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Thaumaturge Empowerment and Exploits

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0% found this document useful (0 votes)
11 views4 pages

Thaumaturge Empowerment and Exploits

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

Character Name Level Hero Points

XP
Anton Zaytsev
Character Sheet 9 Gain 1 at the start of each session
and when granted by the GM.
Spend 1 to reroll a check.
Player Name Spend All to avoid death.
Ancestry Background Class
Human Winter's Child Thaumaturge
Heritage and Traits Size Background Notes Class Notes
Changeling
Attributes

+4 Strength
Partial Boost +3 Dexterity
Partial Boost +3 Constitution
Partial Boost +0 Intelligence
Partial Boost +0 Wisdom
Partial Boost +3 Charisma
Partial Boost
Defenses Hit Points
Maximum Current HP Temporary HP
Armor Class Shield Fortitude Reflex Will
Hardness Max HP BT HP T T T

27 + / 17 E
M
L
17 E
M
L
16 E
M
L
128 Dying
Armor Proficiencies Wounded
Unarmored Light Medium Heavy
3 + 13 + 1 3 + 13 + 1 0 + 15 + 1
T T T T Con Prof Item Dex Prof Item Wis Prof Item Resistances and Immunities
10 + 1 + 11 + 5 E
M
E
M
E
M
E
M Defenses Notes cold 5

Base Dex* Prof Item L L L L Conditions


* Use armor’s Dex cap if lower

Skills Languages Perception Speed


T
3 11 0 0 Skill Notes
Acrobatics 14 E + + - T
Aklo, Common
15
M E

30
+ +
L Dex Prof Item Armor 0 M
L
15 0 feet
T Wis Prof Item
Arcana 11 E
M
0 + 11 + 0 Senses and Notes Special Movement
L Int Prof Item
T Darkvision
Athletics 20 E
M
4 + 15 + 1 - 0
L Str Prof Item Armor
T
0 0 0 Strikes
Crafting 0 E + +
M
L Int Prof Item Melee Strikes
T
3 0 0 Weapon Damage
Deception 3 E + +

17 Cold3Iron
M B
+ 1
L Cha Prof Item +1 Weapon Striking Wounding
+
13
(Low-Grade) Scorpion
2d4+6 Whip
S +4 Empowerment
P
S
T Str Prof Item
Diplomacy 14 E
M
3 + 11 + 0 Traits and Notes Uncommon, Disarm, Finesse, Reach, Trip, Magical
L Cha Prof Item
T Weapon Damage
Intimidation 18 E
M
3 + 15 + 0 + +
B
P
L Cha Prof Item S
Str Prof Item
T
Weather Lore 11 E
M
0 + 11 + 0 Traits and Notes
L Int Prof Item
T
Weapon Damage
Esoteric Lore 18 E
M
3 + 15 + 0 + +
B
P
L Int Prof Item Str Prof Item S
T
0 0 0 Traits and Notes
Medicine 0 E + +
M
Wis Prof Item
L
T
Ranged Strikes
Nature 11 E
M
0 +
11 + 0 Weapon Damage
B
L Wis Prof Item + +
P
T S
Dex Prof Item
Occultism 13 E
M
0 +
13 +
0
L Int Prof Item Traits and Notes
T
3 0 0 Weapon Damage
Performance 3 E + +
M B
+ +
L Cha Prof Item P
S
T Dex Prof Item
Religion 11 E
M
0 +
11 +
0 Traits and Notes
L Wis Prof Item
Weapon Proficiencies Critical Specializations
T
Unarmed Simple Martial Advanced Other
Society 0 E
M
0 +
0 + 0 T T T T T
L Int Prof Item E E E E E
T
M M M M M
L L L L L
Stealth 15 E
M
3 +
11 + 1 - 0
L Dex Prof Item Armor Class DC Reminders
T Proficiency Action Icons
Survival 0 E
M
L
0 +

