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About Teki StronggutThis character ascended to godhood in LOST OMENS DIVINE MYSTERIES (12/2024). She has retired as a Pathfinder in order to take up her official duties as Paizo's newest goblin hero-god. ★ ---- ★ ---- ★ ---- ★ Teki Stronggut surprised many scholars in Golarion when she suddenly ascended as a hero-god; most had never heard of her or knew only stories of her failures. Those who personally knew her, however, describe Teki as the kind of person who always ends up achieving her dreams, despite many setbacks and the obvious odds. Goblins, bugbears, and all kinds of unlikely adventurers were rooting for her, as she remembered and represented them all. “Everyone can become a hero if they put their mind to it,” or so Teki would put it. Teki appears much like she did in life: a goblin with bright yellow skin, a cloak with images of failed heroes she supported in her life, a variety of old weapons and other adventuring junk, and an unremovable grin. Although often unappreciated by the populace, the Rememberer makes a great effort to have word of unsung heroes reach settlements throughout the Inner Sea. With this knowledge in hand, many of these settlements reach out for help from these unknowns when troubles arise. Her followers are mostly adventurers that get their start with Teki’s help. Once that first job is complete, a hero might gain just enough renown to gain further opportunities. Teki teaches these now-famed heroes to spread the word of other unknown heroes and help continue the chain of renown. Teki’s followers are usually members of guilds, such as monster-slayer guilds or thieves’ guilds, hoping to use the organizations to gain greater recognition. Teki Stronggut instructs her followers to leave old weapons, unneeded magic items, or other gear that might help aspiring adventurers start their journey on her altars. These altars tend to have guards to watch over these items, and those who manage to steal from a Stronggut Station earn Teki’s wrath. This wrath manifests as unknown warriors that chase thieves, unfortunate luck on journeys, or even a dwindling of a given thief’s reputation, making acquiring more work difficult. Only once the items are returned or items of similar value are left in their place does Teki let up. ____________________ Teki Stronggut's Divine Portfolio
The Rememberer Areas of Concern Haplessness, heroism, the forgotten Edicts Remember those who others forget, help those who need it the most, aid other misfits in their goals Anathema Give up on your cause, punish someone due to failure or incompetence, abandon a fellow adventurer Divine Attributes Wisdom or Charisma Cleric Spells 1st: tailwind, 2nd: embed message, 7th: retrocognition Divine Font Harm or heal Divine Sanctification Can choose holy Divine Skill Diplomacy Domains Family, freedom, might, protection
Favored Weapon Longsword Holy Symbol Sword on a pedestal Sacred Animal Mouse Sacred Colors Pink, gold ★ ---- ★ ---- ★ ---- ★ Teki's Former Adventuring Career:
Teki Stronggut is the goddess of unlikely and forgotten heroes. Teki was first hired by the black-robed caretakers of the Shrine of the Failed as a cleaner, someone tasked with eating and removing all the food offerings and tourist lunches left in the shrine. She became swept up in the stories, especially the lively descriptions of the gruesome deaths of the failed.
Looking at the thousands of plaques, Teki decided she needed to know more of the stories of the aspirants who risked all to attempt the test of the Starstone. Determined that someone should remember, she donned the blackrobes to become a self-appointed tour guide to the Shrine of the Failed. She studied the shrine’s meager records, and then joined the Pathfinder Society to gain access to their archives to learn yet more. Visitors to the shrine found themselves regaled with well-researched and gruesome tales, and interest in the dour shrine began to grow. The black-robed caretakers have had mixed reactions to this recent change. Some are delighted to see the increased interest in the shrine, and in the revenue that Teki’s tours bring. A smaller subset grumbles she compromises the shrine’s dignity, and want the goblin gone. Learning about all these doomed attempts sparked a desire in Teki’s heart to join them, for how could she understand them without being one of them? She declared herself the goddess of forgotten and unlikely heroes, for are not goblins the most unlikely heroes of all? She has no temple, and only a few goblin followers, but the crowds that await her tours grow daily. ★ ---- ★ ---- ★ ---- ★ Paizo Bot Me!
