About Teki Stronggut
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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With Inspire Courage
[dice=Shortsword (Agile, finesse, versatile S)+I.C.]1d20 + 8 + 1 [/dice]
[dice=Dagger (Agile, finesse, versatile S)+I.C.]1d20 + 8 + 1 [/dice]
[dice=Light Mace (Agile, Finesse, Shove) +I.C]1d20 + 8 + 1[/dice]
[dice=Striking Short bow+I.C.]1d20 + 8 +1+1[/dice]
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Without Inspire Courage
[dice=Shortsword (Agile, finesse, versatile S)]1d20 +8 [/dice]
[dice=Dagger (Agile, finesse, thrown 10 ft., versatile S)]1d20 +8 [/dice]
[dice=Light Mace (Agile, Finesse, Shove)]1d20 +8[/dice]
[dice=Striking Short bow]1d20 +8+1[/dice]
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Ancestry Irongut Goblin
Perception: 7 (0 +3+ 4) [E]
Class DC: 20 [T]
Attacks: Check out 'Bot me!' spoiler at the top!
Focus Points: 3/3 (maximum)
Spell Slots per Day
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:
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.
Automatic: Religion, Lore (Scribing), Lore (Absalom), Occultism, Performance, Nature, Stealth, Goblin Lore
Acrobatics +8 T
Also Bardic Lore +8
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.
Ancestry Goblin Dex, Charisma, Int
Ability Score Summary:
Dex 14 AF
Int 14 AF
Wis 12 BF
Cha 18 ABCF
STR 0, DEX +2, CON +0, INT +2, WIS +1, CHA +4
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
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.
5th from Pathfinder Training:
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: Reach Spell [ONE-ACTION] Feat 1
Created 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.
Combat Gear: Padded Armor, Short Bow with 20 arrows, Dagger, Short Sword, Light Mace
Bulk: # (Encumbered at: 5; Maximum at: 10)
Coins: See ITS
For Chronicles: Teki’s Chronicles
Boon: □ Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task.
PFS(2) Flooded King’s Court
PFS(2) #Q4-Port Peril Pub Crawl
PFS(2) 1-06 Lost on the Spirit Road
PFS(2) #1-10 Tarnbreakers Trail