About Targrish Spellstone
Perception +19; Darkvision
Skills Acrobatics +19, Arcana +17, Athletics +22, Crafting +23, Diplomacy +19, Intimidation +19, Lore: Art +17, Lore: Esoteric +23, Nature +15, Occultism +22, Performance +19, Religion +15, Stealth +22, Thievery +23
Str +2, Dex +4, Con +3, Int +2, Wis +0, Cha +4
Items +1 Resilient Leather, Tradecraft Tattoo, Wyrm on the Wing, Warding Statuette, Bag of Holding (Type II), Wildwood Ink, Lifting Belt, Thieves' Tools (Infiltrator), Pendant of the Occult, Faith Tattoo (Grandmother Spider), Reading Glyphs, Healing Potion (Moderate)
grease, floating disk, friendfetch, illusionary object, faerie fire, see invisibility, animal messenger, speak with animals, water breathing, web, invisibility
AC 33; Fort +21, Ref +22, Will +22; Gr. Resolve
Speed 20 feet
◆◆Disturbing Knowledge (Emotion, Fear, General, Mental, Skill) Prerequisites master in Occultism You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.
--Critical Success The target becomes confused for 1 round and frightened 1.
--Success The target becomes frightened 1.
--Failure The target is unaffected.
--Critical Failure You get overly caught up in your own words and become frightened 1.
◆Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a
◆◆Twin Weakness (Esoterica, Thaumaturge) Prerequisites mortal weakness or personal antithesis Requirements You're holding an implement and a weapon, you are using Exploit Vulnerability with mortal
◆◆Boulder Roll (Dwarf) Prerequisites Rock Runner Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
◆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.
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.
◆Mirror's Reflection (Illusion, Magical, Manipulate, Thaumaturge) Requirements You're holding your mirror implement. You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking - even with yourself. You occupy both spaces. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you.
◆Intensify Vulnerability (Concentrate, Divination, Esoterica, Magic) Prerequisites Exploit Vulnerability Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.
◆◆ Wyrm on the Wing (Abjuration, Invested, Magical, Tattoo) Activate command, envision; Frequency once per day; Effect The tattoo casts dragon wings on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo.
◆◆Lifting Belt (Invested, Magical, Transmutation) Activate Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes-you just ignore that weight. The effect lasts until the end of your next turn.
◆Reading Glyphs (Divination, Invested, Magical, Tattoo) Activate command; Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion.
↺Wildwood Ink Activate Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts tree shape on you before you can
Occult Prepared Spells DC 26, attack +16; 3rd Invisibility Sphere; 2nd Umbral Extraction; 1st Pet Cache; Cantrips Detect Magic
Focus Spells (1 points) Needle of Vengeance Range 30 feet; Targets 1 enemy Saving Throw basic Will; Duration sustained up to 1 minute A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature. Heightened (+1) Increase the damage by 2. (12)
Activate Interact; Trigger an item of 1 Bulk or less falls within your reach, or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon of 1 Bulk or less; Effect You grab the triggering item. If all of your hands are full (including any extra free hands from The Juggler), you must immediately release an item, which can include the triggering item.