Golden Goblin Statue

Teki Stronggut's page

88 posts. Organized Play character for Hmm.


Gender

RETIRED | "Goddess of Forgotten and Unlikely Heroes" | 820-2002 | Female Goblin Adventurer 9 / Hero God ??

About Teki Stronggut

This 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.

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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.

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Teki Stronggut's Divine Portfolio
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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
Alternate Domains Vigil*

Favored Weapon Longsword

Holy Symbol Sword on a pedestal

Sacred Animal Mouse

Sacred Colors Pink, gold

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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.

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Paizo Bot Me!
[dice=Perception]1d20+14[/dice]

[dice=Acrobatics]1d20 +13[/dice]
[dice=Athletics]1d20 +10 [/dice]
[dice=Bardic Lore] 1d20 +13[/dice]
[dice=Diplomacy]1d20 +14 [/dice]
[dice=Deception]1d20 +14 [/dice]
[dice=Intimidate M + Item]1d20 +19 [/dice]
[dice=Lore (Absalom) M]1d20 +17[/dice]
[dice=Lore (Goblin)] 1d20+13 [/dice]
[dice=Lore (Library)]1d20+13 [/dice]
[dice=Lore (Scribing)]1d20 +13[/dice]
[dice=Nature]1d20 +13[/dice]
[dice=Occultism]1d20 +13[/dice]
[dice=Performance]1d20 +14 [/dice]
[dice=Religion E]1d20+15[/dice]
[dice=Society] 1d20 +13 [/dice]
[dice=Stealth]1d20+13[/dice]

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With Inspire Courage

[dice=Dogslicer (Agile, finesse, backstabber), I.C.]1d20 +13+1 [/dice]
[dice=Slashing damage] 1d6+1[/dice]

[dice=Dogslicer vs Flatfooted (Agile, finesse, backstabber), I.C.]1d20 +13+1 [/dice]
[dice=Slashing damage] 1d6+1+1[/dice]

[dice=Dagger (Agile, finesse, versatile S)+I.C.]1d20 +13+ 1 [/dice]
[dice=Piercing / Slashing) damage] 1d4 + 1[/dice]

[dice=Light Mace (Agile, Finesse, Shove) +I.C]1d20 +13+ 1[/dice]
[dice=Bludgeoning damage] 1d4 + 1[/dice]

[dice=Short bow+I.C.]1d20 +13+1[/dice]
[dice=Piercing damage] d6 + 1[/dice]
[dice=Deadly?] 1d10[/dice]

[dice=Striking Spoon Gun+I.C.]1d20 +13+1+1[/dice]
[dice=Modular (B,P,S) damage (Scatter, 5ft.)] 2d6 + 1[/dice]

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Without Inspire Courage

[dice=Dogslicer (Agile, finesse, backstabber)]1d20 +13 [/dice]
[dice=Slashing) damage] 1d6[/dice]

[dice=Dagger (Agile, finesse, thrown 10 ft., versatile S)]1d20 +13 [/dice]
[dice=Piercing / Slashing) damage] 1d4[/dice]

[dice=Light Mace (Agile, Finesse, Shove)]1d20 +13[/dice]
[dice=Bludgeoning damage] 1d4[/dice]

[dice=Short bow]1d20 +13+1[/dice]
[dice=Piercing damage] 1d6[/dice]
[dice=Deadly?] 1d10[/dice]

[dice=Striking Spoon Gun+I.C.]1d20 +13+1+1[/dice]
[dice=Modular (B,P,S) damage (Scatter, 5ft.)] 2d6 + 1[/dice]

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Spells

Focus
◈ [dice=Lay on Hands Hit Points Restored]24[/dice]

Cantrips

◈◈ [dice=Produce Flame]1d20+16[/dice]
[dice=Fire Damage]4d4+4[/dice]

◈◈ [dice=Spout (DC 26 Reflex)]4d4+4[/dice]

◈◈ [dice=Telekinetic Projectile]1d20+16[/dice]
[dice=B, P or S Damage]4d6+4[/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]

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With Inspire Courage

[1d20 +13+1 Dogslicer (agile, finesse, backstabber), I.C.]
[1d6+1 Slashing damage]

[1d20 +13+1 Dogslicer vs Flatfooted (Agile, finesse, backstabber), I.C.]
[1d6+1+1 Slashing damage[/dice]

[1d20 +13+ 1 Dagger (Agile, finesse, versatile S), I.C.]
[1d4 + 1 Piercing / Slashing damage]

[1d20 +13+ 1 Light Mace (Agile, Finesse, Shove) +I.C]
[1d4 + 1 B]

[1d20 +13+1+1 Striking Spoon Gun+I.C.]
[2d6 + 1 Modular (B,P,S) damage (Scatter, 5ft.)]

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Without Inspire Courage

[1d20 +13 Dogslicer (agile, finesse, backstabber)]
[1d6 Slashing damage]

[1d20 +13 Dogslicer vs Flatfooted (Agile, finesse, backstabber)]
[1d6+1 Slashing damage[/dice]

[1d20 +13 Dagger (Agile, finesse, versatile S)]
[1d4 Piercing / Slashing damage]

[1d20 +13 Light Mace (Agile, Finesse, Shove)]
[1d4 B]

[1d20 +13+1 Striking Spoon Gun]
[2d6 Modular (B,P,S) damage (Scatter, 5ft.)]

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Spells

Cantrips

[1d20+16 Produce Flame ◈◈]
[4d4+4 Fire Damage]

[4d4+4 Spout (DC 25 Reflex) ◈◈]

[1d20+16 Telekinetic Projectile ◈◈]
[4d6+4 B, P or S Damage]

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]
[3d10+12 Third Level Soothe]

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PFS Information
PFS Number: 820-2002
Fame, Reputation & Experience: See ITS
Gold: See ITS

Training: Scrolls

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Major Factions
See ITS

Purchased Boons
Radiant Oath Champion (Faction) (0 Fame)
Boon #2 Wayfinder (General) 2 Fame
Avid Collector: Guns (Cobbled Firearms)

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Nationality: Absalom
Birthplace: Puddles in Absalom
Age: 5
Gender & Pronouns: Female - she & her
Height: 3’
Weight: 3 bulk
Physical Appearance: Green skin and big teeth

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Ancestry Irongut Goblin
Background Acolyte
Class Bard (Enigma Muse); Level: 8; Archetype: Blessed One
Size small traits small humanoid goblin
alignment; CG deity Herself
Languages: goblin, common, draconic, dwarven, gnomish, tien
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SENSES
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Perception: 14 (2 +8+ 4) [E]
Special Senses: darkvision
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DEFENSES
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HP 70

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OFFENSE
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Class DC: 26 [T]

Speed: 35

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: longsword, rapier, sap, shortbow, shortsword, and whip. Unarmed attacks[T].
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MAGIC
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Magic Traditions

Occult:
Spell Attack Roll (occult): +16 [E]
Spell DC (occult): 26[T]

Focus Points: 3/3 (maximum)

Spell Slots per Day
1st: 3
2nd: 3
3rd: 3
4th: 2

Spells Known
Cantrips (cantrip level):

◈◈ Daze
◈◈ Forbidding Ward
◈◈ Prestidigitation
◈◈ Produce Flame from Flaming Star Spellheart
◈◈ Read Aura
◈◈ Spout from Perfect Droplet Spellheart
◈◈ Telekinetic Projectile
Shield Spell from Sun Wheel[url]

Focus Spells:
[url=https://2e.aonprd.com/Spells.aspx?ID=381]Counter Performance
(f)
Inspire Courage (f)
Lay on Hands (f)

1st Level:
True Strike
Liberating Command
◈◈ Gravitational Pull
◈◈ Soothe * SIGNATURE

2nd Level:
◈◈ Hideous Laughter
◈◈ Loose Time’s Arrow
◈◈ Vomit Swarm * SIGNATURE

3rd Level:
◈◈ Haste
◈◈◈ Magic Missile * SIGNATURE
Wooden Double

4th Level:
◈◈ Blistering Invective
◈◈ Fly

SOOTHE SPELL 1
EMOTION ENCHANTMENT HEALING MENTAL
Traditions occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing living creature Duration 1 minute You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. Heightened (+1) The amount of healing increases by 1d10+4.

LAY ON HANDS FOCUS 1
UNCOMMON CHAMPION HEALING NECROMANCY POSITIVE
Cast [one-action] somatic Range touch; Targets 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

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SKILLS
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Automatic: Religion, Lore (Scribing), Lore (Absalom), Occultism, Performance, Nature, Stealth, Goblin Lore
4 Other Skills plus 2 from Intelligence

[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.

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ABILITY SCORES
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Ancestry Goblin Dex, Charisma, Int
Background Acolyte Cha, Wis
Class Bard Cha
Free Dex Int Cha Wis

Str 10
Dex 16 AF5
Con 10
Int 16 AF5
Wis 14 BF5
Cha 19 ABCF5

STR 0, DEX +3, CON +0, INT +3, WIS +2, CHA +4
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FEATS:
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Ancestry Feats and Abilities

Special 1st: Small, darkvision
Heritage 1st: Irongut Goblin You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.

1st: GOBLIN LORE FEAT 1
GOBLIN

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
Source Guns & Gears pg. 157
[b]PFS Note:
Access provided with Avid Collector: Cobbled Firearms boon and Goblin Weaponry ancestry feat.

Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 10 gp; Damage 1d6 modular; Bulk 1
Hands 1; Range 30 ft.; Reload 1
Category Martial
Group Firearm; Traits Cobbled, Goblin, Modular B, P, or S, Scatter 5 ft., UncommonNo one's entirely certain who developed the spoon gun, but all authorities agree that it was probably a goblin. Essentially a terrible idea in firearm form, the spoon gun is a spring-powered hand cannon with a modified grip that uses miscellaneous knives, forks, chopsticks, and spoons as ammunition. Users typically upend the entire contents of their cutlery drawer into the gun, aim it in the general direction of the foe, and hope it hits something.

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
Goblin
Source Advanced Player's Guide pg. 45 2.0
You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.

Skill Feats

Background: STUDENT OF THE CANON FEAT 1
GENERAL SKILL

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
GENERAL SKILL

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.
Lore Chosen: Absalom Lore

4th: Intimidating Glare Feat 1
General Skill
Source Core Rulebook pg. 262 4.0
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

5th from Pathfinder Training: Sign Language

6th: Steady Balance Feat 1
General Skill
Source Core Rulebook pg. 267 4.0
Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

General Feats
3rd: Ancestral Paragon

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
ARCHETYPE DEDICATION

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
RARE BARD ROGUE STANCE SWASHBUCKLER

Prerequisites trained in Performance
You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level.

Feat 6th: Mercy [one-action] Feat 6*
Champion Concentrate Metamagic
Source Core Rulebook pg. 111 4.0
Archetype Blessed One
* This version of the Mercy feat is intended for use with an Archetype and has a different level for access than the original feat.
Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.

Feat 8: BLESSED SPELL [one-action] FEAT 8
ARCHETYPE CONCENTRATE SPELLSHAPE

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.
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EQUIPMENT
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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.

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CHRONICLES
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For Chronicles: Teki’s Chronicles