Source Foolish Housekeeping and Other Articles
Venture-Gossip is not only the name of a beloved agent of the Pathfinder Society who has dedicated herself to bringing all of the lurid, gruesome stories to Absalom's streets—it's also the name of a popular tabloid newsletter that appears across Golarion, primarily wherever there's a Pathfinder Society lodge. There isn't just one venture-gossip: there are hundreds. Hundreds of Pathfinders with loads of stories and rumors that they collect and then forward along to the Ink Worker's United Printing Press, a unionized printing press based out of Absalom. Formally, only one name is associated with Venture-Gossip: Agent Kitsch of the Office of Supplies and Procurement. However, no one truly believes that she's behind any of this, as the older ysoki is known to misplace just about everything, from poison flasks to important cursed artifacts.Additional Feats
Source Player Core pg. 215 2.0
Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication
Source Foolish Housekeeping and Other Articles
Archetype Venture-Gossip
Prerequisites Pathfinder Agent Dedication; member of the Pathfinder Society
Look, the motto of the Pathfinder Society is “explore, report, cooperate” and you're just reporting what you hear! Is all of it accurate or true? Maybe not, but hey, you can tell a great story and you know how to keep your readers hooked and eating out of the palm of your hand. Ambrus Valsin of the Grand Lodge may disapprove of your methods, but hey, he's not your real boss.
Eando isn't either.
We'll go with Zarta.
Wait, no, Sheila. Sheila appreciates a good gossip column. You're now from Magnimar. Always have been.
You have two identities: your day job as a Pathfinder agent, and your real job, one of the many voices that make up the Venture-Gossip tabloid. If someone attempts to figure out if you're a venture-gossip, they must use a Seek action to attempt a Perception check against one of your influence skills of your choice: Deception, Diplomacy, or Intimidation. Your DC is 20 + your proficiency modifier.
If you are discovered to be part of Venture-Gossip, you can spend 1 week of downtime convincing others that you've never even read that tabloid, much less contributed to it!
You gain the following action, allowing you to collect more information for your column.
Tell Me More [two-actions] (fortune) Target one creature that shares a language you speak; Requirements You're not in combat; Effect Just batting your eyes and giving someone a familiar nudge can get them talking, ready to spill the beans about everything and everyone around them. You roll twice on all rolls to influence the target and use the better result.
Special You can select the dedication feat for this archetype even if you haven’t yet gained three feats from the Pathfinder Agent archetype.

Distracting Flattery [reaction] Feat 4Archetype Skill Source Player Core 2 pg. 195 1.1Archetypes Dandy,
Venture-GossipPrerequisites Dandy Dedication; expert in
DeceptionTrigger You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior.
You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a
Deception check against the target’s Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success The target’s attitude doesn’t decrease as a result of
your ally’s social blunder.
Failure The target’s attitude decreases as normal.
Critical Failure Your attempt makes matters worse, decreasing
the target’s attitude toward you by one step, in addition to
any changes from the behavior that triggered this reaction.
Archetype Source Player Core 2 pg. 195 1.1Archetypes Dandy,
Venture-GossipPrerequisites Dandy Dedication
Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to
Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the
Dubious Knowledge skill feat. If you have legendary proficiency in
Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.
Archetype Auditory Source Foolish Housekeeping and Other ArticlesArchetype Venture-GossipPrerequisites Venture-Gossip DedicationTrigger An ally within 30 feet rolls a saving throw against an auditory effect.
Hey! Don’t listen to that! That’s bad sounds! Listen to me! Would you like to hear about how the high priest of the Abadaran church in Absalom’s Petals District is having an affair with an Urgathoan cleric? Yeah, I’m thinking about calling the article “Boney Money!” Your targeted ally treats the result of their saving throw as one degree of success better. Once an ally has been targeted by this effect, they’re immune for 24 hours.
Archetype Auditory Source Foolish Housekeeping and Other ArticlesArchetype Venture-GossipPrerequisites Venture-Gossip DedicationTrigger You are the target of a physical melee attack.
You talk so much it can be distracting to your enemies and you’re often quick to remind your enemies that you’re just a little guy! You don’t need to be targeted! You don’t need to be the focus of their frustrations! Have they tried writing to their mom or talking to a local priest of Desna? Ow! You gain a +2 circumstance bonus to your AC against the triggering attack.
Archetype Skill Source Player Core 2 pg. 195 1.1Archetypes Dandy,
Venture-GossipPrerequisites Dandy Dedication; master in
Deception
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll
Deception in place of a different skill when attempting to
Earn Income,
Make an Impression,
Request, or
Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.
Archetype Skill Source Player Core 2 pg. 195 1.1Archetypes Dandy,
Venture-GossipPrerequisites Dandy Dedication; master in
Society
You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn’t apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
Archetype Source Player Core 2 pg. 219 1.1Archetypes Venture-Gossip,
VigilantePrerequisites Vigilante Dedication; master in
Deception
You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in
Deception, you can perform this change as a single action.
Archetype Linguistic Skill Source Player Core 2 pg. 203 1.1Archetypes Linguist,
Venture-GossipPrerequisites Linguist Dedication; master in
Society
All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they secretly attempt a
Deception,
Society, or appropriate
Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success.
Once you’ve gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your
Diplomacy and Deception checks with them.
Archetype Skill Source Player Core 2 pg. 219 1.1Archetypes Venture-Gossip,
VigilantePrerequisites Vigilante Dedication; master in
Deception
Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can deceive effects like
ring of truth that reveal lies.
Archetype Concentrate Manipulate Polymorph Source Foolish Housekeeping and Other ArticlesArchetype Venture-GossipPrerequisites Venture-Gossip Dedication
You transform into a small bird, such as a finch or a sparrow, allowing you to eavesdrop on others and gain information you wouldn’t otherwise be able to acquire. You become Tiny, gain the animal trait, and you can’t make Strikes. You can Dismiss the effect to return to your normal shape, and you resume your normal shape automatically if you’re reduced to 0 Hit Points.You gain the following statistics and abilities:
- AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
- Fly speed 25 feet.
- Weakness 5 to physical damage.
- Low-light vision and imprecise scent 30 feet.
- Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Archetype Source Player Core 2 pg. 203 1.1Archetypes Linguist,
Venture-GossipPrerequisites Linguist Dedication
Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret
Society check for you, with a DC appropriate for the language’s rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you’re legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn’t know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
Archetype Fortune Source Foolish Housekeeping and Other ArticlesArchetype Venture-GossipPrerequisites Venture-Gossip Dedication; master in
Diplomacy
Look, getting caught in a lie is a normal part of venture-gossip life. Sometimes you have to give a sheepish smile and apologize for what you've done. When you fail a Deception check, reroll with your Diplomacy modifier. On a success, there are no hard feelings and the other person's attitude condition doesn't worsen. On a critical success, you can attempt the Deception again with no consequences.
Archetype Source Foolish Housekeeping and Other ArticlesArchetype Venture-GossipPrerequisites Venture-Gossip DedicationTrigger A creature within your reach uses a move action, or leaves a square during a move action it’s using.
When you've decided to quash a story, no one can escape from you with any incriminating information. Make a melee Strike against the triggering creature. On a hit, the triggering creature is
Grabbed, and on a critical hit, they're
slowed 1. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Muckraking [three-actions] Feat 16
Archetype Auditory Concentrate Emotion Mental Source Foolish Housekeeping and Other ArticlesArchetype Venture-GossipPrerequisites Venture-Gossip Dedication
It seems like your knowledge has come in handy after all and you have your enemy at your feet. Pulling out your fan mail, you read your fans' scathing remarks about your enemy to their face, letting them feel just how much everyone hates them and everything that they've done. They hate the way that they walk, they hate the way that they talk.
Your enemy takes 10d10 mental damage, with a basic Will save. On a critical failure, they're
off-guard until the beginning of your next turn and lose all reactions, except to cry, loudly.