Remove these ads. Join the Worldbuilders Guild

Anzik Raw-Tooth

GOBLIN OCCULT SLAUGHTER VOID
Remastered
Class
Shaman (Witch) of Blood
Size
3'1"
XP
Level
  3  
Hero Points
0
Deity
Slaughter-Touched Goblin
War-Monger (Barbarian Archetype
25 feet
+3
Strength
Modifier
+4
Dexterity
Modifier
+3
Constitution
Modifier
+2
Intelligence
Modifier
+3
Wisdom
Modifier
+1
Charisma
Modifier
Total
18
Base
10
Key
3
Item
0
Prof
5
U T E M L
  +2      

 
Gobbok (Goblin), Feriak, Dwarven
HP
34/34
Temp. HP
0
Total
10
Prof. Mod
7
Att. Mod (Wis)
3
Item Mod
0
U T E M L
    +4    

 
Senses
Darkvision (30) : dark vision out to 60 feet.
Aethyr Sight: Being a shaman, much like others touched with Arcanis, Anzik can see the manipulation of manna as clear as day.
Total
14
AC Base
10
Dex Bonus (or AC Cap)
4
Item
0
Prof
0
U T E M L
+0        

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
+0        

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 10 3 7 0 4
Reflex (DEX) 9 4 5 0 2
Will (WIS) 10 3 7 0 4
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Melee (Polearms)Trained
Skull-Cracker Quarterstaff 1d20+9 1d6+4 Bludgeoning (On a critical hit, inflicts Stunned (1) condition)
Total Prof. Mod Att. Mod Item Mod Armor Mod
+9 Acrobatics (dex) 5 4 0 0
+2 Arcana (int)   2 0
+8 Athlethics (str) 5 3 0 0
+2 Crafting (int)   2 0
+1 Deception (cha)   1 0
+6 Diplomacy (cha) 5 1 0
+1 Intimidation (cha)   1 0
+3 Medicine (wis)   3 0
+3 Nature (wis)   3 0
+7 Occultism (int) 5 2 0
+1 Performance (cha)   1 0
+3 Religion (wis)   3 0
+2 Society (int)   2 0
+9 Stealth (dex) 5 4 0 0
+3 Survival (wis)   3 0
+4 Thievery (dex)   4 0 0
War-Monger: Gain the Fury action

Battle-Fervor: Gain the Battle Fervor triggered reaction.

Slaughter Magick: A Blood Shaman can cast their magicks even if in a Fury, a unique trait utilized by Anzik with gusto and gumption. As with normal shamanistic magicks, any spell woven causes her to gain instability.

Unstable Magick (0/100): When not in a Fury, Anzik gains 1d4+1 instability instead of the normal 1.

Maddening Aura: Once Anzik begins to have the instability of the Void within her, the goblin seems to emanate this madness outwardly. Any creature that ends their turn within 10 feet of Anzik when she has at least 1 point of Instability must attempt a Will Save against Anzik's Class DC. On a critical failure they suffer 1d6 psychic damage and become Confused (1). If a regular failure then merely become Confused (1). If a success they merely take a -2 to their next roll (that is a d20 roll). On a critical success they suffer no ill effect.

Shrieking Mind Focus Spell: Anzik has a Focus Pool of 1 point. With it they can cast Shrieking Mind.

Destabilizing Bolt: This is a special Reaction. As a Reaction, so long as she has 1 or more Instability, she may react to any creature attempting to cast magick within 60 feet of her. She rolls her miscast 1d100 and adds her instability, and then takes force damage equal to what her instability was. The miscast is applied to the creature attempting to cast. This does not interfere with their actual casting of the spell.
Belt of the Bull: Grants the wearer +2 to their Strength Score (+1 to the Modifier)

Skull-Cracker Quarterstaff: +1 weapon with simple skullcracking rune. On a critical hit, this weapon inflicts Stunned (1) condition.

1x Minor Healing Elixir: Drinking this allows the drinker to recover 2d4+2 hit points.

1x Slaughter's Draught: If in a Fury, grants the drinker Hasten (1) however they must draw blood in melee combat (strike a creature and cause it to lose wounds with a melee weapon) at least once each round or both the Fury and Hasten forcibly fade and are gone, and the negative of those abilities ending is inflicted.
Spell Attack Roll
Total Key Prof
8 3 5
Spell DC
Total Base Key Prof
18 10 3 5
Magic Tradition
Occult
Spells Per Day
Per Day 2
Rank 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
1
Spellbook

Focus Spells



Shrieking Mind : Traits: Corruption, Chaos, Mental, Auditory. Range: 60 feet. Target: 1 creature in range. Save: Will Save. Effect: You let out a gibbering shriek of daemonic ramblings which echo discordantly through the air into the ear and skull of your target. They must make a Will Save. On a Critical Failure they suffer Confusion (1), Frightened (1) and suffer double damage. On a Failure they suffer Confused (1) and take 2d8+3 psychic damage. On a Success they take full damage. On a Critical success the target takes half damage.

Spells



Cantrips


Grievous Strike : Traits: Corruption, Blood, Melee, Manipulation. Range: Touch. Target: A single weapon. Effect: The next attack with this weapon inflicts Persistent Bleed (2). On a critical hit you instead inflict Persistent Bleed 1d4+2 . This effect lasts for 3 rounds or until a successful attack is made. Should you cast this Cantrip on a different weapon before discharging it from one weapon, the effect dissipates on the first as you weave it into the second.

1st level spells


Wrathful Chaining : Traits: Corruption, Blood, Metal, Manipulation, Concentrate. [Range: 60 feet. [Targets: 2 creatures (you can be one) within range of you and each other. Duration: Sustained for up to 1 minute. Save: Power Save. Effects: Both targets must make the save, even if you targeted yourself you must. A chain of bone, blood and sinew erupts from them both, connecting them, pulling them within 30 feet of each other and allowing them to move no further away than that from one another. If a target Critically Fails the save they take double damage and are afflicted with Stunned (2). At a regular Failure, they take 2d10 thunder damage and Stunned (1). A regular success takes half damage. A critical success takes no damage. Regardless of save result, the two targets are now chained together, incapable of moving more than 30 feet from one and another, and their chain won't be released unless one of them kills the other. They cannot harm any other creature nor be harmed by any other creature except for that which they are chained too, and by the chain itself. If they do not attempt to fight each other, any creature manacled by this chain that does not try to attack at least once the other creature chained to them suffers 2d10 slashing damage as the sharp bone and iron manacles cut and tear.

Barbed Aura : Traits: Corruption, Blood, Metal, Manipulation, Concentrate. Range: Self. Targets: Self. Area: 10 feet emanation. Duration: 1 minute. Effect: Any creature that attempts to attack you in melee whilst this effect is upon you, and is within range, immediately takes 1d8 piercing damage and is afflicted with Bleeding (1).
POWER SAVE: 1d20+8 , LOGIC SAVE: 1d20+6 , EGO SAVE: 1d20+6
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Violent Excitement: +2 to initiative if having just witnessed violence and bloodshed.]

Class Feats & Abilities

Fury: Anzik taps into the fury of her blood and of Iracundia. She gains 3 hitpoints per level]
[block: and +3 to melee attacks and damage rolls (not calculated on sheet.)   Battle-Fervor: For this triggered reaction to work]
hit points.   Destabilizing Bolt: Requires that Anzik has at least 1 Instability]
and adds her instability]

Statblocks for your spells.


Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed