HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision), Stealth +3 |
Classes/Levels
Speed 25 ft. | Exploration Activity Search | Active Conditions Constructed, Flammable, Void Resistance 2, +2 to Aid as ↺ Helpful Poppet | ◆◇↺
Gender
[S06-12] [R] Male Ghost Poppet Thaumaturge of Bells 4 / Unexpected Sharpshooter | Willing Host |
Strength
10
Dexterity
16
Constitution
12
Intelligence
18
Wisdom
12
Charisma
10
About Nanoc Evitceted
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PFS INFORMATION:
PFS #: 2403787-2011
Lore: Pathfinder Society*[/b] +6
Faction: Grand Archive
Chronicles & Boons Level 1 1 Q04 Port Pub Peril Crawl
2 Boon: Fane's Friend (General) – You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane. 3 S03-99 Fate in the Future
4 Boon: 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. 5 Boon: Time Traveler (Background)
6 Q02 The Unforgiving Fire
7 Boon: [][][] 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). 8 Boon: Student of the Unforgiving Fire
9 S03-01 Intro: Year of Shattered Sanctuaries
10 B13 The Blackwood Abundance (GM)
11 B08 The Tireless Path (GM)
Level 2 12 S01-07 Flooded King's Court
13 Boon: Blast from the Past
14 Boon: Hireling - Conan (Diplomacy skill, Engineering Lore) – You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb). The hireling doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling. You cannot use the hireling's skills except recall knowledge in combat, and the hireling cannot be affected by, or affect, combat, cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks. When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills' checks. Special: You can apply this boon multiple times to the same character, but may only benefit from one hireling boon on any given adventure. 15 S04-12 Negotations for the Star Gun (Replay) (+ Earn Income)
16 Boon: Magical Mentor (Grand Archive) – While working with less experienced Pathfinder allies, you provide key spellcasting insights that augment your colleagues’ magic. Any PCs benefiting from a Level Bump and whose levels are lower than yours can prepare one additional spell of their highest-level spell slot or cast one additional spell of their highest-level spell slot. When casting spells of a magical tradition that is the same as the tradition you use for spellcasting, the affected PC also increases the Level Bump’s modifier to spell DCs to 2. Normal: A Level Bump increases a PC’s spell DCs by 1, and it does not grant any additional spells prepared or spell slots. Special: A PC can only benefit from two mentor boons. 17 Boon: Grand Archive Gear – By building relationships and trust with the Grand Archive, you’ve gained access to special items favored by this faction. You gain access to the Grand Archive faction-specific gear (Lost Omens Pathfinder Society Guide 29-30). You must be Liked by the Grand Archive to use this boon. 18 Boon: Expert Hireling (Conan) – When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level. Special: You can purchase this boon multiple times. Each time you purchase this boon, you must apply its benefits to a different Hireling boon.
19 Boon: Esoteric Wayfinder (Grand Archive) – [ooc][smaller]You have modified your wayfinder to focus your mental energy, driving more reliable insights. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special free action ability when the wayfinder is invested and in your possession. You can activate this ability as a free action before you Recall Knowledge. If you roll a critical failure on the Recall Knowledge check, you instead get a failure. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself. 20 S04-13 Within the Prairies
21 Boon: Gunsmith’s Reward (Slotless)- You traveled the interiors of Arcadia to repair a priceless star gun and gained the friendship of Whiirii, one of the few remaining star gunsmiths. You chose to protect them during battle, and for that protection, they have offered you a drake rifle of your choosing to wield. This character gains access to the drake rifle (Pathfinder Guns & Gears 154) with the damage type of your choosing. You may not alter this choice after purchasing, and you may not purchase more than one drake rifle.
Level 3 22 Q15 In the Footsteps of Horror
23 Q16 The Winter Queen's Dollhouse
24 Q09 Wayfinder Origins
25 Boon: Wayfinder Connections (Slotless) - Thanks to your connection with Venture-Captain Muesello, you have an easier time securing wayfinders. You can purchase wayfinders of up to your character level + 2 as long as you have access to them. If you own a standard wayfinder (Core Rulebook 617), Muesello offers to upgrade it to a wayfinder with additional features for the difference in cost between the items. 26 Q14 The Swordlord's Challenge (GM)
27 B18 From Family Lost
28 FRPG The Great Toy Heist (GM)
Nanoc draws out his bell implement.
