Soulbound Doll (Bear)

Knight Night the Hero Bear's page

86 posts. Alias of Kyle "Worg" H.


Full Name

Knight Night

Classes/Levels

39/39 | AC 19 | F +9 R +7 W +8 | Perc +8 | Stealth +0 | Speed 20ft | Focus 1 | Success vs Emotion/Fear becomes Crit Success | Fire Weakness: 1 | Darkvision

Gender

Poppet Thaumaturge Soul Warden 3

Size

Small

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16

About Knight Night the Hero Bear

NG Wishborne Thaumaturge 3|

36/36 | AC 21 | F +9 R +5 W +8 | Perc +8 | Stealth +0

Speed 25ft | Focus 1 | Conditions:

PROFILE

Knight Night the Hero Bear:

Nationality:

Age:
Gender & Pronouns: He, Him
Height: 2ft
Weight: 12 Lbs
Physical Appearance: A teddy bear with button eyes, one of which is dangling on its string. One ear ripped and the other matted.


ancestry Poppet Wishborne
background Lastwall Survivor
Class;Thaumaturge Level: 3; Experience: 24
size Small
alignement; NG deity Pharasma
Languages: Common
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SENSES
Perception: 8 Wisdom 1 T/E/M/L 4 Item
Special Senses: Darkvision
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DEFENSES

HIT POINTS: 39/39

ARMOR CLASS
AC 19 TEML 2 Armor 4 Prof 3 Dexterity 0
Shield:

Armor Training: Unarmored T, Light Armor T, Medium Armor T, Heavy Armor U

SAVING THROWS
Fort E 9
Reflex E 7
Will E 8
Notes: Wishborn - Successful saves against emotion or fear effects are a critical success instead.
Constructed - The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by positive energy and harmed by negative energy as normal.
Flammable - You have weakness to fire damage equal to one-third your level (minimum 1).
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OFFENSE

Class DC:18

Speed: 25 Movement Types: (e.g. climb, burrow, fly)

Melee Strikes
Longsword +8 Strength: 3 Prof.: 3+2 T
damage 1d8 +3 Traits:

Weapon Proficiencies
Simple T, Martial T Unarmed T

Exploit Vulnerability 1 Action:

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.

Implement's Interruption Reaction:

Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using.
Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.

Your weapon senses a moment of weakness and guides your hand to strike down a foe. 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.
Adept Benefit


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SKILLS

Acrobatics: 0 : 0+0+0 Prof: U
Arcana: 5 : 0+3+2 Prof: T
Athletics: 8 : 3+3+2 Prof: T
Crafting: 7 : 0+3+4 Prof: U
Deception: 8 : 3+3+2 Prof: T
Diplomacy: 8 : 3+3+2 Prof: T
Intimidation: 2 : 2+0+0 Prof: U
Lore Undead: 5 : 0+3+2 Prof: T
Lore Esoteric: 10 : 3+3+4 Prof: E
Lore: 0 : 0+0+0 Prof: U
Medicine: 6 : 1+3+2 Prof: T
Nature: 6 : 1+3+2 Prof: T
Occultism: 5 : 0+3+2 Prof: T
Performance: 3 : 3+0+0 Prof: T
Religion: 6 : 1+3+2 Prof: T
Society: 0 : 0+0+0 Prof: U
Stealth: 0 : 0+0+0 Prof: U
Survival: 1 : 1+0+0 Prof: U
Thievery: 0 : 0+0+0 Prof: U
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ABILITY SCORES

STR +16, DEX +10, CON +14, INT +10, WIS +12, CHA +16
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FEATS:

Archetype Feats

Soul Warden Dedication:

You can take 10 minutes to emblazon Pharasma's holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned.

Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.

In addition, you can cast disrupt undead as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.

Class Feats
Haunt Ingenuity
Call Implement

Ancestry Feats
Harmless Doll

Skill Feats
Battle Medicine
Titan Wrestler
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CLASS FEATURES:
First Implement: Weapon
Esoteric Knowledge
Implement's Empowerment

EQUIPMENT
Bulk: 6/8
+1 Longsword (Implement)
Weapon Potency Rune +1
Breast Plate
Cloak of Feline Rest
Healing Potion (Minor) 2/2
Field Rations 4 Weeks
Artisan's Tools (Craft; Fabrics)

Botting:

Knight Night will generally begin combat with one of his first actions being Expose Weakness against the nearest or most dangerous undead. He will utilize his Implement's Empowerment to deal an additional 2 damage (Per damage die). He will utilize his reaction as often as possible against the target of his Expose Weakness.

[dice=+1 Longsword Attack]1d20+8+1[/dice]
[dice=+1 Longsword Damage (Imp. Emp.)]1d8+3+2[/dice]