Full Name |
Odioki |
Race |
| HP 48/48| AC 21 | F: +9, R: +11, W: +7| Perc: +8| |
Classes/Levels |
| Speed 25ft | Active conditions: None |
Gender |
NG Human Thaumaturge 4 |
About Odioki
Odioki cursed himself for not being better prepared. The blizzard came out of nowhere, while he was returning from a scavenging run, knocking him off course, and stranding him deep in the snow. And it still hadn’t let up, for days now. With his supplies gone, and nothing but crumbs left of the hardtack he’d lifted off that elf trader, Nefarias, who always over charged anyway, Odioki had no choice but to abandon his frozen shelter.
He prayed to the North Star for a landmark, something, anything familiar to guide his way, but blanketed in snow, his surroundings were entirely alien.
Starving, numb from the cold, and exhausted, Odioki couldn’t help but laugh at the irony that nearly a year ago to the day, his twin brother, Tonaro, had died in a not dissimilar fate, drowned under the ice, but frozen to death nonetheless. How many times had they played on that lake as boys. That Tonaro should die there had seemed like the greatest irony until now.
It is said that somewhere in the north lies the entrance to the River of Souls, so that was what Odioki thought when he saw the arch of light open up amongst the trees, bright, and warm, and inviting.
Not a bad way to die, he thought as he stumbled forward through the deep and heavy snow. Better than freezing to death.
When Tonaro appeared in the light, smiling, eyes crinkling, arms outstretched in welcome, Odioki’s heart soared. Brother! To be reunited in death, it felt so right, and gave him the energy he needed, that final push, to get him to through the gate.
He walked back out three months later to find the sun shining, the snow mostly gone, and the familiar ridge of Ogre Tooth mountain off in the distance. Odioki was not sure what had happened, how he managed to be alive, but he he knew beyond a doubt that the spirit of his dead twin had saved his life.
OdiokiThaumaturge 4
NMediumHumanVersatile HeritageHumanoid
Perception +8;
Languages None selected
Skills Acrobatics +8, Arcana +7, Athletics -1, Deception +10, Diplomacy +12, Intimidation +10, Lore: Esoteric +12, Lore: Underworld +7, Nature +6, Occultism +7, Religion +6, Stealth +8, Thievery +8
Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +4
Items Studded Leather
AC 21; Fort +9, Ref +11, Will +8
HP 48
Implement's Interruption 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.
Speed 25 feet
Melee Shortsword +9 (Agile, Finesse, Versatile S), Damage 1d6 P +2Physical
Ranged Hand Cannon +9 (Uncommon, Modular (B P or S)), Damage 1d6 Modular +2Physical
No Cause for Alarm (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.
Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion 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.
Exploit Vulnerability (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. 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.
Occult Known Spells DC 20, attack +10; 1st True Strike (1 slots); Cantrips
Focus Spells (1 points) Warp Step (Amped) When you walk, the earth warps beneath your feet - your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp. Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action. Amp Heightened (4th) You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed. This grants the spell the teleportation trait.
Additional Feats Ammunition Thaumaturgy, Basic Psychic Spellcasting, Breached Defenses, Diverse Lore, Dubious Knowledge, Psychic Dedication, Schooled in Secrets, Scroll Thaumaturgy, Toughness, Unmistakable Lore
Additional Specials Archetype Conscious Mind (The Unbound Step), Archetype Psychic Cantrip (Standard Cantrip: Warp Step (Amped)), Archetype Psychic Casting Ability (Charisma), Esoteric Lore, First Implement And Esoterica (Weapon), Implement's Empowerment, Weapon Initiate Benefit
Short cuts:
[dice=Esoteric Lore]1d20+9[/dice] +Diverse Lore
[dice=Hand Cannon]1d20+8[/dice]
[dice=Damage]1d6+2[/dice]