◆Divine Disharmony (Divine, Enchantment, Esoterica, Manipulate, Thaumaturge) From your collection of religious trinkets, you pull out opposing divine objects - such as the religious symbols of two deities that are hated enemies - and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a Deception or Intimidation check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The
M might determine that a creature that despises all deities, such as an alghollthu, is unaffected.
-Critical Success The creature is flat-footed to your attacks until the end of your next turn.
-Success The creature is flat-footed against your attacks until the end of your current turn.
◆◆Fling Magic (Concentrate, Evocation, Magical, Manipulate, Thaumaturge) Requirements You are holding your wand implement. You fling
magical energy at a target within 60 feet, dealing damage equal to 1d4 + your Charisma modifier to the target, with a basic Reflex save against
our class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do so, the wand takes 1d4 rounds to recharge, during which you can't
boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a Strike, your wand recharges immediately as it draws in power from the clash. Special This activity has the trait corresponding to the damage type you selected.
◆Change Shape (Tanuki) (Concentrate, Polymorph, Primal, Tanuki) You can transform into a mundane raccoon dog, using the statistics of pest form. This is a specific raccoon dog form that’s the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for
the Impersonate use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again.
◆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 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.
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 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.