Gearsman

Diligent Tangent's page

31 posts. Alias of MasterOfPuppets.


Full Name

Diligent Tangent

Race

Automaton

Classes/Levels

Thaumaturge 3; PER: +7; Fort +8, Ref +8, Will +7; AC 21 (22); HP 35/35; SPD 20'

Size

Medium

Age

6000+

Special Abilities

Exploit Vulnerability, Esoteric Lore

Deity

Unknown

Location

Torch, Numeria

Languages

Common, Utopian, Jistkan

Occupation

Mechanic

Homepage URL

https://pathbuilder2e.com/launch.html?build=1473941

Strength 3
Dexterity 1
Constitution 1
Intelligence 1
Wisdom 0
Charisma 3

About Diligent Tangent

ATTACKS
Melee Fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 B +2 Empowerment
Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B +2 Empowerment
Ranged Rotary Bow +6 (Capacity 4, Crossbow), Damage 1d8 P +2 Empowerment

Special Abilities:

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 an Oni's bean panic. 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 off-guard 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.

Arcane Innate Spells DC 18, Attack +8
Cantrips: Ignition

Additional Feats: Additional Lore (Esoteric Lore), Automaton Lore, Diverse Lore, Dubious Knowledge, Mage Automaton, Quick Repair, Read Psychometric Resonance, Scroll Thaumaturgy

Additional Specials: Amulet Initiate Benefit, Automaton Core, Automaton Size (Medium), Constructed Body, Esoteric Lore, First Implement And Esoterica (Amulet), Implement's Empowerment