White Grotto Student

Payani's page

8 posts. Organized Play character for Nomadical.


Race

HP 18 / 18 | AC 18 | F +7 R +6 W +5 | Perc +5 (Low-light vision) Inti +7

Classes/Levels

| Speed 25 ft | Default Exploration (Scouting) | Active Conditions: none

Gender

Male Yaksha Thaumaturge 1

About Payani

Male Yaksha Thaumaturge 1 [Spirit] [Yaksha]
Perception +5 (T)
Initiative: Perception +7 (When Scouting)
Default Exploration Mode = Scouting with Unwavering Guide

Str +1, Dex +3, Con +2, Int -1, Wis +0, Cha +4

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Defense

AC 18

HP 18

Fort +7 (E)
Ref +6 (T)
Will +5 (E)

+1 to saves versus environmental features or hazards, such as floods, rockslides, and sandstorms

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Offense
Speed: 25

Melee ◆ Starknife +6 (Agile, Deadly d6, Finesse, Thrown 20, Versatile S) 1d4+1+2 P

Ranged ◆ Starknife +6 (Agile, Deadly d6, Finesse, Thrown 20, Versatile S) 1d4+1+2 P

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Class Features and Class Feats

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.

Implements: Your implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation.

While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement.

Tome: While you hold your tome, lines of text appear on the open pages, revealing useful information. While you hold your tome, you gain a +1 circumstance bonus to all skill checks to Recall Knowledge.

During your daily preparations, you can gain the trained proficiency rank in two skills of your choice until you prepare again. You retain the benefit as long as the tome is on your person, even if you aren't holding it. At 3rd level, you're an expert in one of the skills and trained in the other, and at 5th level, you're an expert in both skills. Since these proficiencies are temporary, you can't use them as a prerequisite for a skill increase or a permanent character option like a feat.

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: 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.
===End Spoiler===

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.

Diverse Lore: (Class 1) 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.

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Skills
Esoteric Lore +7+1 T
(-2 if using Diverse Lore for other topics)

Acrobatics +6 T
Arcana +2 T
Intimidation +7 T
Nature +3 T
Occultism +2 T
Religion +3 T
Society +2 T

Pathfinder Lore +2 T
Absalom Lore +2 T

Normal Skills Selected with Tome Implement:
Diplomacy +7 T
Athletics: +4 T

Skill Feats:

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 knowing something is significant, but not whether it’s good or bad.

Multilingual: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

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General Feats, Ancestry Feats, and Misc Abilities

Respite of Cloudless Paths (Heritage): You swore a vow to protect the waylaid and the lost. Both environmental heat effects and environmental cold effects are one step less extreme for you (incredible heat becomes extreme, extreme cold becomes severe, and so on), and you gain a + 1 circumstance bonus to saving throws against environmental features or hazards, such as floods, rockslides, and sandstorms.
Additional Edict: Assist lost or incapacitated travelers

Unwavering Guide: (Ancestry 1) Sharp-eyed and sure-footed, your presence is a boon to those you guide. When you Scout, you grant your party a +2 circumstance bonus to initiative rolls instead of the normal +1. When your group uses the Hustle activity, they can use your Constitution modifier to determine how fast the group can Hustle together, even if it isn’t the lowest in the group.

Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Emissary background: As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Society skill, and a Lore skill related to one city you've visited often (Absalom). You gain the Multilingual skill feat.

Languages:
Ancestry: Common, Fey, Yaksha
Multilingual: Jotun, Vudrani
Granted Regional: Tien

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Items:

Adventurer’s pack, Marvelous Miniature (ladder), Wayfinder, studded leather armor, starknife

Pathfinder Provisions: Rank 1 scroll of heal or healing potion

Boons:

Yaksha Ancestry: You can play a yaksha, a guardian spirit with complex relationships with gods and fiends alike. When building a character, you can check the box that precedes this boon to create the character using the yaksha ancestry (Tian Xia Character Guide pg. 76), beginning at level 1 as normal. Other than access to this additional ancestry (and any common-rarity options with the yaksha trait available in the campaign), all character creation rules are the same as those provided in the Guide to Organized Play: Pathfinder Society at lorespire.paizo.com. Include this Chronicle Sheet with your character’s records. You must bring a copy of Tian Xia Character Guide to sessions in which you play the character.

Wayfinder: To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.