Goblin Sneak

Lohco's page

102 posts. Organized Play character for Trscroggs.


Full Name

Lohco

Race

Goblin

Classes/Levels

Hit Points 90/90, Armor Class 26, Fortitude +14, Reflex +17, and Will +14*, Perception +11, and Speed 30 ft

Gender

Male

Size

Small

Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 8
Charisma 18

About Lohco

Locho
Thaumaturge
Goblin – Unbreakable Goblin
Background: Gambler
Default Exploitation Action: Investigate (With Esoteric Lore +18)

HP: 90/90
Perception: +11 w/Darkvision
Speed 30ft
Implement: Mirror, Amulet (Defualt)
Fortitude(E): +14
Reflex(E): +17
Will(M): +14 (Will Success are Crit Success)
Thaumaturge DC: 24
Chaotic Good
Traits: CG, Small, Goblin, Humanoid

Racial Features:

Size: Small
Darkvision
Speed: 25 feet
Languages: Common, Goblin, Orc, Ancient Osiriani
Your racial HP bonus is 10 instead of 6, take half damage from falling.

Class Features & Feats:

Trained in all Simple and Martial Weapons + Unarmed Attack
Trained in Light & Medium Armor
Esoteric Lore: A special lore that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type. Modified by Diverse Lore class feat to allow it to be used for all topics, but check is at -2 when not one of the usual topics.
Implement's Empowerment: When implement is on one hand, do +2 damage for each damage dice rolled for Strikes with a melee weapon.
Diverse Lore: (Class Feat – Level 1)
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.
Implement: Mirror
Scroll Thaumaturgy (Class Feat – Level 2)
You may activate all scrolls, using your class DC instead of the scrolls. You may draw and use scrolls in the same hand as your implement.
Talisman Esoterica (Class Feat – Level 4)
You can make two taslismans a day with a level no higher than half your level.

Scroll Esoterica (Class Feat – Level 6)
Each day you prepare 1 temporary scroll of a 1st-rank spell of any tradition. At 8th level add a second scroll contains a 2nd-rank spell. (Both Heal by default)

Sympathetic Vulnerabilities (Class Feat – Level 8)
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.

Second Implement: (Class Feature – Level 5) (Chose Amulet)
You’ve added another implement of power to your toolkit. You choose a second implement, which must be a different type of implement than your first. You gain the initiate benefit of your new implement.
While you’re holding an implement in one hand, you can quickly switch it with another implement you’re wearing to use an action from the implement you’re switching to. To do so, you can Interact as a free action immediately before executing the implement’s action.
Disciplined Mind: (Class Feature – Level 7)
Success on Will saves are Crit Successes instead.
Weapon Specialization: (Class Feature - -Level 7)
You deal 2 additional damage with weapons and unarmed attacks in which you are an expert.
Adept Benefit (Amulet): (Class Feature – Level 7)
When you use Amulet’s Abeyance, you or your ally chooses one type of damage dealt by the triggering attack and gains resistance 5 against that damage type until the start of your next turn.

Amulet:

{Reaction} Trigger the target of your Expliot Vulnerability would damage your or an ally within 15ft of you
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. (@ Level 8 = 10)
When you use Amulet’s Abeyance, you or your ally chooses one type of damage dealt by the triggering attack and gains resistance 5 against that damage type until the start of your next turn.

Mirror:

{1 Action} Mirror’s Reflection
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.

Exploit Vulnerability:

Exploit Vulnerability
Make an Esoteric Lore check against the targets standard DC for its level. You gain an effect depending on level of success until you use Exploit Vulnerability again.
Critical Success: You learn all the creatures’ weaknesses, resistance, and immunities. You learn the amounts of those, and any special weaknesses of vulnerabilities. You may use Mortal Weakness. Also compare result against target’s Recall Knowledge DC. Finally, gain a +2 AC or +2 Saving Throw against next attack the target uses on you.
Success: You learn its highest weakness. You may use Mortal Weakness. Also compare result against target’s Recall Knowledge DC. Finally, gain a +1 AC or +1 Saving Throw against next attack the target uses on you.
Failure: You may only use Personal Antithesis.
Crit Failure: You become flat-footed until the beginning of your next turn
On anything but a Crit Failure, you attacks count as magical against the target if they weren’t already.

