Rakshasa

Chani Loasa's page

239 posts. Alias of breithauptclan.


Race

HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision |

Classes/Levels

Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

Gender

NG Male Catfolk Thaumaturge Scout 6 |

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 19

About Chani Loasa

Chani is a very relaxed and easy going Amurrun - a wanderer at heart. He is rather curious and always keeps a collection of oddities on hand. He does have two items of more importance than the others. One is an intricately carved wooden talisman on a long silver chain. The other is a deck of cards that never seems to repeat no matter how many cards you flip over and look at.

Recently his wanderings took him to the Isle of Erran. He quickly found himself drawn to the Celestial Menagerie and spent many hours viewing the exhibits. When he inquired about setting up his own fortune-telling booth, he was offered a position at the carnival itself - which he accepted. And quickly came to regret.

Even more recently, he decided to break ties with the Celestial Menagerie and managed to sneak out. However, he was not able to take more than the most basic equipment and had almost no money. Not even enough to pay for fare off the island. So he instead began wandering the island itself, hoping to find better fortunes before the agents of Mistress Dusklight catch up to him.

◆ ◇ ↺

Ancestry, Background, Class:

Ancestry: Catfolk
Heritage: Sharp Eared

Background: Fortune Teller

Class: Thaumaturge

Character Details:

Alignment: NG
Deity:

Age: 126
Gender & Pronouns: Male, He Him
Height: 5'8"
Physical Appearance: Humanoid shape, but very feline in nature. Dark black fur covering his entire body.

Languages:
Common
Amurrun

Core Stats:

HP: 68

AC: 10 +6(level) +2(trained) +4(DEX) +1(armor) +1(potency)
AC: 24

Saves
Fortitude: +12
Reflex: +14
Will: +12

Dex attack: +6(level) +4(expert) +4(DEX) +1(potency) = 15
Str attack: +6(level) +4(expert) +1(STR) +1(potency) = 12

Movement
Speed 35

Senses:
Low-light vision

Thaumaturge DC: 22

Bot Me! plans and Dice code:

Pick a target, Exploit Vulnerability if needed. Try to manage position such that as many targets of that enemy are within range of Amulet's Abeyance. Hit that enemy.
Amulet's Abeyance usage: In general, use it on the first hit that the targeted enemy succeeds with. With the possible exception of if the targeted enemy is attacking Rulean while his shield is up, and Shield Block is available and usable, and the enemy has enough actions to attack again - then wait and block a possible second hit.

[dice=Exploit Vulnerability (Esoteric Lore)]1d20 +14[/dice]

Personal Antithesis = 2 + half level (rounded down).

Without Inspire Courage

[dice=+1 Light Mace Strike]1d20 +15[/dice]
[dice=+1 Light Mace Strike (MAP1)]1d20 +15 -4[/dice]

[dice=Light Mace (b) (+IEMP)]2d4 +4[/dice] +Exploit Vulnerability weakness

[dice=Hand Crossbow Strike]1d20 +15[/dice]

[dice=Hand Crossbow Damage (p) (+IEMP)]2d6 +4[/dice] +Exploit Vulnerability weakness

With Inspire Courage

[dice=+1 Light Mace Strike, Inspire]1d20 +15 +1[/dice]
[dice=+1 Light Mace Strike (MAP1), Inspire]1d20 +15 -4 +1[/dice]

[dice=Light Mace (b) (+IEMP), Inspire]2d4 +4 +1[/dice] +Exploit Vulnerability weakness

[dice=Hand Crossbow Strike, Inspire]1d20 +15 +1[/dice]

[dice=Hand Crossbow Damage (p) (+IEMP), +Inspire]2d6 +4 +1[/dice] +Exploit Vulnerability weakness

Skills

[dice=Perception]1d20 +12[/dice]
[dice=Knowledge Esoteric]1d20 +12[/dice]
[dice=Knowledge Arcana]1d20 +8[/dice]
[dice=Knolwedge Occultism]1d20 +8[/dice]
[dice=Knowledge Nature]1d20 +10[/dice]
[dice=Knowledge Religion]1d20 +10[/dice]
[dice=Stealth]1d20 +14 +1[/dice]
[dice=Medicine]20[/dice]
[dice=Medicine non-assurance]1d20 +12[/dice]

Skills:

+12 Perception Expert

+13 Acrobatics Trained (potency +1)
+8 Arcana Trained
+0 Athletics
+0 Crafting
+4 Deception
+12 Diplomacy Trained
+4 Intimidation
+12 Medicine Expert
+10 Nature Trained
+8 Occultism Trained
+4 Performance
+10 Religion Trained
+0 Society
+15 Stealth Expert (potency +1)
+10 Survival Trained
+4 Thievery +1 item to Pick Lock and Disable Device

+8 Lore(Fortune Telling) Trained

+14 Esoteric Lore Expert

Feats:

Ancestry 1: Well-Met Traveler

Background: Oddity Identification

Class 1: Scroll Thaumaturgy

Class 2: Root to Life

FA 2: Scout Dedication

Skill 2: Assurance (Medicine)

General 3: Battle Medicine

Class 4: Breached Defenses

FA 4: Terrain Scout

Skill 4: Continual Recovery

Ancestry 5: Light Paws

Class 6: Ammunition Thaumaturgy

FA 6: Scout's Speed

Skill 6: Quiet Allies

Feat and Ability Mechanics:

Land on your Feet: When you fall, you only take half the normal fall damage and don't land prone.