◆ Interact to draw bell implement
He then assesses the target creature for their weakness that he can exploit
◆ Exploit Vulnerability w Diverse Lore
[dice=Esoteric Lore (E) to Exploit Vulnerability vs standard DC of Creature]1d20+12[/dice]
Critical Success: Nanoc learns 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: Nanoc 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 Nanoc becomes flat-footed until the beginning of your next turn.
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, Nanoc gains information as if he had succeeded at the Recall Knowledge check.
◆ Strike
[dice=Fist Attack]1d20+9[/dice]
[dice=Damage]1d4[/dice] B damage +2 additional B damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
[dice=Chakram Attack]1d20+9[/dice]
[dice=Damage]1d8[/dice] S damage +2 additional S damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis
[dice=+1 Striking Ghost Touch Jezail Attack]1d20+10[/dice]
[dice=Damage]2d8[/dice] P/B damage +4 additional P/B damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
or [dice=Fatal Aim Damage]2d12[/dice] P/B damage (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
[dice=Chakram (ranged 20 ft) Attack]1d20+9[/dice]
[dice=Damage]1d8[/dice] S damage +2 additional S damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis
◆◆ Accidental Shot (fortune) - Frequency once per day; Effect You make a Strike with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
↺ Ring Bell – Trigger: The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Distracting Cacophony: The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a DC 20 Fortitude save or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a DC 20 Will save or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
◆ Recall Knowledge
[dice=Arcana]1d20+6[/dice] w Dubious Knowledge
[dice=Esoteric Lore]1d20+12[/dice] w Dubious Knowledge
[dice=Esoteric Lore]1d20+12-2[/dice] w Diverse Lore and Dubious Knowledge
[dice=Pathfinder Society Lore]1d20+6[/dice] w Dubious Knowledge
[dice=Spirit Lore]1d20+6[/dice] w Dubious Knowledge
[dice=Nature]1d20+7[/dice] w Dubious Knowledge
[dice=Occultism]1d20+6[/dice] w Dubious Knowledge
[dice=Religion]1d20+7[/dice] w Dubious Knowledge
If Nanoc gains no info because of Failed RK with Esoteric Lore with Diverse Lore, he reacts with ↺ Kreighton's Cognitive Crossover using Religion skill, and vice versa.
↺ Kreighton's Cognitive Crossover - Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat. Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (Esoteric), Medicine, Nature, Occultism, Religion, or Society.
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CHARACTER INFORMATION Name: Nanoc Evitceted
Ethnicity, Heritage & Ancestry: Ghost Poppet
Background: Willing Host Home Region: Alkenstar Nation: --- Languages: Common
Sub-Class & Class: Thaumaturge of Bells and Regalia w Unexpected Sharpshooter Dedication Level: 4
Gender: Male Size & Reach: Small (5 ft) Speed: 25 ft
Age ??? Deity ---
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STATS & SKILLS(* indicates Proficiency Level) STR +0, DEX +3, CON +1, INT +0, WIS +1, CHA +4
HP 46/46 w Toughness, AC 20 w Leaf Weave, Fortitude** +9, Reflex** +11, Will** +9, Perception** +9 (darkvision)
Acrobatics* +9
Arcana* +6 - 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 +0
Crafting +0
Deception +4
Diplomacy +4
Intimidation** +12 - Intimidating Glare - Prerequisites trained in Intimidation. You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Lore: Esoteric** +12 to Recall Knowledge about haunts, curses, and creatures of any type (-2 w Diverse Lore to Recall Knowledge about any topic) - Diverse Lore, ↺ Kreighton's Cognitive Crossover - PFS Note All characters have access to this feat. Access Member of the Pathfinder Society. Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat. Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (Esoteric), Medicine, Nature, Occultism, Religion, or Society., 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., ◆ 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. Lore: Pathfinder Society* +6 - 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: Spirit* +6 - 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. Medicine +1
Nature* +7 - 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* +6 - 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* +10
Religion* +7 - ↺ Kreighton's Cognitive Crossover - PFS Note All characters have access to this feat. Access Member of the Pathfinder Society. Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat. Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (Esoteric), Medicine, Nature, Occultism, Religion, or Society., Dubious Knowledge
Society +0
Stealth +3
Survival +1
Thievery* +3
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OFFENSE & DEFENSE Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +9 Damage 1d4 B +2 additional B damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
> [dice=Fist (agile, finesse, nonlethal, unarmed) Attack]1d20+9[/dice]
> [dice=Damage]1d4[/dice] B damage +2 additional B damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
