Goblin

Scripio's page

45 posts. Organized Play character for Enchanter Tim.


Race

HP 25/25 | AC 19 | F +8 R +8 W +6 | Perc +5 (darkvision) |

Classes/Levels

speed 25 |◆ | ◇ | ↺

Gender

male goblin thaumaturge 1 (level bumped)|

About Scripio

PFS Number: 1142-2009
Experience: 1

PFS Chronicles:

#B2: Blood of the Beautiful: 1xp, 4gp

PFS Information:

Major Factions
Envoy’s Alliance:
Grand Archive:
Horizon Hunters: 1
Vigilant Seal:
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 1

Boons:

Botting:

Scripio
Male Goblin Thaumaturge (level bumped for PFS; Rugged Mentor, Protective Mentor)
Background: Entertainer
Senses Darkvision Perception: +5 [E]
Languages: Common, Goblin

Defenses
Hit Points: 28
AC: 19
Fort: +8 [E] Ref: +8 [T] Will: +6 [E]
Resistance Fire 1

Offense
Speed: 25
Melee Whip +7 [T], 1d4+2 (S) (disarm, finesse, nonlethal, reach, trip)
Ranged

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

Ancestry Abilities
Darkvision See in darkness as well as in bright light
Charhide Goblin Fire resist 1. Flat check to remove persistent fire damage is DC 10 instead of DC15, which is reduced by 5 is another creature helps.
Goblin Song (◆) Attempt a Performance check against the Will DC of an enemy within 30 feet. Affect more targets if proficiency is higher.

Class Abilities
Exploit Vulnerability (◆) Once per round when you are holding your implement, select a creature and attempt an Esoteric Lore check. If successful, you learn its highest weakness (or more with a crit).
. . Mortal Weakness Your unarmed and weapon strikes activate the highest weakness you've discovered with Exploit Vulnerability, even though your damage type doesn't change. The damage affects the target as well as any creatures of the same type.
. . Personal Antithesis You improvise a weakness on a creature. The target creature (only) gains a weakness equal to 2+half your level.
Esoteric Lore You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge on haunts, curses, and creatures of any type. Unlike a normal lore skill, use Charisma as your modifier. Also gain the Dubious Knowledge feat.
Implement's Empowerment When you Strike, add 2 additional damage per weapon die. You don't gain 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.
Weapon Implement Benefit Gain the Implement's Interruption reaction. At 5th level, gain the weapon's critical specialization.
Implement's Interruption ↺ If the target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square, make a Strike against them. If your attack is a critical hit, you disrupt the action.

Class Feats
Diverse Lore Use Recall Knowledge with Esoteric Lore at -2 for any topic, not just the usual topics. Additionally, when you succeed at Exploit Vulnerability, compare the Esoteric Lore check to the Recall Knowledge DC and gain information on a success or critical success.

Skill/General Feats
Fascinating Performance When you Perform, compare your result to the Will DC of a creature. If you succeed, they are Fascinated for 1 round. Must critically succeed in combat. The target becomes immune for 1 hour. Fascinate more creatures with higher proficiency.
Dubious Knowledge Gain true and false knowledge on a Recall Knowledge failure

Skills
Acrobatics +3, Arcana +4 [T], Athletics +6 [T], Crafting +0, Deception +4 Diplomacy +8 [T], Intimidation +8 [T], Lore (Esoteric) +8 [T], Lore: Theatre +4 [T], Lore (Pathfinder Society) +4 [T], Medicine -1, Nature +3 [T], Occultism +4 [T], Performance +8 [T], Religion +3 [T], Society +0, Stealth +3, Survival -1, Thievery +3

Equipment (Bulk 3.6)
Worn studded leather armor, backpack, belt pouch
Weapon whip
Stowed bedroll, chalk, flint/steel, grappling hook, rations, rope, soap, torch, waterskin, crowbar
Coin 13.9gp

Background:

Appearance: