Tengu

The Indomitable Mr. Chak's page

1 post. Alias of Michael Hallet.


Race

Speed 40' | Magus Spells DC 26 | Scrolls DC 28 |

Classes/Levels

Hero Points 1 | Search (Init +18) | ✋ Falcata/Tome| Character Sheet

Gender

CN Male Tengu Thaumaturge 10 | ♥️ 126/126 | AC 28 (30 tome raised) | F+18 R+17 W+17 (resolve) | Perc +16 (Low-Light)|

About The Indomitable Mr. Chak

Character Sheet

Thaumaturge 10
CN Medium|Tengu|Jinxed Tengu|Humanoid

Perception +16 (+2 initiative); Low-Light Vision
Languages Aklo, Common, Dwarven, Elven, Gnomish, Halfling, Necril, Shadowtongue, Sylvan, Tengu, Tien, Undercommon
Skills Acrobatics +16 (E), Arcana +19 (E), Athletics +17 (T), Crafting +16 (T), Deception +19 (E), Diplomacy +19 (E), Intimidation +16 (T), Lore: Esoteric +20 (M), Lore: Warfare +16 (T), Medicine +16 (M*), Nature +12 (T), Occultism +17 (T), Religion +12 (T), Society +20 (M), Stealth +14 (T), Thievery +18 (M*)

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

Items +1 Resilient Niyaháat, Glasses of Sociability, Hat of the Magi, Pendant of the Occult, Ventriloquist's Ring, Handwraps of Mighty Blows (+1 Striking), Lifting Belt, Encompassing Lockpick, Healer's Tools (Expanded), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Wayfinder, Repair Kit

Scrolls 4th Chromatic Ray x2, Dimension Door, Freedom of Movement, Invisibility; 3rd Blazing Dive, Earthbind, Heal x3, Searing Light x2; 2nd Enlarge x2, Restoration x2, See Invisibility; 1st Bless x2, Liberating Command x3, Thicket of Knives x2, True Strike x5, Object Reading x3

AC 28 (30 with tome raised); Fort +18, Ref +17, Will +17; Resolve
HP 126

Implement's Interruption Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Speed 25 feet

Melee +1 Striking Ghost Touch Falcata +19 (Fatal d12, Magical, Transmutation), Damage 2d8+6 slashing (+4 Implement's empowerment)
Melee Beak +19 (Finesse, Unarmed, Magical), Damage 2d6+6 piercing (+4 Implement's empowerment)

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Raise a Tome (Magus) Requirements You're holding a book. You raise up the book you're holding and flip it open to defend yourself and expedite your studies. The book remains raised until the start of your next turn. While you have a book raised, you gain a +2 circumstance bonus to AC and a +1 circumstance bonus to Recall Knowledge to identify creatures using a skill related to the subject of the book (Arcana if you're using your spellbook). This bonus is in addition to any item bonus the book normally gives to the check. If you have Shield Block, you can use the tome for that feat (Hardness 3, HP 12, BT 6) as though it were a shield. Whenever you use an ability that allows you to Raise a Shield, such as Emergency Targe, you can Raise a Tome instead, changing any requirements that normally require a shield to apply to your book.

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. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. 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. Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver. Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Spellstrike (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
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.

Glasses of Sociability (Divination, Invested, Magical) Activate envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name.

Ventriloquist's Ring (Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19)

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.

Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.

Arcane Prepared Spells DC 26, attack +16; Cantrips Needle Darts, Warp Step

Additional Feats Cat Fall, Dubious Knowledge, Glean Contents, Incredible Initiative, Jinxed Tengu, Linguist Dedication, Magus Dedication, Multilingual, Multilingual Cipher, Oddity Identification, Read Shibboleths, Scavenger's Search, Scroll Thaumaturgy, Spellstriker, Steady Balance, Striker's Scroll, Tengu Weapon Familiarity, Toughness, Uncanny Agility

Additional Specials Esoteric Lore, First Implement And Esoterica (Tome), Implement Adept (Not Selected), Implement's Empowerment, Second Implement (Weapon), Sharp Beak, Tengu Weapon Familiarity (Falcata), Tengu Weapon Familiarity (Katana), Tome Adept Benefit, Tome Initiate Benefit, Tome Intensify Vulnerability, Weapon Initiate Benefit, Weapon Intensify Vulnerability