Thaumaturge
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Exploit Vulnerability A
- 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.
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 weakness 5 against your unarmed and weapon Strikes (2 + half your level).
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Diverse Lore
- 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.
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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.
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Amulet's Abeyance R
- abjuration
- magical
- manipulate
- thaumaturge
Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.
Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability.
You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance 9 against the triggering damage (2 + your level).
Additionally, the target chooses one type of damage dealt by the triggering attack and gains resistance 5 against that damage type until the start of your next turn.
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Talisman Esoterica
- esoterica
- thaumaturge
You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than 3 (half your level). You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations.
You know the formulas for all common talismans in the Core Rulebook of level 7 (your level) or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them.
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Second Implement
While you're holding an implement in one hand, you can quickly switch it with another implement you're wearing to use an action from the implement you're switching to. To do so, you can Interact as a free action immediately before executing the implement's action. This allows you to meet requirements of having an implement in hand to use its action. For example, if you had your lantern implement in one hand, a weapon in the other, and a chalice implement you were wearing, you could swap your lantern for your chalice to use its reaction.
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Mirror's Reflection A
- illusion
- magical
- manipulate
- thaumaturge
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.
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Scroll Esoterica
- esoterica
- thaumaturge
Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell of any tradition. The spell must be common, or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to Learn the Spell.
Kitsune
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Change Shape A
- concentrate
- divine
- kitsune
- polymorph
You transform into a specific alternate form determined by your heritage. Your alternate form is a fox, which has the statistics of a 1st-rank pest form (below). This form is 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 kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
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Dark Fields Kitsune
You can exert your unsettling presence to subtly Demoralize others. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.
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Invigorating Fear R
Frequency once per hour
Requirements A creature within 60 feet gains the frightened condition
You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute.
Archetype
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Starlit Sentinel Dedication
- rare
- archetype
- dedication
You gain a transformation seal; a mundane-seeming item of light Bulk, such as a ring, brooch, or key, that has the arcane trait. If your seal is ever lost or destroyed, you can gain a replacement by spending 1 week of downtime in introspection to reconnect with your constellation. You, and only you, can transform into your sentinel form by Activating this seal.
Starlit Transformation A (arcane) Frequency once per hour; Effect Light swirls around you, transforming your armor, clothing, and a single weapon in your possession into a specific alternate outfit. While your equipment might look dramatically different, it functions as normal. If someone attempts to discern your identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your identity - a check happens only if someone else specifically tries to uncover it. You remain in your sentinel form for 10 minutes or until you use Starlit Transformation again to change back to your normal form.
While you're in sentinel form, your transformed weapon shines with starlight and gains a +1 status bonus to damage rolls with the weapon. You can fling bolts of starlight from your weapon with a Strike action, using your melee attack modifier with the weapon. These bolts deal 1d4 force damage, have a range of 60 feet, are affected by your weapon runes, and have the arcane and force traits.
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Luminous Stardust Healing D
- concentrate
- healing
- manipulate
- spirit
Range 30 feet
Targets 1 creature
You scatter twinkling sparks from your sentinel weapon, replenishing your allies’ fighting spirit and driving out evil. The target regains 32 Hit Points. If they were affected by a possession effect, you attempt to counteract the effect, casting out the possessing entity on a success and preventing them from possessing the target again for 1 week. If you fail, the entity is immune to being cast out by this spell for 1 week, though you can still heal the target as normal.
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Shining Starlight Attack D
- concentrate
- manipulate
Area 15-foot cone
You brandish your sentinel weapon, summoning the image of the archer above your head. The constellation then releases a powerful hail of silver arrows that deals 4d10 piercing damage to all enemies in the area, with a basic Reflex save against your arcane spell DC. Enemies that critically fail are dazzled until the start of your next turn.
Skill Feats
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Rapid Mantel
- general
- skill
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.