[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.
[dice=+1 Mind Weapon Attack vs Creature]1d20+8[/dice]
[dice=Mind Weapon Damage]1d8+3[/dice] Slashing Damage plus its highest Weakness (if Successful/Crit Successful in Exploit Vulnerability) from Mortal Weakness, or plus 3 additional damage from Personal Antithesis (if failure in Exploit Vulnerability or it has no Weakness)
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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
Alignment: LN 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
Athletics* +7 – Underwater Marauder
Crafting +0 – Dubious Knowledge
Deception +4 - +1 to Feint when Dueling Cape is raised
Diplomacy* +8
Intimidation* +8
(PFS) Lore: Pathfinder Society* +4 – Dubious Knowledge
Lore: Undead* +4 – Dubious Knowledge
Lore: Esoteric* +8 – Dubious Knowledge, Diverse Lore, ◆ Exploit Vulnerability
Medicine +0
Nature* +4 – Dubious Knowledge
Occultism* +4 – Dubious Knowledge
Performance +4
Religion* +4 – Dubious Knowledge
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 [plus Mortal Weakness or 3 from Personal Antithesis]
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3 B [plus Mortal Weakness or 3 from Personal Antithesis]
Melee ◆ Dagger (from Necklace of Knives) (Agile, Finesse, Thrown 10 ft, Versatile S) +7 Damage 1d4+3 P or S [plus Mortal Weakness or 3 from Personal Antithesis]
Melee ◆ Fangs (Agile, Finesse, Nonlethal, Unarmed, Nagaji) +7 Damage 1d6+3 P [plus Mortal Weakness or 3 from 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 ◆◆ Daze
Scion of Slayers Divine DC 18 Spell Attack +8
Innate Cantrip ◆◆ Disrupt Undead
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GEARS & ITEMS Invested Items: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) ---
General Feat (from Heritage) Titan Nagaji Scales
Class Feat Diverse Lore
Ancestry Feat Nagaji Spell Familiarity - ◆◆ Daze
First Implement and Esoterica Mirror Additional Specials Esoteric Lore, ◆ Exploit Vulnerability, Implement’s Empowerment, Mirror Initiate Benefit, ◆ Mirror’s Reflection, Dubious Knowledge
Level 2 Class Feat Mind Smith Dedication
Skill Feat Underwater Marauder
Level 3 General Feat Ancient Paragon – Water Nagaji
Free Feat Breath Control
Additional Special Lightning Reflexes
Level 4 Class Feat Mental Forge
Skill Featp Intimidating Glare
Level 5 Ancestry Feat Nagaji Spell Mysteries – ◆◆Charm, ◆◆ Fleet Ste, ◆ to ◆◆◆ Heal Second Implement Bell
Others Bell Initiate Benefit, ↺ Ring Bell, Thaumaturge Weapon Expertise