Rakshasa

Zothan the Seeker's page

171 posts. Alias of Jacob Trier (RPG Superstar 2012 Top 16).


Race

HP 27/41 | AC 21 | Fort +9, Ref +10, Will +6 | Perception +6; Low-Light Vision; Imprecise Scent (30 ft.) | Scorpion Whip +9 1d4 +2 S +2 physical | Chakram +8 (Thrown) 1d8+2 S

Classes/Levels

| Spd: 25 | Active Conditions: persistent poison damage 2, can only see 20 feet| Exploration Activity: Investigate | Hero Points: 1 |

Gender

Male Catfolk Thaumaturge 3 | Cat's Luck (reaction): 1/day - reroll Ref save

Deity

Desna

Languages

Amurrun, Common, Dwarven, Undercommon

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Zothan the Seeker

Zothan the Seeker
Thaumaturge 3
Medium Catfolk (Hunting Catfolk) Humanoid
Perception +6; Low-Light Vision; Imprecise Scent (30 ft.)
Languages Amurrun, Common, Dwarven, Undercommon
Skills Acrobatics (T) +8, Arcana (T) +5, Athletics (T) +7, Deception (T) +8 (+9 w/Implement bonus), Diplomacy (T) +8 (+9 w/Implement bonus), Intimidation (E) +10 (+11 w/Implement bonus), Lore: Catfolk (T) +5, Lore: Esoteric (E) +10, Lore: Highhelm (T) +5, Nature (T) +4, Occultism (T) +5, Religion (T) +4, Society (T) +7, Survival (T) +4, Thievery (T) +8
Str +2, Dex +3, Con +2, Int +0, Wis -1, Cha +3
Items +1 Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Crowbar, Clothing (fine), Climbing kit
AC 21; Fort +9, Ref +10, Will +5
HP 27/41
Speed 25 feet
Melee +1 Scorpion Whip +9 (Uncommon, Disarm, Finesse, Reach, Trip), Damage 1d4+2 S +2Physical
Ranged Chakram (3) +8 (Thrown), Damage 1d8+2 S +2Physical
Cat's Luck (reaction): 1/day - reroll a Ref save and use the better roll

◆ 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 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 (currently +3).

Hero points 1/3

Additional Feats Catfolk Lore, Dandy Dedication, Diverse Lore, Dubious Knowledge, Hobnobber, Hunting Catfolk, Multilingual, Scroll Thaumaturgy, Thoughness, Well-Met Traveler
Additional Specials Esoteric Lore, First Implement And Esoterica (Regalia), Implement's Empowerment, Imprecise Scent, Land on Your Feet, Regalia Initiate Benefit

Appearance:

Zothan is a tall and striking amurrun male with bright yellow eyes and jet-black fur streaked with light grey markings. His movements are graceful and precise, and he usually has an air of cavalier relaxation about him. He is usually clad in dark leather armor studded with polished brass rivets, yellow scarf and a black cloak with numerous hidden pockets, which hold many of his esoteric trinkets. A scorpion whip hangs coiled from his belt along with three razor-sharp chakrams ready to be hurled at enemies at a moment’s notice.

He is rarely seen without his regalia in hand, a gilded scepter topped with a feline head carved from onyx, with tiny garnets set as eyes.

Personality:

Charming and confident, Zothan usually finds a warm welcome anywhere his wanderings take him, from seedy drinking halls to the salons of the high nobility. His nonchalant manners and pleasant disposition are rather infectious, and he tends to lighten the mood of whatever company he happens to find himself in. Like many amurruns, he's driven by curiosity and a thirst for knowledge, which has led him of many frequent travels, both through the surface lands of Golarion and the caverns beneath it.

He is helpful and shares knowledge liberally, knowing that the currency of favors and relationships is just as solid as that of gold and silver. When engaged in conversation, he tends to gesture emphatically with his scepter regalia, using it to emphasize key points or make dramatic motions intended to impress or intimidate.

Background:

A native of Highhelm's catfolk population, Zothan is a long-standing associate of Clan Tolorr (and several other clans). The shared love of knowledge and secrets made him a natural ally of the clan, and from an early age Zothan managed to ingratiate himself with several prominent clan members. He has accompanied the dwarves on numerous missions, both above and below ground, and contributed a sizable portion of information from his own explorations to the clan’s repository of knowledge.

Zothan claims that his scepter regalia once belonged to Prince M’Quir the Magnificent, ruler of a long lost catfolk nation. More than once, he has hinted that he is himself a descendant of Prince M’Quir, although no written record exists of the prince, his lineage or his kingdom. However, this does not mean that there is no truth to the tale. After all, countless nations have risen, fallen and faded from memory throughout the history of Golarion, especially in the volatile River Kingdoms along the Sellen River, which Zolthan has traveled on several occasions.

Regardless of the factual truth, there can be no doubt that Zothan excels at making the most of the gravitas the mere suggestion of a regal heritage bestows upon him.

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