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 6 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 10 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 4 (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 8 (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 temporary scroll containing a 1st-level spell of any tradition, and a second containing a 2nd-level spell of any tradition. The spells must be common, or you must otherwise have access to it. Each 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.
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Thaumaturgic Ritualist
- uncommon
- thaumaturge
Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a rank no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a rank no higher than half your level and for which you meet the prerequisites.
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.
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Majestic Proclamation D
Requirements You’re in your sentinel form.
You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 minute on a successful check (and also blinded for 1 round on a critical success).
You can use Majestic Proclamation as a single action if your previous action was Starlit Transformation.
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.
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Arcane Sense
- general
- skill
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
Equipment
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Astrolabe of Falling Stars
- uncommon
- magical
This astrolabe is fashioned of magically attuned platinum plates and rings and is inset with carefully measured ruby gems. The astrolabe's back is engraved with helpful charts, a calendar, and a maker's mark.
An astrolabe of falling stars can be used as a mariner's astrolabe. In addition, it can produce the following magical effect.
Starfall D (manipulate) Frequency once per day; Effect With a flick of your finger, you set the astrolabe's rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The astrolabe of falling stars calls down a brief rain of meteorites in a 10-foot burst centered on that point, dealing 1d8 bludgeoning and 1d8 fire damage to creatures in the area (DC 19 basic Reflex save).
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Retrieval Belt
- uncommon
- extradimensional
- invested
- magical
This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items.
Store Item A (manipulate) Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space.
Retrieve Item F (manipulate) Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute.
Rituals
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Butterfly Bender
- uncommon
Cast 2 hours
Cost Alcohol worth a total of 20 gp x the ritual level
Secondary Casters 2
Primary Check Medicine (trained)
Secondary Checks Diplomacy
Sometimes, the problems in your life are too oppressive. Sometimes, you have a case you need to crack and you have no idea where to start. When you’ve exhausted all options and willpower, you might as well just get drunk and call it a night. The butterfly bender is a ritual to kill two birds with one stone. By twisting fate around a session of hard drinking, you and a small party (no more than five people) suspend judgment, memory, and even consciousness as you all hurl yourselves into the arms of destiny and politely ask for a favor. You all get blackout drunk and, if all goes according to plan, you’ll wake up with some progress upon a quest you’ve all undertaken—hopefully, without too much collateral damage.
The participants of the ritual wake up the next day with some of the following, determined by the results of the ritual. Any options that aren’t chosen are temporarily lost to you.
- Your dignity.
- A common item that has the consumable trait of a level no higher than that of the ritual, which might be useful for an upcoming challenge. If lost, you misplace all of your currently carried items—including keys to where your equipment might be stored. With a modicum of effort, you recover your items within 1 day.
- A new friend or connection, as though you’d succeeded at a Diplomacy check to Make an Impression with a relevant NPC up to the ritual’s level. If this is one of things lost, an existing friend refuses to speak to you for 1 day.
- A useful piece of information, as though you’d succeeded at a Diplomacy check to Gather Information. If lost, you take a –4 status penalty to your next check to Recall Knowledge.
- A convenient opportunity of the GM’s choice. If there’s no immediately relevant opportunity, you find an opportunity to Earn Income at the ritual’s level + 1. If lost, the result of your next attempt to Earn Income is one degree of success worse.
Critical Success Pick two options from the above list. The GM then gives you a bonus 3rd option of their choice.
Success Pick two options from the above list.
Failure Pick one option from the above list.
Critical Failure Pick two options from the above list. The GM gives you one of them.
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Elemental Sentinel
- uncommon
Cast 1 day
Cost precious metals, rare incense, and herbs worth a total value of 15 gp per spell level
Primary Check Arcana (expert) or Occultism (expert)
Range unlimited
Target 1 object
Duration unlimited
You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored.
Critical Success The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 Perception modifier and observes the room using normal vision, normal hearing, and touch.
Success As critical success, but the range of the telepathy is 100 feet and the wisp's Perception modifier is +3.
Failure You're unable to harness the spirit. The ritual fails.
Critical Failure The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading.
Heightened (4th) The range of the telepathic link increases, allowing the wisp to contact you anywhere on the same planet. Its Perception modifier increases to +10, or +12 on a critical success.
Heightened (6th) As 4th level, except the wisp can see invisibility, and its Perception modifier increases to +15, or +17 on a critical success.
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Reincarnate
- uncommon
Cast 4 hours
Cost rare herbs worth a total value of the target's level (minimum 1) x 25 gp
Secondary Casters 2
Primary Check Nature (expert)
Secondary Checks Occultism, Religion
Range 10 feet
Target 1 dead creature of up to 8th level
You call forth the target’s soul and attempt to incarnate it into a brand-new body. As the soul won’t be returning to the original body, only a small portion of the creature’s remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Pharasma has decided that the target’s time has come or the target’s soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost.
If the ritual is successful, the target’s new body has a random ancestry. Roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and randomly determines the ancestry. For instance, the GM could roll 1d8 to choose a common ancestry from Player Core. The target replaces their ancestry Hit Points, size, Speeds, attribute boosts and flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target’s background, class features, and languages remain unaltered.
Critical Success You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared as the original did when it died.
Success As critical success, except the new body has 1 HP and no spells prepared. The soul takes some time to adjust to their new body, leaving them clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can’t be removed or reduced by any means until the week has passed.
Failure You fail to reincarnate the target.
Critical Failure The target’s soul becomes trapped in an unintelligent animal creature of the GM’s choosing, with a level no greater than half the target’s level. While trapped, the target has an Intelligence score of 1 (–5 modifier) and can’t use any of their own abilities.
Heightened (4th) The maximum level of the target increases to 10. The cost is the target's level (minimum 1) x 40 gp.
Heightened (5th) The maximum level of the target increases to 12. The cost is the target's level (minimum 1) x 75 gp.
Heightened (6th) The maximum level of the target increases to 14. The cost is the target's level (minimum 1) x 125 gp. The target must have died within the past month.
Heightened (7th) The maximum level of the target increases to 16. The cost is the target's level (minimum 1) x 200 gp. The target must have died within the past month.
Heightened (8th) The maximum level of the target increases to 18. The cost is the target's level (minimum 1) x 300 gp. The target must have died within the past year.
Heightened (9th) The maximum level of the target increases to 20. The cost is the target's level (minimum 1) x 600 gp. The target must have died within the past decade.