Rival Explorer

Mork the Orc's page

115 posts. Organized Play character for Professor Plum.


Full Name

Mork the Orc

Race

Orc

Classes/Levels

Thaumaturge 6 | HP 47/64 | AC 24 (25 w/ Shield) | F+11 , R+12, W+12 | Perc +13 (darkvision), Init: +15 (win ties) | Exploration: Search| Active Cond: none | Focus: 1 | Hero: 1

Gender

CG Male

Size

M

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 18

About Mork the Orc

Thaumaturge
Background: Merchant
Languages: Common, Orc
Heritage: Battle Ready Orc
Ancestry Feats: Orc Ferocity, Scar-Thick Skin
General Feats: Incredible Initiative
Skill Feats: Bargain Hunter, Dubious Knowledge, Intimidating Glare, Natural Medicine, Combat Climber, Pilgrim's Token
Class Feats: Diverse Lore, Psychic Dedication, Basic Psychic Spellcasting, Sympathetic Vulnerabilities

Thaumaturge Details:

1st Implement: Amulet
Amulet's Abeyance: (↺) The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you. Result: 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.

2nd Implement: Chalice
Drink from Chalice: (◆) Sip or Drain

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. Note: Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. (At 3rd level, you become an expert in Esoteric Lore.)

Exploit Vulnerability: (◆) 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.

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.

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.

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die.

Psychic Details/Spells:

Conscious Mind: Tangible Dream
2nd Level: False Life
1st Level: True Strike
Cantrips: Shield, Guidance (from Pendant of the Occult)
Max Focus Points: 1
Amped Shield: You create a layered barrier of three shields to improve your defenses. The duration increases to sustained up to 1 minute. The shield still lowers at the start of each of your turns, but you can raise it again when you Sustain the Spell.

When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn't end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can't cast shield or amped shield again for 10 minutes. You can choose to break additional layers when you Shield Block with this spell to improve your defenses. If you break two layers instead of one, increase the Hardness to 1-1/2 × the normal amount. If you break all three layers, increase the Hardness to double the normal amount.

Shield Block (3rd level): 1 layer (Hardness 10), 2 layers (Hardness 15), 3 layers (Hardness 20)

Trained Skills:

Acrobatics: +10
Arcana: +8
Athletics: +14
Deception: +12
Diplomacy: +15
Intimidation: +13
Lore (Esoteric): +14
Lore (Mercantile): +8
Lore (Pathfinder Society): +8
Nature: +10
Occultism: +9
Performance: +12 (+1, wind chimes)
Religion: +10

AC: 24
HP: 64 (+10, false life)
Saves: F+11 R+12, W+12
Perception: +13, Initiative: +15 (win ties)
Movement: 25'

Equipment:

Weapons: +1 Striking Returning Trident (Attack: +15, Damage: 2d8+4+4+Weakness) (thrown 20', +13 attack)
Light Hammer (Attack: +14, Damage: 1d6+4+2+Weakness) (thrown 20', +12 attack)
Kits/Tools: Healer's Tools, Climbing Kit, Disguise Kit, Crowbar
Armor: +1 Chain Mail
Worn: Backpack, Wayfinder, Bandolier
Instrument/Amulet (held): Virtuoso Wind chimes
Magic Items: Diplomat's Badge, Eye Slash (greater), One Hundred Victories Tattoo, Pendant of the Occult
Other Items (attached to the inside of his cloak): Wooden cross, Mistletoe sprig, Pouches of reagents
Bandolier: Antiplague (Moderate) (PFS School), Antiplague (Lesser), Antidote (Lesser) (2), Scroll of Fairie Fire, Vials of various liquids/powders, Empty flasks (2)
Stowed: bedroll, flint and steel, grappling hook, hammer, pitons (5), rations (3 weeks), rope (50 feet), torch (3), waterskin, mug, writing set
TEMPORARY FOR BLESSINGS of the FOREST: Greater Flaming Star (+5 resist fire, DC 24 Fireball)

Faction: Horizon Hunters
PFS School: Generalist