[dice=Acrobatics]1d20 +13[/dice]
★ ---- ★ ---- ★ ---- ★ With Inspire Courage [dice=Dogslicer (Agile, finesse, backstabber), I.C.]1d20 +13+1 [/dice]
[dice=Dogslicer vs Flatfooted (Agile, finesse, backstabber), I.C.]1d20 +13+1 [/dice]
[dice=Dagger (Agile, finesse, versatile S)+I.C.]1d20 +13+ 1 [/dice]
[dice=Light Mace (Agile, Finesse, Shove) +I.C]1d20 +13+ 1[/dice]
[dice=Short bow+I.C.]1d20 +13+1[/dice]
[dice=Striking Spoon Gun+I.C.]1d20 +13+1+1[/dice]
★ ---- ★ ---- ★ ---- ★ Without Inspire Courage [dice=Dogslicer (Agile, finesse, backstabber)]1d20 +13 [/dice]
[dice=Dagger (Agile, finesse, thrown 10 ft., versatile S)]1d20 +13 [/dice]
[dice=Light Mace (Agile, Finesse, Shove)]1d20 +13[/dice]
[dice=Short bow]1d20 +13+1[/dice]
[dice=Striking Spoon Gun+I.C.]1d20 +13+1+1[/dice]
★ ---- ★ ---- ★ ---- ★ Spells Focus
Cantrips ◈◈ [dice=Produce Flame]1d20+16[/dice]
◈◈ [dice=Spout (DC 26 Reflex)]4d4+4[/dice] ◈◈ [dice=Telekinetic Projectile]1d20+16[/dice]
Regular Spells ◈◈ [dice=Heighted Blistering Invective (DC 26 Will) Persistent Fire Damage]4d6[/dice] ◈◈◈ [dice=Magic Missile (Level 3)]6d4+6[/dice] ◈◈ [dice=Heightened Vomit Swarm (DC 26 Fortitude) Piercing Damage]4d8[/dice] ★ ---- ★ ---- ★ ---- ★ ★ ---- ★ ---- ★ ---- ★ With Inspire Courage [1d20 +13+1 Dogslicer (agile, finesse, backstabber), I.C.]
[1d20 +13+1 Dogslicer vs Flatfooted (Agile, finesse, backstabber), I.C.]
[1d20 +13+ 1 Dagger (Agile, finesse, versatile S), I.C.]
[1d20 +13+ 1 Light Mace (Agile, Finesse, Shove) +I.C]
[1d20 +13+1+1 Striking Spoon Gun+I.C.]
★ ---- ★ ---- ★ ---- ★ Without Inspire Courage [1d20 +13 Dogslicer (agile, finesse, backstabber)]
[1d20 +13 Dogslicer vs Flatfooted (Agile, finesse, backstabber)]
[1d20 +13 Dagger (Agile, finesse, versatile S)]
[1d20 +13 Light Mace (Agile, Finesse, Shove)]
[1d20 +13+1 Striking Spoon Gun]
★ ---- ★ ---- ★ ---- ★ Spells Cantrips [1d20+16 Produce Flame ◈◈]
[4d4+4 Spout (DC 25 Reflex) ◈◈] [1d20+16 Telekinetic Projectile ◈◈]
Regular Spells [4d6 Heightened Blistering Invective (DC 26 Will) Persistent Fire Damage ◈◈] [6d4+6 Heightened Magic Missile ◈◈◈] [4d8 Heightened Vomit Swarm (DC 26 Fortitude) Piercing Damage ◈◈] [4d10+16 Fourth Level Soothe]
★ ---- ★ ---- ★ ---- ★ PFS Information
Training: Scrolls ★ ---- ★ ---- ★ ---- ★ Major Factions
Purchased Boons
★ ---- ★ ---- ★ ---- ★ Nationality: Absalom
★ ---- ★ ---- ★ ---- ★ Ancestry Irongut Goblin
SENSES
Perception: 14 (2 +8+ 4) [E]
DEFENSES
HP 70 ____________________ OFFENSE
Class DC: 26 [T] Speed: 35 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions Occult:
Focus Points: 3/3 (maximum) Spell Slots per Day
Spells Known
◈◈ Daze
Focus Spells:
1st Level:
2nd Level:
3rd Level:
4th Level:
SOOTHE SPELL 1
LAY ON HANDS FOCUS 1
____________________ SKILLS
Automatic: Religion, Lore (Scribing), Lore (Absalom), Occultism, Performance, Nature, Stealth, Goblin Lore
[see Botting Spoiler for skills] ACOLYTE BACKGROUND You spent your early days in a religious monastery or cloister. (In Teki’s case, the Shrine of the Failed.) You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you'll always carry within you the lessons you learned. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You're trained in the Religion skill and the Scribing Lore skill. You gain the Student of the Canon skill feat. ____________________ ABILITY SCORES
Ancestry Goblin Dex, Charisma, Int
Str 10
STR 0, DEX +3, CON +0, INT +3, WIS +2, CHA +4
FEATS:
Ancestry Feats and Abilities Special 1st: Small, darkvision
1st: GOBLIN LORE FEAT 1