Sharp Eared: +2 circumstance bonus to Perception checks within 30 feet to locate a creature by sound.

◇ Expressive Ears: Frequency: 1/round. You can Point Out any creature you detect through sound.

◆◆ Light Paws: You Step and Stride in either order. You ignore difficult terrain during this movement.

Implements and Esoterica: Implements are held in one hand. You can switch between implements for free when you use an action that requires a specific one. You can hold esoterica in the same hand as an implement.

Implement's Empowerment: While holding only a single 1-hand weapon, an implement, and possibly esoterica you add +2 bonus damage per weapon die.

◆ Exploit Vulnerability:
Target: a creature you can see
Make an Esoteric Lore check against the standard DC for the creature's level.
Crit: As success, but you learn all resistances, weaknesses, and immunities.
Success: Learn one highest weakness. You can use either Personal Antithesis or Mortal Weakness, and your attacks become magical if they weren't already.
Fail: Learn nothing. You can only use Personal Antithesis. Your attacks still become magical.
Fumble: You become flat-footed until the beginning of your next turn.

Mortal Weakness: Your attack's damage does not change, but they trigger the highest weakness you found from Exploit Vulnerability from that target and all creatures of the exact same type.

Personal Antithesis: Only the target of Exploit Vulnerability gains weakness 5 to your attack's damage. (2 + half level)

Breached Defenses: If you are successful or better on Exploit Vulnerability check, instead of using Mortal Weakness or Personal Antithesis you can make your attacks bypass one resistance that the target has that can be bypassed.

Tome Initiate: While holding your tome, you gain a +1 circumstance bonus to all checks to recall knowledge.
During daily preparations, you can choose two skills and become expert proficiency in both for the day.

↺ Amulet's Abeyance:
Trigger: The target of Exploit Vulnerability would damage you or an ally within 15 feet of you.
The target gains resistance (all) 7 to the triggering damage.

Esoteric Lore: A special skill that allows you to use Recall Knowledge on creatures of all types, haunts, and curses. It uses your Charisma as the ability modifier instead of Intelligence.

Dubious Knowledge: When you fail a recall knowledge check, you gain a bit of both true and false information but have no way to distinguish between the two.

Oddity Identification: +2 circumstance bonus to Occultism checks to identify magic with the mental, possession, prediction, or scrying traits.

Hobnobber: You can use Gather Information in half the normal amount of time (typically one hour).

Root to Life:
◆ You stabilize a dying creature.
◆◆ You attempt flat checks at DC 10 to remove each source of persistent damage as well as stabilize the creature.

Assurance (Medicine): Instead of rolling, you can get a result of 19 on Medicine checks.

◆ Battle Medicine: While holding or wearing healer's tools and with a hand free, you use Treat Wounds on yourself or an adjacent ally. Once per ally per day.

Continual Recovery: When you use Treat Wounds, the target becomes immune for only 10 minutes.

◇ Scout's Warning:
Trigger: You are rolling Perception or Survival for initiative
Allies gain a +1 bonus to their initiative rolls. This is either visible or audible.

Terrain Scout: (Terrain Stalker in two terrain types - Rubble, Underbrush) While in difficult terrain of type Rubble or Underbrush, you can sneak without needing stealth checks as long as the enemies are unaware of your presence initially, they are not actively searching, and you do not come within 10 feet of an enemy. You can only move 5 feet per action if measuring time in actions.

Ammunition Thaumaturgy: You can reload a weapon using a hand that is holding an Implement.

Scout's Speed: You move faster. +10 foot status bonus to speed. This becomes a +20 foot status bonus instead when calculating your overland travel speed.

Quiet Allies: When you are using Avoid Notice, you and all allies using Follow the Expert make a single stealth roll using the lowest modifier among the group. This doesn't affect initiative rolls, which are still rolled separately.

Equipment and Items:

GP: 9
SP: 3

Leather Armor
Light Mace
Hand Crossbow
20 bolts

Healer's Tools
Thieves' Tools

Scroll (2nd level Heal)
Scroll (2nd level Resist Energy)

Adventurer's Pack
> backpack
> bedroll
> chalk x10
> flint & steel
> 50 foot rope
> rations for 2 weeks
> soap
> torches x5
> waterskin

Ability Scores:

A: DEX, CHA
B: CHA, DEX
C: CHA
1: DEX, CON, WIS, CHA
5: DEX, CON, WIS, CHA