Melee ◆ Chakram +9 Damage 1d8 S +2 additional S damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
> [dice=Chakram Attack]1d20+9[/dice]
> [dice=Damage]1d8[/dice] S damage +2 additional S damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis
Ranged ◆ +1 Striking Ghost Touch Jezail (uncommon, uoncussive, fatal aim d12, magical) +10 Damage 2d8 P/B +4 additional P/B damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
> [dice=+1 Striking Ghost Touch Jezail (uncommon, concussive, fatal aim d12, magical) Attack]1d20+10[/dice]
> [dice=Damage]2d8[/dice] P/B damage +4 additional P/B damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
> or [dice=Fatal Aim Damage]2d12[/dice] P/B damage (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
Ranged ◆ Chakram (thrown 20 ft) +9 Damage 1d8 S +2 additional S damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis)
> [dice=Chakram (thrown 20 ft) Attack]1d20+9[/dice]
> [dice=Damage]1d8[/dice] S damage +2 additional S damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 4 from Personal Antithesis
Armor Leaf Weave (Laminar) AC Bonus +1 Dex Cap +4
Shield ---
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SPELLS(* denotes Signature Spells) Thaumaturge DC 20
Max Focus Points 0
FEATS Level 1 Skill Feat (from background) Host Spirit (exploration, necromancy, occult) – Frequency once per day; Effect You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're fatigued until the obligation is fulfilled. General Feat (from Heritage) Ghost Poppet – You awakened when a bit of another person's life force and a fragment of their soul—possibly, but not always, at the moment of their death—found its way into your constructed body. You don't remember anything more than vague flashes of your “before life,” but that life essence still protects you. You gain resistance to negative damage equal to half your level (minimum 1). Class Feat Ammunition Thaumaturgy – You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can Interact to reload a weapon using the hand holding your implement. Ancestry Feat Helpful Poppet – 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. 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. > Bell - Bells symbolize the power that sounds and emotions hold over others, soothing with one tone and startling with another. Bells, drums, finger cymbals, and other percussion instruments are most typical, but these implements can be any type of portable musical instrument that is played with one hand. Bell implements are associated with the astrological signs of the daughter and the blossom.
Class Feature Initiate Benefit (Bell) - You can use your bell implement to create three different kinds of music, each of which weakens a foe in a different way. You gain the Ring Bell activity. > ↺ Ring Bell (auditory, emotion, enchantment, magical, manipulate, mental, thaumaturge) - Trigger The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Requirements You are holding your bell implement, and the triggering creature is within 30 feet of you. Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise. Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied. Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure). 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. 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. Ancestry Feature Constructed - The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by positive energy and harmed by negative energy as normal. Ancestry Feature Flammable - The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by positive energy and harmed by negative energy as normal.
Level 2 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.[smaller]
Skill Feat Intimidating Glare – [smaller]Prerequisites trained in Intimidation. You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Level 3 General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411). Class Feature Lightning Reflexes - Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Level 4 Class Feat Unexpected Sharpshooter Dedication - Frequency once per day. Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity. Special You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype.. > ◆◆ Accidental Shot (fortune) - Frequency once per day; Effect You make a Strike with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. Skill Feat ↺ Kreighton's Cognitive Crossover - PFS Note All characters have access to this feat. Access Member of the Pathfinder Society. Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat. Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (Esoteric), Medicine, Nature, Occultism, Religion, or Society.
Level 5 Ancestry Feat Sealed Poppet
Class Feature Second Implement > Regalia
Class Feature Initiate Benefit (Regalia)
Class Feature Thaumaturge Weapon Expertise
Level 6 Class Feat Risky Reload
Skill Feat Impressive Performance
Level 7 General Feat Battle Cry
Class Feature Implement Adept > Bell
Class Feature Adept Benefit (Bell)
Class Feature Resolve
Class Feature Weapon Specialization