Wis Prof Item


0 + 0
26 Untrained +0
Trained 2 + level
[one-action] Single Action
[two-actions] Two-Action Activity
T Expert 4 + level [three-actions] Three-Action Activity
Thievery 3 E
M
3 +
0 + 0 - 0 10 + 3 + 13 + 0 Master 6 + level [free-action] Free Action
L Dex Prof Item Armor Base Key Prof Item Legendary 8 + level [reaction] Reaction

Page One—Statistics ©2023 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
Ancestry and General Feats Class Abilities Inventory
Level Ancestry and Heritage Abilities Class Feats and Features Held Items Bulk
1
Changeling Diverse Lore
Implement's Empowerment Clothing (Cold-weather) L
Ancestry Feat
Weapon Initiate Benefit Bedroll L
Snow May
Exploit Vulnerability Chalk (10) 0.0
Esoteric Lore
Flint and Steel 0.0
Background Skill Feat Rope L
Implement's Interruption
Arcane Sense Rations (2) 0.2
First Implement And Esoterica (Weapon)
Low-Light Vision
Torch (5) 0.5
Waterskin L
Darkvision
Skill Feat Class Feat Haunt Ingenuity Soap 0.0
2 Titan Wrestler Fighter Dedication
Crowbar L
Fighter Dedication

General Feat Toughness Class Feature Consumables Bulk


3

Skill Feat Intimidating Glare Class Feat Paired Link

4 Basic Maneuver
Basic Maneuver

Ancestry Feat Called Boosts Class Feature


5

Skill Feat Unmistakable Lore Class Feat Sympathetic Vulnerabilities

6 Fighter Resiliency
Fighter Resiliency

General Feat Diehard Class Feature


7

Skill Feat Quick Jump Class Feat Know-It-All Worn Items Invested Bulk
8 Advanced Maneuver +1 Armor Resilient Breastplate 2.0
Advanced Maneuver
Lifting Belt YES L
Ancestry Feat Invoke the Elements Class Feature Charm of Resistance - Cold YES 0.0
9
Cloak of Illusions YES L
Skill Feat Boosts Class Feat
Grim Ring YES 0.0
10 Snowshoes of the Long Trek YES 0.0
Masquerade Scarf YES 0.0
General Feat Class Feature
11

Skill Feat Class Feat


12

Ancestry Feat Class Feature


13

Skill Feat Class Feat


14

General Feat Boosts Class Feature


15 Bulk
Light Items 10 light Bulk items = 1 Bulk
Bulk
Skill Feat Class Feat Encumbered Bulk 5 + Str
16
3 Maximum Bulk 10 + Str
Maximum Invested 10
Ancestry Feat Class Feature
Wealth
17
CP SP GP PP
Class Feat
18
Skill Feat
9 1 17 0

General Feat Class Feature Gems and Artwork Price Bulk


19

Skill Feat Boosts Class Feat


20

Page Two—Abilities and Inventory ©2023 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
Character Sketch Origin and Appearance
Ethnicity Nationality Birthplace Age Gender & Pronouns Height Weight
34 Male

