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About Old KorkOld Kork - Male Goblin Thaumaturge 2
AC 19 Fort +7; Ref +7; Will +5
BOTTING
↺ Implement's interruption - strike vs TARGET OF EXPLOIT VULNERABILITY if they are in melee and make an action with a move, manipulate, or concentrate traits.
Dagger +7 / 1d4+2 P
Spikes the Starknife + 7 / 1d4 + 2 P
Skills
Gear:
Studded Leather Backpack Bedroll Chalk Flint and Steel Rope Rations (week) Torch Waterskin Soap Healer's Toolkit Thieves' Toolkit Climbing Kit Crowbar Dagger Bent Silver Fork Starknife Clothing (Cold-weather) Signal Whistle Compass Fishing Tackle Tool (Long) - Shovel Tool (Short) - Ice Saw Tool (Short) - Ice Hook Tent (Pup) Ivory Pendant Feats and abilities:
Additional Feats Additional Lore, Dubious Knowledge, Goblin Lore, Unbreakable Goblin | Assurance - Medicine Additional Specials Esoteric Lore, Diverse Lore, First Implement And Esoterica (Weapon), Implement's Empowerment, Weapon Initiate Benefit | Call Implement, Champion Dedication
Specifics:
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. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat. At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary 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. Critical Success
Success
Failure
Critical Failure
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
Personal Antithesis
Weapon Initiate Benefit Your weapon trembles slightly in your hand, seeking out your foe's weakness to it and interrupting their actions. You gain the Implement's Interruption reaction. At 5th level, when you gain thaumaturgic weapon expertise, your instinctive knowledge of your weapon implement also grants you the weapon's critical specialization effect. Implement's Interruption
Trigger
Requirements
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. 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. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit. Dubious Knowledge
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don't have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it's good or bad. 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. Assurance - Medicine
Prerequisites: You are trained in at least one skill Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Call Implement
You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again; you must track the creature down to get the implement back. Champion Dedication
Prerequisites Strength 14, Charisma 14 Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause. Special You cannot select another dedication feat until you have gained two other feats from the champion archetype. Deity - Zethiss God of shadows and night, god of chance and prophecy, of secrets and hidden lore, of inspiration and of madness, and brother of Ilara. Master of occult lore.
Devotee Benefits
Tenets of Good You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. Champion Archetype Cause - Redeemer Cause You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these: You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures. You must show compassion for others, regardless of their authority or station.
Bio:
Kork grew up in a semi-migratory goblin tribe located on the borders of Karstlands and Auldari Reaches. Most of the tribe had spend their time scouting the nearby ruins for bits and pieces thye could use to trade with neighouring settlements or passing merchants.
In his young years, Kork had spend most evenings listening to tales of other scavenger parties exchanging stories of their travels by the communal fire. He would sit with them, mouth agape, taking in all the stories they told. Of vast cities in the east, of terrible creatures walking the deserts, of orc tribes roaming to pillage and enslave whatever they find, of hags cursing entire lands with their foul magics... He took all of that in. His father, Boork, was often away on these scavenging hunts. As a result, Kork grew up mostly with his mother, Joknu, and younger sisters Ukko and Ipi. With his father scavenging most of the time, Kork was the only man in his familial household, and there were some things Kork's mother could not teach him. Chunks was Korks friend for as long as he can remember. When they were young, they hunted for sqruiells together. They played hide and seek in the foul-smelling marshes, and drowned fish for hours on end in the nearby creek. They have grown up together and competed in courting the same girls. When they reached a proper age, they both joned the same scavenger group, and lived to tell the tale. Chunks taught Kork the meaning of cameraderie and loyalty, and the value of found family. When they reached adulthood, Kork and Chunks joined the scavenger parties. They went on several expeditions together, scouring nearby ruins. When the tribe felt that the local ruins have been depleted, they packed, and started moving to another location. This migration did, however, attract the attention of a nearby orc raiding party. They descended on the goblins and overpowered them within minutes. A few hours later, Kork had found himself shackled in a cage with Chunks, but with no idea about his family. Much of the tribe did not make the journey east through the Karstlands, and when they finally reached the Zokai’gor camps, Kork and Chunks approximated only a third of the goblins made it here. Both goblins got assigned slave jobs. After seeing the disregard for slave life in the camp, Kork decided to entertain his guards with stories, ending in a cliffhanger every time (yes, a very "One Thousand and One Nights" situation). Weeks have gone by, and Kork could have sworn he'd seen one of his sisters in the camp. With his hipe rekindled, he conspired with Chunks. Steal keys, free whoever they can, and run for the hills. This plan did not come to fruition, however. Timing is everything. And the timing on this was not at all right. Before executing their plan, they were loaded onto wagons again, and shipped further east towards the slave markets of Abul Dar. Here, they were all sold to a man named Krozin. Finding the silver linings, at least Kork was reunited with his mother and sisters. As for the fate of his father, none of them had seen Boork since they original attack in the forests of Auldari. The entire goblin batch was sent to a mining colony near Lake Taul. Here, they shed blood and broke their backs extracting rate minerals for months, when Chunks devised a plan to hide in barrels on a ship heading for the goblin city of Glimmer. Kork distracted the guards while Chunks and Korks's family hid on the boat. Kork stole some food for the journey and snuck up on the boat a few minutes before it set sail for Glimmer. After an arduous journey with little to no food or water, they reached their destination, Kork and Chunks did odd jobs for a few weeks, then signed up with Jibzi's Trifles, one of Glimmer's curio shops. Having an eye for interesting objects, Kork would walk around the city, looking for oddities to buy for Jibsi. He found the Glimmer goblins to be... snobbish and condescending. Placing themselves themselves above their wildland kin for reasons Kork did not understand. He grew tired of the attitude and left the goblin city to wander the land, looking for interesting baubles to sell back in Glimmer. Years went by, and Kork had visited his fmaily in Glimmer several times, most recently to celebrate the 20th birthday of his older sister. A quite venerable age for a wildland goblin. During the occasion, they have all visited a fortune teller for fun. But Kork did not get good news. He was told he would reunite with his father, presumed dead, within a year. Kork left his money with his family in Glimmer after purchasing passage to the Free Isles, and set off to say goodbye to his old friend, Chunks in Eredorn. Nicknames:
Jade - Freckles Jaym'row - Creamy Okoteck - Feathers Syper - Patches Alphonse Ferrino - Widehat
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