Wayward Crusader

Cassandra Thaumaturge's page

59 posts. Organized Play character for andreww.


Full Name

Cassandra

Race

Init +13| AC 26 (27 with Shield) | HP 78|78 | Fort +13, Ref +11 (+3 Bulwark), Will +15 (Resolve); Per +13 (E)

Classes/Levels

Reactions:
Implement Interruption, Retributive Strike

Gender

Female Aasimar Thaumaturge

About Cassandra Thaumaturge

Cassandra Thaumaturge 7 Medium Human Aasimar Humanoid
Background Warrior
Perception [E] +13; Low-Light Vision Darkvision
Languages Common, Tien
Deity Thoth

Skills Arcana +9, Athletics +14, Deception +13, Diplomacy [E] +16, Intimidation [M] +19, Lore: Esoteric [M] +17, Lore: PFS +9, Lore: Warfare +9, Medicine +12, Nature +11, Occultism +9, Religion +11, Survival +11

Attributes Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +4

Items +1 Gray Maiden Plate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Toolkit, Aeon Stone (Pearly White Spindle), Scrolls [Longstrider (3), See Invisibility (2), Faerie Fire (3), Helpful Steps (3), Heal (1st) (4), Air Walk], Aeon Stone (Dusty Rose Prism), Wayfinder, Demon Mask, Wand of Longstrider, Glasses of Sociability, Lifting Belt, Healer's Gloves, Boots of Bounding, Buckler (Hardness 3, HP 6, BT 3)

AC 26 (+27 with shield raised)
Fort +13, Ref +11, Will +15; Resolve
HP 78
Speed 25 feet [35 with Longstrider]

Melee +1 Striking Ghost Touch Gnome Flickmace +16 (Gnome, Reach, Sweep, Uncommon, Magical), Damage 2d6+6 B +4 physical

Melee Shortsword +15 (Agile, Finesse, Versatile S), Damage 1d6+6 P +2 physical

Ranged Javelin +11 (Thrown), Damage 1d6+6 P +2 physical

Feats

Ancestry Celestial Eyes, Natural Ambition [Divine Disharmony]

Class Feats Scroll Thaumaturgy, Diverse Lore, Champion Dedication, Champions Reaction [Retributive Strike]

Skill Feats Dubious Knowledge, Intimidating Glare, Battle Medicine, Intimidating Prowess, Quick Identification, Trick Magic Item

General Feats Ancestral Paragon [Unconventional Weaponry], Battle Cry

Class Abilities Implements [Weapon, Chalice], Exploit Vulnerability, Esoteric Lore, Implement Interruption (Reaction), Paladin Cause, Tenets of Good, Drink from the Chalice, Weapon Implement Adept, Weapon Specialisation

Dice Rolls:

[dice=Fortitude]1d20+13[/dice]
[dice=Reflex, Bulwark]1d20+11+3[/dice]
[dice=Will]1d20+15[/dice], Resolve

Exploit Vulnerability
[dice=Esoteric Lore]1d20+17[/dice]
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.

Retributive Strike: My ally gain Resist 9 All against the triggering attack.

Implement Interruption: Only works against my Exploited target, triggers on concentrate, manipulate or move actions.

In general Cassandra will prioritise using Retributive Strike rather than Implement Interruption.

[dice=Strike 1]1d20+16[/dice]
[dice=Damage, Str, IE, WS]2d6+4+4+2[/dice]

[dice=Strike 2]1d20+16-5[/dice]
[dice=Damage, Str, IE, WS]2d6+4+4+2[/dice]

[dice=Strike 3]1d20+16-10[/dice]
[dice=Damage, Str, IE, WS]2d6+4+4+2[/dice]

Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.

A critical hit forces a DC21 Fortitude save or the target is knocked prone

[dice= Perception (E)]1d20+13[/dice]
[dice=Arcana]1d20+9[/dice]
[dice=Athletics ]1d20+14[/dice]
[dice=Deception]1d20+13[/dice]
[dice=Diplomacy]1d20+16[/dice]
[dice=Intimidation]1d20+19[/dice]
[dice=Esoteric Lore]1d20+17[/dice]
[dice=PFS Lore]1d20+9[/dice]
[dice=Medicine]1d20+12[/dice]
[dice=Nature]1d20+11[/dice]
[dice=Occultism]1d20+9[/dice]
[dice=Religion]1d20+11[/dice]
[dice=Survival]1d20+11[/dice]