi and Cathyriel roam the world investigating haunts and putting ghosts to rest in the name of the Lady of Graves. Alexi has picked up numerous esoteric methods of dealing with the occult. Now, with amulet held high, she has been called to investigate a strange manor in southern Ravounel...