Vardalel Prennder

Junior Peppers's page

540 posts. Organized Play character for Massee.


Full Name

Junior Peppers

Race

HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 |

Classes/Levels

Speed: 35 | Hero Points: 1 | Active Conditions:

Gender

N Male Elf | Mastermind Rogue (Archeologist) 3

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 12

About Junior Peppers

Junior Peppers | #202046-2003 | Golden Road: Osirian
XP 28 | Cash 23.75g
Male Elven Mastermind Rogue 3 (Trained in rogue class DC18 (INT))(Trained in investigator class DC18 (INT))
N Medium Humanoid | Ignored: Horizon Hunters (16/20) | Field Commissioned (Experienced Smuggler: Task Level -1 not -2)
Senses: Low Light Vision, Expert Perception: +8 (+1 vs Traps)

LANGUAGES: Common, Elven, Celestial, Draconic, Gnoll, Osiriani

TEMP GEAR:

2 lesser healing potions

DEFENSE: Trained in: Light armor, Unarmored defense
HP 33 | AC 19(20) | Speed 35 ft. | Trap Finder: +1 vs Traps
Trained Fort: +6 Expert Reflex: +10 Expert Will: +8
Shield Spell: Hardness 5

OFFENSE: Trained in simple weapons, rapier, sap, short bow, short sword, and unarmed attacks.
[dice=Light Mace (Agile, Finesse, Shove)]1d20+8[/dice][dice=Bludgeoning Damage]1d4[/dice]
[dice=+1 Dagger (Agile, Finesse)]1d20+9[/dice][dice=Piercing Damage]1d4[/dice]
[dice=+1 Dagger (Thrown 10')]1d20+9[/dice][dice=Piercing Damage]1d4[/dice]
[dice=+1 Javelin (Thrown, 30')]1d20+9[/dice][dice=Piercing Damage]1d6[/dice]
[dice=Battle Medicine DC15]1d20+6;2d8[/dice]
xxx
xxx
xxx

SKILLS:
Trained in Acrobatics (DEX) +8
Trained in Arcana (INT) +8
Trained in Athletics (STR) +5
Trained in Crafting (INT) +8 (Has Repair Kit)
Trained in Deception (CHA) +6
Trained in Diplomacy (CHA) +6
Trained in Intimidation (CHA) +6
Trained in Lore: Architecture (INT) +8
Expert in Lore: Osirion (INT) +10 (Additional Lore)
Trained in Lore: Legal (INT) +8 (PFS)
Expert in Lore: Underworld (INT) +10 (Additional Lore)
Trained in Medicine (WIS) +6 (Has Healer's Kit)(Battle Medicine)
Trained in Nature (WIS) +6
Trained in Occultism (INT) +8
Trained in Perform (CHA) +6
Trained in Religion (WIS) +6
Trained in Society (INT) +8
Expert in Stealth (DEX) +10 (Experienced Smuggler)
Trained in Survival (WIS) +6 (Has Wayfinder)
Expert in Thievery (DEX) +11 (Has Infiltrator Thieves Tools, 1 extra pick)

CLASS FEATS:
Investigator Dedication: Feat 2: Archetype Dedication Multiclass: Source Advanced Player's Guide pg. 151 2.0: Archetype Investigator: Prerequisites Intelligence 14
You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. (From Ancient Elf Heritage)

Trap Finder: Feat 1: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Quick Draw: Feat 2: Gunslinger Ranger Rogue: Source Core Rulebook pg. 172 4.0: You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

SKILL FEATS:
Additional Lore (Osirian History): Feat 1: General/Skill
Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Experienced Smuggler: Feat 1: General/Skill: Prerequisites trained in Stealth
*PFS Note Allows you to always Earn Income with the Underworld Lore with tasks of your level -1 (instead of the normal level -2).
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Additional Lore (Underworld Lore): Feat 1: General/Skill
Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

◆ Battle Medicine: Feat 1: General Healing Manipulate Skill: Source Core Rulebook pg. 258 4.0: Prerequisites trained in Medicine
Requirements You are holding healer's tools, or you are wearing them and have a hand free: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

GENERAL FEATS
Fleet: Feat 1: General: Source Core Rulebook pg. 261 4.0: You move more quickly on foot. Your Speed increases by 5 feet.

STATS:
Strength: 10
Dexterity: 16
Constitution: 12
Intellect: 16
Wisdom: 12
Charisma: 12

EQUIPMENT
Explorer's Clothing, Padded Armor
Dagger (10)
Javelin (10)
Light Mace (1)
Backpack, Bedroll, Pup Tent, Fine Clothing
Waterskin, Flint & Steel, Soap, Whistle
Bandoleer (2) (Healer's and Thieve's)
Healer's Tools
Writing Set, Scroll Case, Chalk, Crowbar
Repair Kit
Climber's Kit
Thieve's Tools Infiltrator /w replacement pick (1)
Thrower's Bandolier

CONSUMABLES
Rations (1 Week)
Elixir of Life (1)
Holy Water (1)

CLASS: ROGUE: MASTERMIND:

Key Ability: INTELLECT OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Intellect or Dexterity.

Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Where others might use sleight of hand or a silver tongue to achieve their objectives, you rely on your intellect to craft intricate schemes. You likely view your operations as a chess game, always planning 10 steps ahead where others might plan three. You might be a detective determined to solve crimes or a spymaster in the service of a powerful family or nation. If you operate outside the law, you might be an aspiring crime lord or information broker, excellent at directing others toward suitable jobs.

If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.

You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key ability score.

Sneak Attack: When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Deny Advantage: Level 3: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

INVESTIGATOR DEDICATION:

Archetype Investigator: Prerequisites Intelligence 14: (From Ancient Elf Heritage): You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.

Pursue a Lead: Concentrate/Exploration/Investigator: Source Advanced Player's Guide pg. 56 2.0: Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Clue In: Concentrate Investigator: Source Advanced Player's Guide pg. 56 2.0: Frequency once per 10 minutes
Trigger: Another creature attempts a check to investigate a lead you're pursuing.You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Special You can't select another dedication feat until you have gained two other feats from the investigator archetype.

ELF ANCESTRY:

6 Hit Points, Medium sized, 30 Speed, +2 Dex, +2 Int, +2 Free, -2 Con

Languages: Common, Elven, additional languages equal to your Intelligence modifier (if it's positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Low-Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Ancient Elf: Source Character Guide pg. 25 2.0: PFS Note The ancient elf heritage requires an elven lifespan (a feature that half-elves do not have) and thus cannot be selected by half-elves using the Elf Atavism feat, only by full elves. In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat. (Investigator Dedication)

Otherworldly Magic: Feat 1: Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. (Shield)

ARCHAEOLOGIST BACKGROUND:

You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost Dexterity.

You're trained in the Society skill, and the Architecture Lore skill. You gain the Additional Lore skill feat related to an ancient culture or the history of a culture you've studied (such as Azlanti Lore or Osirian History Lore).

HORIZON HUNTERS:

Since the Pathfinder Society’s first day, when adventurers gathered in Absalom to share drinks and swap stories, the Society has been an organization of explorers. The Horizon Hunters is home to those who carry on the proud tradition of ascending the highest peaks, plumbing the darkest depths, and seeing what lies over the next hill. And as sweet as it is to discover a lost ruin or unknown vista, it’s all the better to tell wild tales about the experience and revel in the admiration of peers—particularly if an agent’s deeds might be immortalized in the Pathfinder Chronicles, a widely distributed record of the greatest Pathfinders’ achievements and discoveries.

Faction Leader: Hailing from the Sodden Lands, Calisro Benarry (N female half-orc corsair) is a pirate-turned-Pathfinder who made her name as venture-captain of the Arcadian Mariner’s Lodge, a ship-borne Pathfinder lodge aboard the Grinning Pixie, whose command passed between venture-captains every few years. Bucking tradition, Benarry commanded the wheel for a decade, oversaw exploration of the dreaded Gloomspires, and traveled widely before recently being ordered to surrender the ship. She considers that no excuse to settle down, though, and has poured her energy into inspiring curiosity, tenacity, and wanderlust in the Society as a whole, spearheading the Horizon Hunters faction.

Faction Leader Calisro Benarry

Motto: Glory Lies Over the Horizon

Objectives: The more untouched, unfamiliar, or unknown a site or treasure, the more exhilarating it is to reach it. The Horizon Hunters encourage exploration for its own sake, yet it’s also dedicated to enhancing the reputation of its members—anything from publication in the Pathfinder Chronicles to being the subject of the latest tall tale to circulate the taverns. Iconic objectives include uncovering mythical lost cities, blazing the trail through uncharted territory, and reaching foreboding realms. And if the Pathfinders can look good while doing so, that’s all the better.

Year 1 Goal: Calisro Benarry longs to rekindle the public’s wonder and admiration of the Society through daring and inspiring adventures, focusing on two goals. First, she encourages Pathfinders to seek out and overcome public challenges, from beating previous records to blazing trails at the behest of influential patrons. Second, because she believes the Society has stuck to the Inner Sea for too long, she is pushing for a major mission to document a distant land—an endeavor that the people of Absalom will be talking about for years to come.

CHRONICLES:
(Gold/Rep/XP)
Q1 Sandstone Secret 3.60 Verdant Wheel 1
Mosquito Witch 1.02 14.00 Verdant Wheel 4
Lost of the Spirit Road 1.06 14.80 Verdant Wheel 4
Q3 Grehunde's Gorget 3.52 Verdant Wheel 1
Trailblazer's Bounty 1.05 14.08 Verdant Wheel 4
Tarnbreaker's Trail 1.10 22.40 Horizon Hunters 4
Q6 Archaeology in Aspenthar 6.10 Horizon Hunters 1
In Pursuit of Water 2.21 23.60 Horizon Hunters 4
Q2 Unforgiving Fire 6.40 Horizon Hunters 1
Foundation's Price 3.08 40.72 Horizon Hunters 4

BOONS:

(0/3)Sand Slide: Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects.
Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead. (Quest #1: The Sandstone Secret)

Cryptid Scholar (Untyped Boon): Your experiences with the Mosquito Witch have inspired you to research strange creatures. When you Recall Knowledge to identify a rare or unique creature, you can use the following reaction. Reaction (fortune) Uses 3: (0/3) Trigger: You attempt to Recalll Knowledge to identify a creature you can see. Effect: You roll the skill check twice and use the better result. (#1-02: The Mosquito Witch)

(0/3) Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead. (#1–06: Lost on the Spirit Road)

Legacy of the Gorget (General): You have made close friends in the Land of the Linnorm Kings by retrieving Grehunde's gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker's Trail, and may have other benefits in scenarios and quests that feature Grehunde's descendants.

Experienced Mountaineer (General): The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain.While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain. (#1–05: Trailblazer’s Bounty)

Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings. (#1–10: Tarnbreaker’s Trail)

Wayfinder: To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.

(0/2)Secrets of the Jistkan Alchemists (General, Limited-Use): Your forays into the ancient alchemical testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a box that precedes this boon to increase your degree of success by one (from critical failure to failure, from failure to success, or from success to critical success).

(0/2)One-Who-Waits (Slotless): Your trials in the burgeoning monastery of Unforgiving Fire have given you an edge in overcoming physical challenges. Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to this boon as a free action to get a failure instead (the GM can tell you if this wouldn’t change the outcome of the check so you do not waste this ability).

Evolving Destiny Rebuild a PC (Junior Peppers) who has 47 XP or less (i.e. level 4 or lower)

PURCHASABLE LOOT:

Onyx panther talisman (level 2; 6g, discounted price)
Potion of Invisibility (level 4; 20g)
Katana (2g)
Lesser winter wolf elixir (level 4; 15g)
Lesser winter wolf elixir formula (level 4; 5g)
Animal staff (level 4; 90g)
Scroll of snowball (Lost Omens World Guide 112; level 1; 4 gp)
Oil of potency (level 2; 7 gp)
Moderate quicksilver mutagen (level 3; 12 gp)
Everburning torch (level 1; 15 gp)
+1 Handwraps of mighty blows (level 2; 35 gp)
Bird feather token (item 3, discounted to 6 gp; limit 1)
Chest feather token (item 3, discounted to 8 gp; limit 1)

FUTURE STUFF:

Investigator's Stratagem: Feat 4: Archetype: Source Advanced Player's Guide pg. 151 2.0: Archetype Investigator: Prerequisites Investigator Dedication
You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.

◆ Devise a Stratagem: Concentrate Fortune Investigator: Source Advanced Player's Guide pg. 56 2.0
Frequency once per roundYou assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.

Basic Deduction: Feat 4: Archetype : Source Advanced Player's Guide pg. 151 2.0: Archetype Investigator: Prerequisites Investigator Dedication
You gain a 1st- or 2nd-level investigator feat of your choice. (Known Weaknesses)

Known Weaknesses: Feat 1: Investigator: Source Advanced Player's Guide pg. 60 2.0
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.

◆ Analyze Weakness: Feat 6: Rogue: Prerequisites sneak attack 2d6: Requirements You must have identified a creature with Recall Knowledge. Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to 3d6 at 11th level and 4d6 at 17th level.

Light Step: Feat 6: Rogue: Source Core Rulebook pg. 186 4.0
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.

Skill Mastery (Investigator): Feat 8: Archetype: Source Advanced Player's Guide pg. 151 2.0: Archetype Investigator
Prerequisites Investigator Dedication; trained in at least one skill and expert in at least one skill: Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. Special You can select this feat up to five times.

Canny Acumen: Feat 1: General: Source Core Rulebook pg. 259 4.0
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

4

5

Experienced Professional: Feat 1: General/Skill (PFS LVL5)
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

Storied Talent: Prerequisites: Liked by Horizon Hunters (20+)
Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level. Normal When Earning Income, a PC can attempt a task of their level –2 or lower.

Ageless Patience: Feat 5: Elf: Source Core Rulebook pg. 40 4.0
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.

Otherworldly Acumen: Feat 9: Elf: Prerequisites at least one innate spell gained from an elf ancestry feat
The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from. Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-level spell from the same tradition.

FUTURE GEAR:

Thrower's Bandolier Item 3
Conjuration Invested Magical
Source Treasure Vault pg. 146 1.1
Price 60 gp
Usage worn; Bulk L This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal.

Activate envision, Interact; Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier.

Cunning: Item 5: Uncommon/Divination/Magical: Source PFS Guide pg. 123: Price 140 gp
Usage etched on a slashing or piercing weapon: The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. Activate envision; Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune. If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check.