0% found this document useful (0 votes)
28 views3 pages

Statblock

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
28 views3 pages

Statblock

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Toru Thaumaturge 10

N Medium Human Wintertouched Human Humanoid


Perception +18; Low-Light Vision
Languages Chthonian, Common, Diabolic, Empyrean
Skills Acrobatics +2, Arcana +15, Athletics +1, Crafting +13, Diplomacy +17, Intimidation +17, Lore: Esoteric +21, Lore:
Herbalism +13, Medicine +14, Nature +14, Occultism +15, Performance +17, Religion +16, Stealth +14, Survival +14
Str +1, Dex +2, Con +4, Int +1, Wis +2, Cha +5
Items Armored Cloak

AC 25; Fort +18, Ref +16, Will +18; Resolve


HP 128; Resistances cold 5
Cognitive Crossover Trigger You gain no information from a Recall Knowledge check (usually because you failed the
secret check) using one of the two skills you chose for this feat. You immediately reattempt the triggering check using the
other chosen skill. Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one),
Medicine, Nature, Occultism, Religion, or Society.

Speed 25 feet
Melee Khopesh +15 (Uncommon, Trip), Damage 1d8+3 S +2 physical
Melee Kukri +16 (Agile, Finesse, Trip, Uncommon), Damage 1d6+3 S +2 physical
Ranged Crossbow +16 (Crossbow), Damage 1d8+2 P
Divine Disharmony (Divine, Enchantment, Esoterica, Manipulate, Thaumaturge) From your collection of religious trinkets,
you pull out opposing divine objects - such as the religious symbols of two deities that are hated enemies - and combine
them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your
choice of a Deception or Intimidation check against the Will DC of a creature you can see within 60 feet, with the following
results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine
spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities,
such as an alghollthu, is unaffected. Critical Success The creature is flat-footed to your attacks until the end of your next turn.
Success The creature is flat-footed against your attacks until the end of your current turn.
Call Implement (Arcane, Conjuration, Manipulate, Teleportation, Thaumaturge) Requirements You have a free hand. You
can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look
down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile
and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the
implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't
attempt to Call that Implement again; you must track the creature down to get the implement back.
Astrology (Concentrate, Human) Frequency 3 times per day Access regional requirement Requirements You must spend
10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill
checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4,
or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill
check.
Share Weakness (Esoterica, Manipulate, Thaumaturge) Prerequisites Exploit Vulnerability, mortal weakness
Requirements You are Exploiting a creature's Vulnerability using mortal weakness. You select an object from your esoterica
that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link
that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness
the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.
Root to Life (Esoterica, Manipulate, Necromancy, Primal, Thaumaturge) Marigold, spider lily, pennyroyal - many
primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association
to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent dying creature, immediately
stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points. If you spend 2 actions instead of
1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the auditory trait to the
action. When you do so, attempt flat checks to remove each source of persistent damage affecting the target; due to the
particularly effective assistance, the DC is 10 instead of the usual 15.
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.
Drink From The Chalice (Magical, Manipulate, Necromancy, Thaumaturge) Frequency once per round Requirements You
are holding your chalice implement. You drink from the liquid that slowly collects in your chalice or administer it to an
adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. • Sip A sip grants the drinker an
amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. • Drain (healing, positive)
Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its
slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without
anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has negative healing, it can still heal in
this way, and the effect has the negative trait instead of healing and positive.
Fling Magic (Concentrate, Evocation, Magical, Manipulate, Thaumaturge) Requirements You are holding your wand
implement. You fling magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the
target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your wand
implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can expend more energy than usual
to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do so, the wand takes 1d4 rounds to
recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a
Strike, your wand recharges immediately as it draws in power from the clash. Special This activity has the trait corresponding
to the damage type you selected.
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.
Arcane Innate Spells DC 27, attack +17; Cantrips Shield
Additional Feats Arcane Tattoos, Aura Sight, Crystal Healing, Dubious Knowledge, Esoteric Warden, Fast Recovery, Gloomseer,
Inoculation, Root Magic, Sanctify Water, Sympathetic Vulnerabilities, Talisman Esoterica, Wintertouched Human
Additional Specials Arcane Tattoo (Shield), Chalice Adept Benefit, Chalice Initiate Benefit, Chalice Intensify Vulnerability, Esoteric
Lore, First Implement And Esoterica (Chalice), Implement Adept (Not Selected), Implement's Empowerment, Second Implement
(Wand), Wand Initiate Benefit, Wand Intensify Vulnerability

You might also like