Svirfneblin

Antiquarian Swix Harlequinn's page

96 posts. Organized Play character for rainzax.


Full Name

Antiquarian Swix Harlequinn

Race

Stats:
AC 20 | Fortitude (+8), Reflex (+8), Will (+8) | Perception (+9) w/ darkvision | Speed 25 | Reactions @ Empathetic Plea (if attacked), Final Spite (when felled)

Classes/Levels

♥️ 42 | ☀️ □ | ☘️ ☑ | ✋✋ Mirror Implement & Cane Pistol | ⚕ none | School: Burning Hands □

Gender

TN Gnome (Bleachling, Umbral) Tomb Born Thaumaturge (Mirror) / Blessed One 3 | ◆◇↺ | Explore: Investigate

Age

Brother to Serj

Special Abilities

◆◇↺

Deity

Irez, Lady of Inscribed Wonder

Location

Ustalav, Eye of Dread?

Occupation

Tomb Born

Homepage URL

□☑

Strength 16
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Antiquarian Swix Harlequinn

"That is your name, yes yes. But let's find out who you Really are!"

#2018:

Vigilant Seal
Spells
XP: 17

Senses
Perception (**) +8 w/ Darkvision
Languages ➤ Common, Fey, Gnomish; Aklo, Necril, Shadowtongue

Defense
AC 20 (chain shirt), HP 42
Fortitude (**) +8, Reflex (**) +8, Will (**) +8
Empathetic Plea (↺) When a foe Swix hasn't used a hostile action against attacks him, he rolls Diplomacy vs Will to reduce the damage
Final Spite (↺, 1/day) When Swix would be felled, he makes make an immediate "final" Strike

Offense
Thaumaturge Class DC 18
Martial Weapons (*), Medium Armor (*)
Speed 25, Bulk 0.0 / 5.0

Potent Cane Pistol: Cane (B, 1h; combo, critical fusion, thrown 10) +9 @ 1d6+5 blunt; CS ➤ discharge for +2 damage / die or Stun w/ Fort
Potent Cane Pistol: Pistol (B/P, 1h, 1r, 30-ft; combo, concussive, fatal d8) +7 @ 1d4+2 concussive

Mirror Projects Hidden Faults of the Spirit
Exploit Vulnerability (◆) Roll Esoteric Lore to determine Mortal Weakness or Personal Antithesis [3]
Lay on Hands (◆, focus, touch) Restore [12] hit points and +2 status AC if ally; or vs undead Basic Fortitude @ 2d6 vitality and -2 status AC
Mirror's Reflection (◆, 15-ft) Appear in new square, quasi-occupying both until you move, an effect forces a decision, or next turn begins
Scroll Thaumaturgy (~) May use scrolls from any Tradition using implement hand

Ability Text:

Empathetic Plea
Trigger: You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack. The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC.

Critical Success: The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.
Success: The creature takes a –2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is –4 if you're an expert in Diplomacy, –6 if you're a master, and –8 if you're legendary.
Failure: The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

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.

Exploit Vulnerability (◆)
[esoterica, manipulate]
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.

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 the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.

Final Spite (↺)
Frequency: once per day; Trigger: You're reduced to 0 Hit Points; Effect: You make a Strike before falling unconscious.

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.

Implements and Esoterica
Your 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.

Lay on Hands (◆, focus)
Range touch; Targets 1 willing living creature or 1 undead creatureYour hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Mirror's Reflection (◆)
[illusion, manipulate]
You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you.

Scroll Thaumaturgy
Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica.

Skills (9)
Dubious Knowledge (~) When Swix fails 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.

Athletics (*) +8
Arcana (*) +5
Deception (*) +8
Diplomacy (**) +10 w/ Empathetic Plea
Esoteric Lore (**) +10 vs creatures, curses, haunts
Lore: Undead (*) +5
Nature (*) +6
Occultism (*) +5
Religion (*) +6

Equipment
Worn (2.0) @ Chain Mail (BB), Esoterics, Provision Scroll
Held (B) @ Cane Pistol w/ Potency Rune, Mirror Implement
Stowed (B) @ Adventurer's Pack

Progression:

Ancestry and General
1: Gnome, Umbral, Empathetic Plea
3: Toughness
7: Prescient Consumable, Retrain 3rd > Prescient Planner

Background and Skills
1: Undead Lore, Final Spite
2: Multilingual
3: Diplomacy > Expert

Class
1: Exploit Vulnerability; Mirror Implement, Scroll Thaumaturgy
2: Blessed One Dedication
3: Lightning Reflexes