Full Name |
Kadosh |
Race |
HP 74, AC 23, F +13, R +12, W +10 |
Classes/Levels |
Half-orc thaumaturge 6 |
Gender |
Male |
Size |
Medium |
Alignment |
NG |
Deity |
Bergelmir, Mother of Memories |
Location |
Realm of the Mammoth Lords |
Strength |
16 |
Dexterity |
14 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
19 |
About Kadosh
Thaumaturge details
[ spoiler=Quick stats]
HP 74/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
[/spoiler]
[dice=Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level]1d20+ 12[/dice]
[dice=+1 striking battleaxe]1d20+14[/dice]
[dice=Slashing, with implement empowerment]2d8+5[/dice]
[dice=Slashing, with implement empowerment, personal antithesis]2d8+5+4[/dice]
Sweep: When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon
Crit? Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.
REACTIONS
[ ooc]React to [ url=https://2e.aonprd.com/Actions.aspx?ID=1230]Ring Bell[/url] if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally (DC 22) or to [ url=https://2e.aonprd.com/Actions.aspx?ID=1234]Implement's Interruption[/url] if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. [/ooc]
Orc Ferocity [reaction] Frequency once per day; Trigger You would be reduced to 0 Hit Points but not immediately killed; Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Orc Superstition [reaction] Trigger You attempt a saving throw against a spell or magical effect, before rolling. Effect: You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
[dice=Hatchet (agile, sweep), melee]1d20+13[/dice]
[dice=Slashing, with implement empowerment)]1d6+5[/dice]
[dice=Slashing, with implement empowerment, personal antithesis]1d6+5+4[/dice]
Sweep: When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon
[dice=Hatchet (thrown 10 feet), ranged]1d20+12[/dice]
[dice=Slashing, with implement empowerment)]1d6+5[/dice]
+1 striking light mace
Kadosh
Birthplace: Realm of the Mammoth Lords
Gender & Pronouns: Male, he/him
Ancestry: Half-orc
Background: Northland forager
Class Thaumaturge; Level: 6
Traits: Medium, Half-orc, Humanoid, Human, Orc
Alignment NG; Deity: Bergelmir, Mother of Memories
Languages: Hallit, Orcish
____________________
SENSES
Perception: [dice=Perception (expert), spiritsight]1d20+10[/dice]
Special Senses: low-light vision, +2 item bonus when using the Seek action to find hidden or undetected incorporeal creatures within 30 feet of you.
____________________
DEFENSES
Hit Points: 74 (8 class, 3 Con, 8 ancestry)
AC: 23 (+3 armor, +2 Dex, +5 trained)
Armor Hide armor (+3 AC, +2 Dex Cap, -2 check penalty, -5 ft., 14 Str req)
Armor proficiencies trained in light, medium, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (expert)]1d20+ 13[/dice]
Reflex: [dice=Reflex (expert)]1d20+12 [/dice]
Will: [dice=Will (expert), +1 vs. fear]1d20+ 10[/dice]
Notes:
____________________
OFFENSE
Class DC: 22 (trained)
Speed: 30 ft.
Weapon proficiencies expert in simple, martial, unarmed
___________________
SKILLS
Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 2 [/dice]
Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 8 [/dice]
Athletics (T, Str)
[dice=Athletics (trained)]1d20+ 11 [/dice]
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 0 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 4[/dice]
Diplomacy (E, Cha)
[dice=Diplomacy (expert)]1d20+ 14 [/dice]
Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 12 [/dice]
Lore (esoteric) (T, Cha)
[dice=Lore (esoteric) (trained)]1d20+ 12 [/dice]
Lore (herbalism) (T, Int)
[dice=Lore (herbalism) (trained)]1d20+ 8 [/dice]
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 0[/dice]
Nature (E, Wis)
[dice=Nature (trained)]1d20+ 10 [/dice]
Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 8[/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+4 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 8 [/dice]
Society (U, Int)
[dice=Society (untrained)]1d20+0 [/dice]
Stealth (U, Dex)
[dice=Stealth (untrained)]1d20+2[/dice]
Survival (T, Wis)
[dice=Survival (trained)]1d20+8[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+2[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
* 1st: Orc Superstition [reaction] Trigger You attempt a saving throw against a spell or magical effect, before rolling. Effect: You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
* 5th: Orc Ferocity [reaction] Frequency once per day; Trigger You would be reduced to 0 Hit Points but not immediately killed; Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Archetype Feats and Abilities
* 2nd: Marshal Dedication: You're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.
