Hezrou

Toadclobber Pust's page

254 posts. Alias of Doug Hahn.


Full Name

Toadclobber Pust

Race

Male Goblin Thaum 13| Perc +21(M; Darkv.) | Speed: 30' (40' w/LS) | HP: 176 | AC: 33 | Fort: +21 Ref: +22 Will: +]24 (Resolve)

Classes/Levels

| Exploration: Investigate | Status: Longstrider | Hero Points: 1

About Toadclobber Pust

Ancestry Goblin
Background Junker
Languages Common (Illiterate), Goblin
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DEFENSE

HP 154
AC 33
Speed 25
[dice=Fort (E)]1d20+21[/dice]
[dice=Ref (E)]1d20+2=2[/dice]
[dice=Will (M)]1d20+24[/dice] Resolve
[dice=Perception (M), Darkvision]1d20+20[/dice]

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OFFENSE

Melee
‾‾‾‾
[dice=Toadslicer, Holy, Ghosty]1d20+25[/dice]
[dice=S, Empowerment]3d6+4+9[/dice]
[dice=Good]1d6[/dice]

[dice=Toadslicer, Ghost Touch]1d20+25-4[/dice]
[dice=S, Empowerment]3d6+4+9[/dice]
[dice=Good]1d6[/dice]

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SKILLS

[dice=Acrobatics (T)]1d20+19[/dice] +2 to tumble
[dice=Arcana (M)]1d20+19[/dice]
[dice=Athletics (M)]1d20+24[/dice]
[dice=Crafting (U)]1d20+13[/dice]
[dice=Deception (T)]1d20+20[/dice]
[dice=Diplomacy (U)]1d20+18[/dice]
[dice=Intimidation (Tome; M)]1d20+24[/dice]
[dice=Medicine (M)]1d20+23[/dice]
[dice=Medicine (M), Assurance]28[/dice]
[dice=Nature (T)]1d20+17[/dice]
[dice=Occultism (T)]1d20+15[/dice]
[dice=Performance (U)]1d20+18[/dice]
[dice=Religion (T)]1d20+16[/dice]
[dice=Society (U)]1d20+13[/dice]
[dice=Stealth (Tome; M)]1d20+21[/dice]
[dice=Survival ]1d20+15[/dice]
[dice=Thievery (U)]1d20+15[/dice]

LORE
‾‾‾‾
[dice=Esoteric Lore, Holding Coloring Book (M)]1d20+24+1[/dice] (haunts, curses, and creatures of any type)
[dice=Esoteric Lore using Diverse Lore to RK on any topic, Coloring Book Tome (M)]1d20+24-2+1[/dice] Dubious Knowledge
[dice=Urban Terrain (T)]1d20+15[/dice]

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USEFUL MACROS

[dice=Esoteric Lore, Exploit Vulnerability (E)]1d20+23+1[/dice]

Exploit Vulnerability:

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.

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Ways to Exploit Vulnerability

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.

Breached Defenses (level 6+) You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance.

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BOONS & PAPERWORK

ITS

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LEVELING

Level 1
‾‾‾‾
ancestry: Goblin
ancestry heritage: Unbreakable
background: Junker
initial proficiencies: Arcana, Athleetics, Deception, Esoteric Lore, Medicine, Nature, occultism, Performance, Religion, Urban Terrain TIME: Diplomacy, Initimdation

Level 2
‾‾‾‾
Class Feat: Diverse Lore
Skill Feat: Battle Medicine

Level 3
General Feat: Fleet

Level 4
Skill Feat: Continual Recovery
Class Feat: Sympathetic vulnerability

Level 5
Ability Increases: Str, Con, Wis, Cha
Ancestry: Bouncy
Skill Feat: Continual Recovery
Class Feat: Divine Disharmony
Second implement: Weapon
Skill Increase: Athletics
thaumaturge weapon expertise

Level 6
Skill Feat; Ward medic
Thaum Feat: Breached Defenses

Level 7
General Feat: Toughness
Implement Empowerment: Tome

Level 8
Class Feat: Scroll Thaumaturgy
Skill Feat: Assurance

Level 10
Class Feat: Mighty Bulwark
Skill Feat: Adv First Aid

Level 11
General Feat: Untrained Improv
Skill Increase: Arcana to M
Med Armor Expertise
Second Adept

Level 12
Skill fear: Quick Jump
Thaum Feat: Share Weakness

Level 13
Skill increase: Acro to E
Ancestry: Unbreakable-er

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HERO POINTS

- Reset part 8