On a Success or Critical Success chose one of the following. On a failure, you may only choose Personal Antithesis.
Mortal Weakness: You attacks trigger the target’s highest weakness. Damage type does not change, so resistance might apply to damage.
Personal Antithesis: Target gains a vulnerability of 2 + half your level against only your attacks. (At level 8, this is Weakness 6)

Standard Difficulties
Level DC
0 14
1 15
2 16
3 18
4 19
5 20
6 22
7 23
8 24
9 26
10 27
11 28
12 30
13 31
14 32
15 34
16 35
17 36
18 38
19 39
20 40
21 42
22 44
23 46
24 48
25 50

Skills:

Acrobatics +16 (E)
Arcana +13
Deception +14
Diplomacy +29 (M)
Intimidation +14
Occultism +13
Religion +9
Society +12
Stealth +4 (U)
Thievery +14
Games Lore +12
Esoteric Lore +18 (M)
Pathfinder Society Lore +12

Feats:

Dubious Knowledge (free from class)
On a Recall Knowledge check, if you get a failure (but not critical failure) get one true fact and one false fact.
Lie to me (from Background)
You may use your Deception DC if higher than your Perception DC to detect lies during a dialogue.
Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter.
Schooled in Secrets
You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.
Tumbling Teamwork
When you successfully Tumble Through an enemy's space, an ally who is adjacent to that enemy can Step as a reaction, but they must remain adjacent to that enemy.
Trick Magic Item
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily.

Fleet
Your land speed is increased by +5.
Toughness
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Pathfinder Society:

Faction: Horizon Hunters
School: Swords
Free Lore: Pathfinder Society
Free Item: Healing Potion, Minor

Equipment:

Bulk 2.8/6 (Limit 12)
Adventure’s Pack -- bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. All in Backpack
Dagger
Dogslicer (+1 Rune, Striking)
Shortbow (20 Arrows) – in backpack
Studded Leather Armor (+1 Rune, Resilient)
Wayfinder, Rugged
Aeon stone, pearly white spindle (In Wayfinder-Resonate)
Crowbar -- Stored in backpack
Marbles – Stored in Backpack
Playing Cards – Stored in Backpack
Thieves’ Tools – In Bandolier
Replacement Thieves’ picks – in backpack
Esoteric Pouch (not an official item, but I am noting it here)
Mirror (not an official item, but I am noting it here)
Winter Clothes – Stored in backpack
Writing Kit – Stored in backpack
Cantrip Deck, 5-Pack (Stabalize) 5/5
Cantrip Deck, 5-Pack (Bullhorn) 5/5
Eyeslash
Mage’s hat
Pendant of the Occult
Antitdote, Lesser
Antiplauge, Lesser
Elixir of Life, Minor (1d6, +1)

Standard Attacks:

Given that Locho is a Thaumaturge, a lot of his attacks depend on his situation.
All of these include Implement’s Empowerment, as the situations where it cannot be used should be rare. This +2 damage is untyped.
The +1 from flanking is due to the Dogslicer’s Backstabber trait, and is precision damage.
Default attack if nothing is applying:
[Dice=Dogslicer]1d20+17[/dice][Dice=Damage, Slashing]2d6+4+4[/dice]
Default attack, Flanking
[Dice=Dogslicer, Flanking]1d20+17[/dice][Dice=Damage, Slashing]1d6+4+4+1[/dice]
Attack versus Exploit Vulnerability target, Personal Antithesis
[Dice=Dogslicer, EV-PA]1d20+17[/dice][Dice=Damage, Slashing]1d6+4+4+6[/dice]Target has Weakness 6 against this attack, already included in damage
Attack versus Exploit Vulnerability target, Personal Antithesis, Flanking
[Dice=Dogslicer, Flanking, EV-PA]1d20+17[/dice][Dice=Damage, Slashing, Precision]2d6+4+4+6+1[/dice]Target has Weakness 6 against this attack, already included in damage
[dice=Shortbow]1d20+16[/dice] [dice=Damage Piercing]1d6[/dice]

Character:

Lohco is a goblin of two voices. When talking normally Lohco is like any other goblin, hyperactive and with broken diction. When speaking about things he knows (ie Lore or Recall Knowledge) he adopts a ‘professor’ voice.