Shocker Lizard

Tourist's page

2 posts. Organized Play character for Hmm.


Race

HP 53/53 | AC 22 / 24 (shield) | F +10 R +9 W +9 | Perc +9 |

Classes/Levels

30 Speed | 2/2 Hero Points | 1/1 Campaign Coin | Active Conditions: Empathic Sense (15 ft.), ---

Gender

"Excuse me, do you have any group discounts?" | 820-2013 | Male NG Kashrishi Thaumaturge wi/ Champion Dedication 5

About Tourist

Tourist is a time traveler, originally a resident of Desna’s own demiplane of Cynosure, but he has since decided to travel Golarian and see all the delights that the world has to offer. A former innkeeper himself, he loves helping fellow travelers.

He has painted butterflies in a colorful pattern on his breastplate and his shield.

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BOT ME!
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SAVES

[dice=Fortitude (E)]1d20+10[/dice]
[dice=Reflex (E)]1d20+9[/dice]
[dice=Will (E)]1d20+9[/dice]

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SKILLS

[dice=Perception (+2 to Sense Motive)]1d20+9[/dice]

[dice=Acrobatics] 1d20+8[/dice]
[dice=Arcana]1d20 +10[/dice]
[dice=Athletics E]1d20 +13[/dice]
[dice=Crafting]1d20+10[/dice]
[dice=Diplomacy]1d20+11[/dice]
[dice=Diverse Esoteric Lore]1d20+11-2[/dice]
[dice=Esoteric Lore]1d20 +11[/dice]
[dice=Intimidate]1d20+11[/dice]
[dice=Lore (Cooking)]1d20+10[/dice]
[dice=Lore (Piloting)]1d20+10[/dice]
[dice=Lore (Sailing)]1d20+10[/dice]
[dice=Lore (Pathfinder Society)]1d20+10[/dice]
[dice=Medicine]1d20+7[/dice]
[dice=Nature]1d20 +7[/dice]
[dice=Occultism]1d20 +10[/dice]
[dice=Performance]1d20+11[/dice]
[dice=Religion]1d20 +7[/dice]
[dice=Society]1d20 +10[/dice]

Tome Skills

[dice=Lore E]1d20+12[/dice]
[dice=Survival E]1d20 +9[/dice]

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Without Inspire Courage

Horn

◈ [dice=Exploit Vulnerability (Esoteric Lore) + Raise Shield]1d20+11[/dice]
◈ [dice=Puncturing Horn (PA or MW, Handwraps)]1d20 +11[/dice]
[dice=Piercing damage] 2d8 +4+4[/dice]

Add +4 if Personal Antithesis

Warhammer

◈ [dice=Exploit Vulnerability (Esoteric Lore) + Raise Shield]1d20+11[/dice]
◈ [dice=Warhammer (PA or MW, Shove)]1d20 +10[/dice]
[dice=Bludgeoning damage] 1d8 +4+2[/dice]

Add +4 if Personal Antithesis

Chakram (Ranged)

◈ [dice=Exploit Vulnerability (Esoteric Lore) + Raise Shield]1d20+9[/dice]
◈ [dice=Chakram (PA or MW, Thrown)]1d20 +10[/dice]
[dice=Slashing damage] 1d8 +4+2[/dice]

Add +4 if Personal Antithesis

Starknife (Ranged)

◈ [dice=Exploit Vulnerability (Esoteric Lore) + Raise Shield]1d20+9[/dice]
◈ [dice=Starknife (PA or MW; Agile, Deadly, Finesse, Thrown 20ft.)]1d20 +9 [/dice]
[dice=Piercing / Slashing damage] 1d4+4+2[/dice]
[dice=Deadly]1d6[/dice]

Add +4 if Personal Antithesis

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PFS Information:

PFS Number: 820-2013
Reputation, Experience & Equipment: See ITS
PFS Chronicles & Boons

Training: Generalist

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Nationality: Impossible Lands
Age: 20
Gender & Pronouns: Male - he, him
Height: 3’
Weight: 3 bulk
Physical Appearance: Emerald green bi-pedal rhino

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Ancestry Kashrishi Xyloshi
Background Time Traveler
Class Thaumaturge; Level: 3; Archetype: Champion
Size small traits small kashrishi humanoid
alignment; NG deity Desna
Languages: Common, Kashrishi, Vudrani, Aquan, Celestial
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SENSES
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Perception: 9 (3 +0+ 4) [E]
Special Senses: empathic sense (15 ft.)
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DEFENSES
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HP 40

SAVING THROWS
Expert in Fortitude
Expert in Reflex
Expert in Will

(See Botting Spoiler)

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OFFENSE
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Class DC: 21 [T]

Speed: 30

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

Weapon Proficiencies
Simple: All simple [T], All Martial
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MAGIC
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Magic Traditions

None

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SKILLS
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Automatic: Trained in Arcana, Nature, Occultism, and Religion Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Three Lores from background

See Botting Spoiler for full Skills

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ABILITY SCORES
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Ancestry Kashrishi: Charisma, Strength
Background Time Traveler: Int, Strength
Class Thaumaturge Cha
Free Strength Dex Int Cha

Ability Score Summary:

Str ABF5
Dex F
Con 5
Int BF5
Wis
Cha ACF5

STR +4, DEX +1, CON +1, INT +3, WIS +0, CHA +4

Background: Time Traveler
Rare
Source Secrets of Magic pg. 31 1.1
You come from a different time. Whether by your own doing or a terrible accident, powerful magic has resulted in you coming to this time from the future or from the past, but you are unable to return. You might be from New Thassilon, an entire nation of time travelers.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You are trained in three Lore skills of your choice that represent your knowledge from your old time. You gain the Bend Time reaction.

