Serpentfolk Spy

Ahas Ahasan's page

52 posts. Organized Play character for Frozen Frost.


Race

HP 28/28, AC 19 (20 w Dueling Cape raised), Fortitude** +7, Reflex* +5, Will** +6, Perception** +6 (Low-light vision), Stealth +1 |

Classes/Levels

Speed 25 ft. | Exploration Activity Search | Active Conditions --- | ◆◇↺

Gender

Male Titan Nagaji Thaumaturge 2 / Mind Smith | Scion of Slayers |

About Ahas Ahasan

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PFS INFORMATION:
PFS #: 2403787-2036
(Legacy) Lore: Pathfinder Society* +4
Faction: Envoy's Alliance

Chronicles & Boons
Level 1
1 Boon: Nagaji Ancestry
2 Boon: Deathtouched Explorer (for Scion of Slayers background)
3 S03-18 Dacilane Academy's Delightful Disaster
4 Boon: Dacilane Academy Chaperone
5 BB Beginner Box Upper Level
6 BB Beginner Box Lowe Level
7 Boon: Wayfinder

Level 2
8 S04-01 Intro: Year of Boundless Wonder

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BOTTING INSTRUCTIONS:
◆ Exploit Vulnerability w Diverse Lore and Dubious Knowledge
[dice=Esoteric Lore to Exploit Vulnerability vs standard DC of Creature]1d20+8[/dice]
Critical Sucess: Ahas 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. He can exploit either the creature's mortal weakness or personal antithesis. His unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success Ahas learns 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. He can exploit either the creature's mortal weakness or personal antithesis. His unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure He instead attempt to exploit a more personal vulnerability. He can exploit only the creature's personal antithesis. His unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure Ahas becomes flat-footed until the beginning of your next turn.

For Diverse Lore, on a Successful Exploit Vulnerability, if the result of Esoteric Lore check to the DC to Recall Knowledge for that creature would be a Success or a Critical Success, Ahas gains information as if he had succeeded at the Recall Knowledge check.
For Dubious Knowledge, when Ahas fails (but don’t critically fail) a Recall Knowledge check using any skill, he learns the correct answer and an erroneous answer, but he doesn’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.

◆ Strike
Melee+1 Mind Weapon +8 Damage 1d8+3 B, P, or S +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=+1 Mind Weapon Attack]1d20+8[/dice]
> [dice=Damage w Implement's Empowerment]1d8+3+2[/dice] B, P, or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3 B +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fist Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] B damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Melee ◆ Dagger (from Necklace of Knives) (Agile, Finesse, Thrown 10 ft, Versatile S) +7 Damage 1d4+3 P or S +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Dagger Attack fr Necklace of Knives]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] P or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Melee ◆ Fangs (Agile, Finesse, Nonlethal, Unarmed, Nagaji) +7 Damage 1d6+3 P +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fangs Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d6+3+2[/dice] P damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

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CHARACTER INFORMATION
Name: Ahas Ahasan
Ethnicity, Heritage & Ancestry: Titan Nagaji
Background: Scion of Slayers Home Region: Impossible Lands Nation: Jalmeray Languages: Common, Nagaji
Sub-Class & Class: Thaumaturge Level: 2
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft Deity Pharasma

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STATS & SKILLS (* indicates Proficiency Level)
STR 16 (+3), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 18 (+4)
HP 28/28, AC 19 (20 w Dueling Cape raised) Fortitude** +6, Reflex* +5, Will** +6, Perception** +6 (Low-light vision)
Acrobatics* +5
Arcana* +4 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Athletics* +7 – Underwater Marauder – Prerequisites trained in Athletics; You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Crafting +0 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Deception +4 (+1 to Feint when Dueling Cape is raised)
Diplomacy* +8
Intimidation* +8
(Legacy) Lore: Pathfinder Society* +4 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Lore: Undead* +4 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Lore: Esoteric* +8 (-2 w Diverse Lore on any topic) – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad., Diverse Lore – 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., ◆ Exploit Vulnerability – 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.
Medicine +0
Nature* +4 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Occultism* +4 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Performance +4
Religion* +4 – Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Society +0
Stealth +1
Survival +0
Thievery +1