You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore. 3rd:GOBLIN WEAPON FAMILIARITY This with paired with Teki’s Avid Collector: Cobbled Fireams boon provides access to her Spoon Gun. Spoon Gun Item 1
Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
This hand cannon is a martial weapon, instead of a simple weapon. It has the scatter (5 feet) trait and uses cutlery or similar-sized objects as ammunition instead of bullets (enough cheap cutlery to fire ten shots costs 1 sp). Big boom guns and spoon guns are modified versions of hand cannons with potential benefits and drawbacks alike, rather than separate weapons. If you have access to the spoon gun or big boom gun modifications, you can purchase them whenever you would purchase a hand cannon, and effects that depend upon and apply to hand cannons apply to both weapons. Critical Specialization Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1. 5th: Twitchy
Skill Feats Background: STUDENT OF THE CANON FEAT 1
Prerequisites trained in Religion. You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. 2nd: ADDITIONAL LORE FEAT 1
Prerequisites trained in Lore. Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
4th: Intimidating Glare Feat 1
5th from Pathfinder Training: Sign Language 6th: Steady Balance Feat 1
General Feats
7th: Fleet Class Feats and Abilities Feat 1st: Enigma Your muse is a mystery, driving you to uncover the hidden secrets of the multiverse. If your muse is a creature, it might be a dragon or otherworldly being; if a deity, it might be Irori or Nethys. You gain the Bardic Lore feat and add true strike to your spell repertoire. 1st: BARDIC LORE Prerequisites enigma muse Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means. Feat 2nd: BLESSED ONE DEDICATION FEAT 2
You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity (Core Rulebook 300). You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. Special You can't select another dedication feat until you have gained two other feats from the blessed one archetype. Feat 4th: MASQUERADE OF SEASONS STANCE [one-action] FEAT 4
Prerequisites trained in Performance
Feat 6th: Mercy [one-action] Feat 6*
Feat 8: BLESSED SPELL [one-action] FEAT 8
Prerequisites Blessed One Dedication, ability to cast spells from spell slots, Mercy Frequency once per 10 minutes When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell's DC and rank. This effect is in addition to the normal effects of your spell.
EQUIPMENT
See ITS Invested Items: Sun WheelCreated by the priests of a Qadiran sect of Sarenites, the sun wheels were designed to protect the Dawnflower's followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god Rovagug. Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their sun wheels with them, handing them down to the next generations. This copper medallion is etched with a stylized sun, its rays shaped like the spokes of a wagon wheel. It tends to glint brightly when exposed to sunlight. While wearing this pendant, you gain a +1 item bonus to Religion checks. You must be good-aligned to use the sun wheel's true power: the following activation, which provides you a shield of burning force. Activate Single Action concentrate; Effect The sun wheel casts a shield spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal 2d6 fire damage to it, which it gets a DC 21 basic Reflex save to resist. If you choose to deal the fire damage, you can't Activate the sun wheel again until the next morning. If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for shield. ____________________ CHRONICLES
For Chronicles: Teki’s Chronicles |