Catfolk

Haunter of Monsters's page

294 posts. Alias of Tusk the Half-Orc.


Full Name

Haunter of Monsters

Race

| HP 58/58 | AC 22 | F+11 R +13 W +8 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: rank 1 - 1/1

Classes/Levels

| +1 Striking Rapier +14 (2d6+1 P, ddly d8); Longbow +13 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +13 | Active* N/A

Gender

M Catfolk Thaumaturge 5 (Wiz Dedication) | Perception +8, low-light vis.

About Haunter of Monsters

Final Thaumaturge rules from Dark Archive on Archives of Nethys

Playing in GM Qronos’s Strength of Thousands AP

Haunter of Monsters
Male catfolk thaumaturge 5 (Advanced Player's Guide 8, Dark Archive, Secrets of Magic)
Uncommon, Medium, Catfolk, Humanoid
Heritage liminal catfolk
Background unsponsored
Perception +8; low-light vision
Languages Amurrun, Fey, Mwangi, Mzunu
Skills Academia Lore +11, Acrobatics +11, Arcana +10, Athletics +8, Catfolk Lore +11, Diplomacy +11, Esoteric Lore +13, Intimidation +13, Mzali Lore +9, Nature +6, Occultism +9 (+10 to Recall Knowledge about creatures originating outside the Material Plane), Performance +11, Religion +6, Scribing Lore +9, Society +9, Stealth +11, Survival +6, Thievery +13, Warfare Lore +11
Str +1, Dex +4, Con +2, Int +2, Wis -1, Cha +4
Items studded leather (hunter's bane), +1 striking rapier, dagger, longbow (10 arrows, potency crystal), sling (10 sling bullets), academy beads, amulet implement (tlehar medallion), arrows (10), bookbag of holding (1 bulk), chalk (10), esoterica, flint and steel, hat of the magi, Haunt’s Book of Monsters, ladder feather token, lesser healing potion, ot’s anteater charm, rations (1 week) (2), repair toolkit, rhythm bone, rising sun lion mask, rope (foot) (50), scroll of fleet step, scroll of force barrage, scroll of heal (2), scroll of heal (2nd level) (2), soap, Spellbook, sunrod, thieves' toolkit, torch (5), waterskin, writing set, purse (16 gp, 9 cp)
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AC 22; Fort +11; Ref +13; Will +8; +1 circumstance bonus to saves vs. foe you have demoralized in the last 24 hrs, +2 item bonus vs hostile misfortune effects
HP 58
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Speed 25 feet, climb 10 feet
Melee [1] [i]+1 striking rapier[/i] +14 (disarm, deadly d8, finesse, magical), Damage 2d6+1 P
Melee [1] dagger +13 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Ranged [1] dagger +13 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Ranged [1] longbow +13 (volley 30, deadly d10, range increment 100 feet, reload 0), Damage 1d8 P
Ranged [1] sling +13 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Arcane Wizard Spells DC 19; 1st sure strike Cantrips (3rd) shield, telekinetic hand
Arcane Magaambyan Attendant Spell DC 19; Cantrips (3rd) warp step[DA]
Ancestry Feats Catfolk Lore, Climbing Claws
Class Feats Basic Wizard Spellcasting, Breached Defenses[DA], Magaambyan Attendant Dedication[LOCG], Scroll Thaumaturgy[DA], Turn Away Misfortune[DA], Wizard Dedication
Skill Feats Additional Lore, Dubious Knowledge, Group Coercion, Intimidating Glare, Terrain Expertise, Terrifying Resistance, Unmistakable Lore
Other Abilities amulet, esoteric lore, first implement and esoterica, mirror, school of protean form, second implement

MAAGAMBYA STUFF

Magaambya rank attendant
Primary branch Tempest Sun-Mages, level 4
Secondary branch Cascade Bearers, level 2 (+1 waiting for Haunt to get to character level 6)
Academy beads earned blue & yellow (initiate); sunburst glass (Spire Dorm); plantain glass (Lumusi Yao - dining hall); tan (Xhokan, shop); black (Teacher Ot - initiation)

THAUMATURGE CLASS FEATURES

Esoteric Lore:

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:

EXPLOIT VULNERABILITY [one-action]
ESOTERICA MANIPULATE THAUMATURGE
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.

First Implement: Amulet (medallion with image of Tlehar):

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.
Initiate Benefit
The protective aspects of your amulet can shield you and your allies from harm. You gain the Amulet’s Abeyance reaction.
AMULET’S ABEYANCE [reaction]
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.

Second Implement: Mirror:

MIRROR
Source Dark Archive p. 38
Mirror implements represent misdirection, illusion, and sleight of hand, bending and shifting a perspective and the way you look at things. While larger mirrors hold the same mystic connotations, thaumaturges always choose small, portable, handheld mirrors as implements so they can use them easily while adventuring. Mirror implements are associated with the harrow suit of keys, and the astrological signs of the stranger and the swallow.

Initiate Benefit - Mirror's Reflection
Traits Illusion, Magical, Manipulate, Thaumaturge
Source Dark Archive p. 93
Requirements You're holding your mirror implement.

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.

Spellbook (Wizard Multiclass Archetype, Arcane):

Cantrips bullhorn, ray of frost, shield, warp step
Rank 1 longstrider, true strike