Bend Time (occult, transmutation) Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride.

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FEATS:
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Ancestry Feats and Abilities

Special 1st: Small

Empathic Sense

Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area.

You gain a +2 circumstance bonus on Perception checks to Sense Motive against non-mindless creatures within the area of your empathic sense.

Heritage 1st: Xyloshi

Source Impossible Lands pg. 42
You have prominent neck muscles that allow you to use your facial horn as a tool or weapon. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group, and has the finesse and unarmed traits.

1st: Puncturing Horn
Feat 1
Kashrishi
Source Impossible Lands pg. 43
While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group and has the finesse and unarmed traits.

Special If you have the xyloshi heritage, your horn instead deals 1d8 piercing damage.

Skill Feats

1st (bonus): DUBIOUS KNOWLEDGE FEAT 1
GENERAL SKILL

Prerequisites trained in a skill with the Recall Knowledge action You're a treasure trove of information, but not all of it comes from reputable sources. When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

2nd: COMBAT CLIMBER
Feat 1
General Skill
Source Core Rulebook pg. 260 4.0
Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

4th: Intimidating Glare

General Feats
3rd: Fleet

Class Feats and Abilities

ESOTERIC LORE:

Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat. At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.

EXPLOIT VULNERABILITY:

You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters. You gain the Exploit Vulnerability action.

EXPLOIT VULNERABILITY [one-action]
ESOTERICA MANIPULATE THAUMATURGE

Frequencyonce 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.

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.

IMPLEMENT'S EMPOWERMENT:

The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

TOME (active):
Tome implements embody lost knowledge and otherworldly insights. While a weathered book is most common, tome implements can have as many different form factors as there are ways to store knowledge, from carved clay tablets to bundles of knotted cords. Tome implements are associated with the harrow suit of books and the astrological signs of the stargazer and the underworld dragon.

Initiate Benefit While you hold your tome, lines of text appear on the open pages, revealing useful information. While you hold your tome, you gain a +1 circumstance bonus to all skill checks to Recall Knowledge. During your daily preparations, you can gain the trained proficiency rank in two skills of your choice until you prepare again. You retain the benefit as long as the tome is on your person, even if you aren't holding it. At 3rd level, you're an expert in one of the skills and trained in the other, and at 5th level, you're an expert in both skills. Since these proficiencies are temporary, you can't use them as a prerequisite for a skill increase or a permanent character option like a feat.

Adept Benefit 7th In addition to the initiate benefits, your tome inscribes insights into creatures that you can use to strike them down. While holding your tome, at the start of your turn each round, attempt a check to Recall Knowledge about a creature of your choice that you're observing. If this check succeeds, you gain a +1 circumstance bonus to your next attack roll against that creature before the start of your next turn. When you gain temporary skill proficiencies during your daily preparations, one is at expert proficiency and the other at master proficiency. At 9th level, you have master proficiency in both.

Shield Implement:
As a universal symbol of defense, a shield wards against a variety of effects and is associated with guardianship, vigilance, and guidance. You can choose only shields with a Bulk of 1 or less as an implement, which allows you to position your shield while managing your esoterica. Shield implements are associated with the harrow suit of shields and the astrological signs of the lantern bearer, the bridge, and the patriarch.

Initiate Benefit You gain the Shield Block general feat. If your shield implement would be reduced to 0 Hit Points, it's instead reduced to 1 Hit Point, its circumstance bonus to AC when you Raise a Shield is reduced by 1 (this can't reduce the bonus below 0), and you can't Shield Block with your shield implement until it loses the broken condition. You can still use your shield as an implement when it has the broken condition. At 5th level, whenever you Exploit Vulnerability, you can also Raise a Shield as a free action.

Feat 1st: DIVERSE LORE FEAT 1

THAUMATURGE

Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.

Feat 2nd: CHAMPION DEDICATION FEAT 2
ARCHETYPE DEDICATION MULTICLASS

Prerequisites Strength +2, Charisma +2 Choose a deity. You are bound by your deity's anathema and can receive that deity's divine sanctification. Choose a cause as you would if you were a champion, with the same options a champion must abide by. You gain its edicts and anathema but don't gain the other abilities. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. If you later gain a devotion spell, you become trained in spell attack modifier and spell DC. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you're 13th level or higher, you also become an expert in the armor types granted to you by this feat.

Cause: Grandeur
Deity: Desna

Cause: Edicts provide a shining example for others, enjoy and share the beauty around you, keep yourself tidy and well groomed
Anathema despoil yourself by associating with fiends and unholy forces

Deity: Edicts aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer
Anathema cause fear or despair, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior
Areas of Concern dreams, luck, stars, and travelers

Feat 4: Lay on Hands

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FUTURE PLANS:
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Level 2: Champion Dedication, Intimidate & Performance as skills, Combat Climber Skill Feat
Level 3: Fleet general feat, Lightning Reflexes, Skill Increase (Athletics)
Level 4: Skill Feat, Class Feat (Champion Lay on Hands)
Level 5: Second Implement (Lantern), Ancestry Feat: Skilled Climber, Thaumaturgic Weapon Expertise, Attribute Increase (STR, CON, INT, CHA), Skill Increase
Level 6: Skill Feat, Class Feat (Champion: Reaction)
Level 7: General Feat: Fleet or Toughness, Resolve; Master in Will Saves, Implement Adept (Lantern), Skill Increase, Weapon Specialization
Level 8: Skill Feat, Class Feat
Level 9: Ancestry feat, intensify vulnerability, skill increase, thaumaturgic expertise (skill increase for Arcana, Religion, Nature or Occultism), vigilant senses (Perception to Master)