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Hoo Wattwinwerewyehau's page

1 post. Alias of dinketry.


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Kia ora koutou (that's 'Howdy, y'all'-Kiwi style). I loitered on this attractive offering, decided that I didn't have time to put forth a decent submission, and then contracted COVID. As I'm currently isolating, it would seem that I have time to submit, and thus is born Hoo Wattwinwerewyehau - gnome cloistered priest of The Lantern King. I hope worship of one of the Eldest is an OK submission, GM.

Party role-wise, Hoo is going to attempt to occupy the dual spheres of healing and debuffing. Kinda like a witch that heals. Or maybe a divine trickster. We shall see.

Fluff:
A sewer rat from the mean streets of Kaer Maga, little else of the genderless gnome who answers to the name of Hoo stays constant - embellishments, amendments, and footnotes to their story seem the rule. Whatever may be, a constant grin flickers across their face, often as they perform sleight-of-hand feats and street magic for appreciative audiences. A gnome has to eat though, so if the audience makes an involuntary donation during a daring bandalore trick....well then, so be it.

An occasional misunderstanding of the donation(s) in question has recently led Hoo to Sandpoint by way of Abken, Whistledown, and Magnimar - and what fortunate timing as it is Swallowtail Festival season, the perfect time for Hoo to ply their performances and educate the masses on the wonders of The Lantern King! As faithful as they come (and never without their trusty hooded lamp), Hoo doesn't recall how they came to honour the deity of the First World, but honour they shall.

Appearance:
Androgynous and lavender-eyed, Hoo dresses to stand out. Reflective panels of cheap metal sewn onto cloth vestments (purely for show; laughable as armour) adorned with bright colours, dyed feathers, and distracting festoons obscure the stocky build of the youthful gnome priest. Hoo wears a bandolier over their left shoulder and a pack on their back.

Crunch:

Pathbuilder
Hoo WattwinwerewyehauCleric 1
CNSmallGnomeFey-Touched GnomeHumanoid
Perception +6; Low-Light Vision
Languages Common, Gnomish, Goblin, Sylvan
Skills Acrobatics +2, Athletics -1, Deception +6, Diplomacy +6, Lore: One City +4, Medicine +6, Performance +6, Religion +6, Thievery +5
Str -1, Dex +2, Con +1, Int +1, Wis +3, Cha +3
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops (2), Religious Symbol (Wooden), Ball (3), Bandalore, Fake Blood Pack (3), Lantern (Hooded), Marbles, Mirror, Musical Instrument (Handheld), Oil (3), Pinwheel, Powder, Blindpepper Tube, Bioluminescence Bomb, Dust Pods
AC 15; Fort +4, Ref +5, Will +8
HP 17
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Razzle-Dazzle (Gnome) Frequency once per hour Trigger You blind or dazzle a creature. You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.
Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal, Heal; Cantrips
Divine Prepared Spells DC 16, attack +6; 1st Elysian Whimsy, Bane; Cantrips Illuminate, Rousing Splash, Daze, Needle Darts, Prestidigitation
Primal Innate Spells DC 16, attack +6; Cantrips Glass Shield
Focus Spells (1 points) Hyperfocus Range 30 feet Target(s) 1 creature Saving Throw Will; Duration varies You sharpen a creature’s senses, though more distant objects become hazy, indistinct, or muted to it. The target gains a +1 status bonus to Perception checks attempted with any of its precise senses. Furthermore, any imprecise senses the target has are sharpened to precise senses (though they do not receive the status bonus). However, the target cannot perceive anything beyond a range of 20 feet with any of its senses. The duration is determined by the target’s Will save. You can allow allies to choose the outcome instead of rolling a saving throw. Critical Success The target is unaffected. Success The target is affected for 1 round. Failure The target is affected for 1 minute. Critical Failure As failure, but the target cannot perceive anything beyond a range of 10 feet. Heightened (3rd) You can target up to 2 creatures. Heightened (6th) You can target up to 4 creatures.
Additional Feats Domain Initiate, Fey-Touched Gnome, Pickpocket
Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Delirium)