Appearance

Personality
Attitude Deity or Philosophy
Erastil

Edicts Anathema

Likes

Dislikes

Catchphrases

Campaign Notes
Notes Allies

Enemies

Organizations

Actions and Activities Free Actions and Reactions


Name Actions Traits Page # Name [free-action] Traits Page #
Drink From The Chalice 1 Magical, Manipulate, Necromancy, Thaumaturge
Implement's Interruption [reaction] Evocation, Magical, Thaumaturge
Effects Trigger
The target of your Exploit Vulnerability uses a concentrate, manipulate, or m
Frequency: once per round. Requirements: You are holding your chalice
Effects
implement. You drink from the liquid that slowly collects in your chalice
Requirements: You're holding your weapon implement and are
or administer it to an adjacent ally. The drinker chooses whether to take
Name Actions Traits Page # benefiting from Exploit Vulnerability
Name [free-action] against a creature. The creaturePage #
Traits
a small sip or to drain the contents. • Sip A sip grants the drinker an
Exploit Vulnerability 1 Esoterica, Manipulate, Thaumaturge must be within your reach if [reaction]
you're wielding a melee weapon, or within
amount of temporary Hit Points equal to 2 + half your level that last until
Effects 10 feet if you're wielding a ranged weapon. Your weapon senses a
Trigger
the end of your next turn. • Drain (healing, positive) Drinking deep
Frequency: once per round. Requirements: You are holding your moment of weakness and guides your hand to strike down a foe. Make a
instead heals the drinker 3 Hit Points for each level you have. After the Effects
implement. You scour your experiences and learning to identify Strike against the triggering creature with your weapon implement. If
chalice is drained, it's left with only its slowly collecting dregs; the chalice
something that might repel your foe. You retrieve an object from your your attack is a critical hit, you disrupt the triggering action. This Strike
can't be drained again, though
Name Actionsit canTraits
still be sipped from. If 10 minutes Page # Name Traits Page #
esoterica with the appropriate supernatural qualities, then use your [free-action]
doesn't count toward your multiple attack penalty, and your multiple
pass without anyone
Intensify Vulnerability drinking
1 from the chalice, it refills itself and can
Concentrate, Divination, Esoterica, Magic be [reaction]
implement to stoke the remnants of its power into a blaze. Select a attack penalty doesn't apply to this Strike.
drained again. If the drinker has negative healing, it can still heal in this
Effects Trigger
creature you can see and attempt an Esoteric Lore check against a
way, and the effect
Prerequisites: has
Exploit the negativeFrequency:
Vulnerability. trait insteadonce
of healing and positive.
per round.
standard DC for its level, as you retrieve the right object from your Effects
Requirements: You're benefiting from Exploit Vulnerability, you can see
esoterica and use your implement to empower it. You gain the following
the subject, and you haven't used Exploit Vulnerability this round. You
effects until you Exploit Vulnerabilities
Name Actions again. Critical: Success: You Page # Name
Traits Traits Page #
present your implement and esoterica again, intensifying their effects on [free-action]
remember the creature's
Intimidating Strike 2 weaknesses, and as you empower
Emotion, Fear, Mental your [reaction]
the target in a way unique to your implement. You gain the intensified
esoterica, you have a flash of insight that grants even more knowledge
Effects Trigger
vulnerability benefit from one of the implements you're holding, which
about the creature. You learn all of the creature's resistances,
Your blow not only wounds creatures but also shatters their confidence.
lasts until the beginning of your next turn. Effects
weaknesses,
Make a meleeand immunities,
Strike. If you hitincluding
and dealthe amounts
damage, theof the resistances
target is frightened
and
1, orweaknesses
frightened 2and
on any unusual
a critical hit. weaknesses or vulnerabilities, such as
whatThree—Notes
Page spells will pass
and through
Actions a golem's antimagic. ©2023
You can exploit either
Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
Magical Tradition Spell Slots
Arcane Occult Prepared Caster Spells per Day
Primal Divine Spontaneous Caster
Spell Rank 1 2 3 4 5 6 7 8 9 10
Spell Statistics Spells Remaining
Spell Attack Spell DC
T T Spells
E
M
+ E
M
10 + +
Name Actions Rank Prep Name Actions Rank Prep
L Key Prof L Base Key Prof

Cantrips
Cantrips per Day Cantrip Rank
1/2 your level rounded up

Name ActionsPrep

Focus Spells
Focus Points Focus Spell Rank
1/2 your level rounded up
Focus Pool Equals the number of focus spells you have (maximum 3).
Refocus Spend 10 minutes to regain 1 Focus Point.

Name Actions

Innate Spells
Name Actions Freq
Detect Magic 2
Rituals
Name Rank Cost Name Rank Cost

Page Four—Spells ©2023 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.

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