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OFFENSE & DEFENSE
Melee+1 Mind Weapon +8 Damage 1d8+3 B, P, or S +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=+1 Mind Weapon Attack]1d20+8[/dice]
> [dice=Damage w Implement's Empowerment]1d8+3+2[/dice] B, P, or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3 B +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fist Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] B damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Melee ◆ Dagger (from Necklace of Knives) (Agile, Finesse, Thrown 10 ft, Versatile S) +7 Damage 1d4+3 P or S +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Dagger Attack fr Necklace of Knives]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] P or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Melee ◆ Fangs (Agile, Finesse, Nonlethal, Unarmed, Nagaji) +7 Damage 1d6+3 P +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fangs Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d6+3+2[/dice] P damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)

Armor Titan Nagaji Scales (Comfort) AC Bonus +4 Dex Cap 1
Shield ---

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SPELLS (* denotes Signature Spells)
Thaumaturge DC 18 Max Focus Points 0
Nagaji Spell Familiarity
Occult DC 18 Spell Attack +8
Innate Cantrip fr Nagaji Spell Familiarity – Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze, detect magic, or mage hand. Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up.
◆◆ DazeRange 60 feet; Targets 1 creature; Defense Will; Duration 1 round; You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6.
◆◆ Detect MagicArea 30-foot emanation; You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
◆◆ Telekinetic Hand Range 30 feet; Targets 1 unattended object of Light bulk or less; Duration sustained; You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

Scion of Slayers
Divine DC 18 Spell Attack +8
Innate Cantrip
◆◆ Disrupt Undead Range 30 feet; Targets 1 undead creature; Saving Throw Fortitude; You lance the target with energy. You deal 2d6 vitality damage. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6.

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GEARS & ITEMS
Invested Items (2/10): Wayfinder, Necklace of Knives
Worn Items: Mundance Necklace (Mind Smith Keepsake), Dueling Cape, Climbing Kit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 1.1 (Encumbered 8.0, Maximum 13.0)

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FEATS
Level 1
Skill Feat (from background) ◆◆ Disrupt Undead Range 30 feet; Targets 1 undead creature; Saving Throw Fortitude; You lance the target with energy. You deal 2d6 vitality damage. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6.
General Feat (from Heritage) Titan Nagaji Scales – You were raised to be a warrior or a bodyguard, and your specialized diet and bulging muscles have made your scales as strong as armored plates. Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales.
Class Feat Diverse Lore – 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.
Ancestry Feat Nagaji Spell Familiarity – Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze, detect magic, or mage hand. Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. - ◆◆ Daze – Range 60 feet; Targets 1 creature; Defense Will; Duration 1 round; You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6., Detect Magic – Area 30-foot emanation; You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)., or Telekinetic Hand – Range 30 feet; Targets 1 unattended object of Light bulk or less; Duration sustained; You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
Class Feature First Implement and Esoterica – Your implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation. While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement. > Mirror – Mirror implements represent misdirection, illusion, and sleight of hand, bending and shifting a perspective and the way you look at things. While larger mirrors hold the same mystic connotations, thaumaturges always choose small, portable, handheld mirrors as implements so they can use them easily while adventuring. Mirror implements are associated with the harrow suit of keys, and the astrological signs of the stranger and the swallow.
Class Feature Mirror Initiate Benefit – You learn how to use your mirror to project another version of yourself whose realness is a matter of perspective. You gain the Mirror's Reflection action. > ◆ Mirror’s Reflection – Requirements You're holding your mirror implement. You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you.
Class Feature 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.
Class Feature Dubious Knowledge – 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 (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
Class Feature ◆ Exploit Vulnerability – 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.
Class Feature ◆ 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.
Class Feature 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.

Level 2
Class Feat Mind Smith Dedication – You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: A one-handed weapon that deals 1d4 damage and has the agile and finesse traits; A one-handed weapon that deals 1d6 damage and has the finesse trait; A one-handed weapon that deals d8 damage; or A two-handed weapon that deals 1d10 damage and has the reach trait. Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. Special You can't select another dedication feat until you have gained two other feats from the mind smith archetype.
Skill Feat Underwater Marauder – Prerequisites trained in Athletics; You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Level 3
General Feat Ancient Paragon – Water Nagaji
Free Feat Breath Control
Class Feature Lightning Reflexes

Level 4
Class Feat ◆ Ghost Blade
Skill Feat Intimidating Glare

Level 5
Ancestry Feat Nagaji Spell Mysteries – ◆◆Charm, ◆◆ Fleet Step, or ◆ to ◆◆◆ Heal
Class Feature Second Implement > Bell
Class Feature Bell Initiate Benefit
Class Feature ↺ Ring Bell
Class Feature Thaumaturge Weapon Expertise

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