Animist

Norbwald's page

224 posts. Organized Play character for Pirate Rob.


Classes/Levels

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Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Gender

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light)

About Norbwald

2018 Norbwald
M Compact Skeleton, Tomb Born, Thaumaturge 3
N Small Undead Skeleton

Senses Perception +8 (Wis +1 + Prof 7 (E)) Low-Light
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Defense
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AC 20 Armor 4(1) + 5 P
HP 38/38
Fort +9(E), Ref +8(E), Will +8(E)
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Offense
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Melee
. . +1 Gnomish Flickmace +9 1d6+5 S (T) – Reach, Sweep
. . Longsword +8 1d8+5 S/P
. . Warhammer +8 1d8+5 B (T) Shove
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Statistics
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Str 16, Dex 12, Con 14, Int 8, Wis 12, Cha 16
Speed 25ft
Ancestry Feats & Abilities As in life, So in Death(Adopted Ancestry: Gnome)
Skill Feats: Dubious Knowledge, Quick Squeeze, Final Spite, Group Impression
General Feats: Ancestral Paragon(Gnome Weapon Familiarity)
Class Feats & Abilities Diverse Lore, Chalice Implement(Drink from the chalice), Beastmaster
Skills:: Arcana +4(T), Athletics + 8(T), Deception +8(T), Diplomacy +10(E), Nature +6(T), Occultism +4(T), Religion +6(T), Underworld Lore +4(T), Undead Lore +4(T), Esoteric Lore +10(E)
Languages Common, Gnomish, Sylvan
Bulk (4/8/14) Adventurer’s Pack, Breastplate, Longsword, Oil of Unlife(Lesser), +1 Flickmace, Warhammer
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Special Abilities
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Exploit Vulnerability, Implement’s Empowerment,
Sip => 3 THP
Drain: Heal 9 (10 minute cooldown)
Leggy = HP 32/32 AC 17 | F +7 R +7 W +6 | Low-Light + Scent Perception +6
Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding
Acrobatics +7, Athletics +8, Stealth +7

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Organized Play Notes
757-2018 Swords, Verdant Wheel
Oil of Unlife(Lesser)

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.

Mortal Weakness: Weakness
Personal Antithesis: 3