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About JinglemaneJinglemane is a journalist entrepreneur, the publisher of the Mane Event, a newsletter that focuses on Pathfinder Society News and style tips. Quite recently, his journal has started carrying a column by the ever chatty Venture-Gossip, one of Jinglemane’s favorite correspondents. No one but Jinglemane and Kit knows that his Venture-Gossip column is actually written by HIMSELF, as he has joined the legion of proud gossip writers that call themselves Venture-Gossip. (He has a charity boon for the Venture-Gossip Dedication.) He’s also the loyal companion of Qitarah Al-Tabib of Sedeq (aka Kit), the Qadiran sylph girl who wished him into life. Together, they joined the Pathfinder Society because Qadira is not always the safest place for geniekin. He’s a purple poppet of an Urmahlullu, or Lion Centaur. He likes to keep his esoterica as hair ornaments in his purple mane, and jingle them from time to time. His primary implement is the mirror, which he uses to make awesome copies of himself for everyone to admire. As a stuffed poppet, Jinglemane has no sharp teeth of his own. So when he found a leiomano (a club weapon covered in shark teeth) in a weapon shop in Minkai, he bought the weapon and named it Lion’s Bite. Now he can proudly ‘bite’ his foes as all fierce lion centaurs should. Although he tries to be brave, he has a deathly fear of fire. He’s proud that his companion Kit runs a clinic for elementals and geniekin on the run, even helping scary ifrits and fiery creatures. Since Kit worships Ranginori, the Zephyrous Prince, the lord of air, welcome breezes and thunderstorms, Jinglemane does too. Ranginori’s primary form is that of a Lion-headed serpent spun out of air -- which Jinglemane says shows his good taste, because lion hybrids are simply awesome. The tales of the Pathfinder Society’s rescue of Ranginori from the Untouchable Opal in which the deity was imprisoned is a great source of pride to Jinglemane. He and Kit would listen avidly to tales of that rescue when Kit was little, and promised each other that they too would be Pathfinders who would do great deeds. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
SAVES [dice=Fortitude (E)]1d20+12[/dice]
Success on an Emotion or Fear effect becomes a critical success.
Jinglemane has Resistance to Cold and Mental damage equal to 1/3 his level (minimum 1) due to his Mind Quake Scars and Arctic Survivor boons. ★ ---- ★ ---- ★ ---- ★ SKILLS
[dice=Perception E]1d20+10[/dice] [dice=Acrobatics] 1d20+8[/dice]
★ ---- ★ ---- ★ ---- ★ Venture-Gossip Special Stuff ◈◈ [dice=Tell Me More (roll twice and take the better for influence checks) Diplomacy E]1d20+14+1[/dice]
↺ [dice=Distracting Flattery (Deception E) - step in for another player’s social mistep]1d20+14[/dice] Normal Attacks Lion’s Bite ↺ [dice=Reactive Lion’s Bite (Empowered Leiomano, PA or MW)]1d20 +14+1 [/dice]
◈ Mirror ◈ [dice=Exploit Vulnerability (Esoteric Lore)]1d20+14[/dice]
◈ [dice=Striking Lion’s Bite (Empowered Leiomano, PA or MW)]1d20 +14+1 [/dice]
If a crit, Jinglemane replaces the above damage with the following:
Dagger ◈ [dice=Exploit Vulnerability (Esoteric Lore)]1d20+14[/dice]
◈ [dice=Exploit Vulnerability (Esoteric Lore)]1d20+13[/dice]
★ ---- ★ ---- ★ ---- ★ PFS Information:
PFS Number: 820-2009 Reputation, Experience & Equipment: See ITS PFS Chronicles & Boons ★ ---- ★ ---- ★ ---- ★ Nationality: Qadira
★ ---- ★ ---- ★ ---- ★ Ancestry Wishborn Poppet
SENSES
Special Senses: darkvision
DEFENSES
HP = 66 = 6+6(10) SAVING THROWS
(See Botting Spoiler) ____________________ OFFENSE
Class DC: 20 [T] Speed: 30 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions None ____________________ SKILLS
Automatic: Trained in Arcana, Nature, Occultism, and Religion Trained in a number of additional skills equal to 3 plus your Intelligence modifier
See Botting Spoiler for full Skills ____________________ ABILITY SCORES
Ancestry Poppet: Charisma, Constitution, Strength
Ability Score Summary:
Str +4 ABF5 Dex +0 -AF Con +2 A5 Int +2 F5 Wis +0 Cha +4 ABCF5 STR +3, DEX +0, CON +1, INT +1, WIS +0, CHA +4* Background: PRINTER
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Society skill, and the Scribing Lore skill. You gain the Multilingual skill feat ____________________ FEATS:
Ancestry Feats and Abilities Special 1st: Small, darkvision
1st: QUADRUPED FEAT 1
You were crafted in a form with four legs rather than two. Your Speed is 30 feet.
3rd: HELPFUL POPPET FEAT 1
You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to Aid, and you don't give your ally a –1 circumstance penalty to their check if you critically fail your attempt to Aid. 5th: SEALED POPPET FEAT 5
You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire. You no longer have the weakness to fire from the flammable ability. Special You can't take this feat if you're a stuffed poppet. Skill Feats 1st: MULTILINGUAL FEAT 1
Prerequisites trained in Society
Special You can select this feat multiple times. Each time, you learn additional language 1st (bonus): DUBIOUS KNOWLEDGE FEAT 1
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 a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. 2nd: SKILL TRAINING FEAT 1
Prerequisites Intelligence 12 You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time.
4th: Thorough Reports Feat 4
6th: Distracting Flattery [reaction]
Success The target’s attitude doesn’t decrease as a result of your ally’s social blunder.
General Feats
Class Feats and Abilities 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. EXPLOIT VULNERABILITY:
You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters. You gain the Exploit Vulnerability action. EXPLOIT VULNERABILITY [one-action]
Frequencyonce 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. 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. 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. MIRROR IMPLEMENT:
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 [one-action]
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. [spoiler=WEAPON IMPLEMENT]Weapon implements are the most direct and confrontational, representing battle, struggle, and potentially violence. You can choose only a one-handed weapon as an implement, which allows you to channel energies into your weapon as well as hold your other implements once you gain them. Weapon implements are associated with the harrow suit of hammers and the astrological signs of the rider and the swordswoman. Initiate Benefit Your weapon trembles slightly in your hand, seeking out your foe's weakness to it and interrupting their actions. You gain the Implement's Interruption reaction. At 5th level, when you gain thaumaturgic weapon expertise, your instinctive knowledge of your weapon implement also grants you the weapon's critical specialization effect. IMPLEMENT'S INTERRUPTION [reaction]
Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Feat 1st: DIVERSE LORE FEAT 1 THAUMATURGE 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. Feat 2nd: Pathfinder Agent Dedication Feat 2
Special You cannot select another dedication feat until you have gained two other feats from the Pathfinder Agent archetype Feat 4th: Venture-Gossip Dedication — Feat 4
Tell Me More [two-actions] (fortune) Target one creature that shares a language you speak; Requirements You’re not in combat; Effect Just batting your eyes and giving someone a familiar nudge can get them talking, ready to spill the beans about everything and everyone around them. You roll twice on all rolls to influence the target and use the better result.
Feat 6th: SYMPATHETIC VULNERABILITIES FEAT 6
Prerequisites Exploit Vulnerability, mortal weakness or personal antithesis
____________________ FUTURE PLANS:
Level 2: Pathfinder Agent Dedication, Skill Training to pick up Diplomacy, Bonus Skill Increase from PA Dedication in Deception
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