* 4th: Inspiring Marshal Stance: You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Success As critical success, but your aura's size doesn't increase.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.
* 6th: Cadence Call [one-action] 1/minute. You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn.
Class Feats and Abilities
* Feature 1st: First Implement (bell)
* Feature 1st: Exploit Vulnerability [one-action]
* Feature 1st: Implement’s Empowerment
* 1st: Diverse Lore: Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.
* 2nd: Esoteric Warden: When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you Exploit Vulnerability again.
* 4th: Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites.
* 6th: Sympathetic Vulnerabilities: When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures. This has one of two effects, based on the type of vulnerability you invoked.
While you have mortal weakness applied, your Strikes also apply that weakness against any creature that has that weakness, not just creatures of the exact same kind. For instance, if you used mortal weakness against a red dragon to apply its weakness to cold to your Strikes, those Strikes would also apply to the weakness to cold of fire elementals or any other creature with a weakness to cold.
While you have personal antithesis applied to a non-humanoid creature, you can apply your custom weakness to all creatures of the exact same kind. For example, if you used personal antithesis against an imp, the custom weakness would apply to other imps but not to other non-imp devils.
General Feats
* 3rd: Fleet: +5 feet Speed
Skill Feats
* Background: Forager
* Bonus 1st: All of the Animal: You know how to make the best and most efficient use of a hunted animal's carcass. Choose a Large or larger corpse of an animal that died within the past day. While using Survival to Subsist near the carcass, you always receive enough food for yourself and one additional Medium creature, using up the meat from the carcass to do so. Since you're using all of the animal, others can't use the carcass's meat for any other purpose, including their own use of All of the Animal.* Bonus 1st: Tame Animal
* 2nd: Hefty Hauler
* 4th: Trick Magic Item [one-action] You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
* 6th: No Cause for Alarm
____________________
EQUIPMENT
Magical gear: spiritsight ring
Gear: adventurer’s pack, battle axe, bell, hatchet, hide armor
Coins: 10 gp, 9 sp
____________________
BACKGROUND
Signs and omens are everywhere. Most people ignore them, but not Kadosh. He’s learned all to well how powerful those are. He still remembers his mother – if only barely. She’d gone out to hunt for mammoths. He’d tried to stop her; the dream he had the previous night had been SO vivid, sent he was sure by Bergelmire, but she hadn’t listened to him. He’d just been anxious, she said, and she’d been fine. She’d hunted mammoths so many times. He never saw her again.
And then his father. He had stepped in a puddle with his left foot and hadn’t put his right foot in OR changed his boot afterward. Kadosh wasn’t even surprised when he’d had an accident less than a week later, losing his right leg. He hadn’t expected it to become infected and cost his father his life, but Kadosh knew. It was another example – as if he, as if anyone! – needed one about how important signs and omens are, and how much those in the Following should know them and follow them.
Still, he counts himself fortunate to have been raised by those in the Broken Tusk, who took him in after his parents’ death and who made sure he knew their traditions, even those that outsiders might dismiss as superstitions. Those traditions help him provide for his people. Following the birds, and the wind, and the clouds, all lead him to the roots and eggs that he brings to supplement the hunters’ catches.
____________________
CAMPAIGN NOTES
The missing hunters (Nukiak)
Meeting Eokoe, Tedanu, Dini; learning about the dragon Venexus, and its puppet, Ashen Swale
Ivarsa appears
Befriending Jorek
Syarstik's story, introducing Metuak
Syarstik!
Meeting the naiad Gathganara
Starting to befriend the blindheims
Fighting Ardissa
Pakano turns heel!
Legend of the Primordial Flame
Learning the Broken Tusks' true history
Meeting the Gornok River water spirit
Discovering the Burning Mammoth spear
Letting Wola of the Burning Mammoth tribe go free
The tribe's mammoth herd
The ceremonial tasks before the Green Moon ceremony