You see a male tanuki with brown fur and white accents around his snout and above his eyes. He is wearing a breastplate and has multiple trinkets at his belt. He carries a starknife as a weapon.
Hanging from a chain around his neck is a wayfinder. Hanging from his belt is a silver religious symbol of Desna.
He carries around a lantern in one hand, swinging it around as he walks.
Male virtuous tanuki Thaumaturge 2
small humanoid (tanuki)
Senses Perception +6 E; +1 status visual within Lantern’s bright light
During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors).
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Defense
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HP 28 (10+ (8+1)*2)
AC 18 (10 +1 Dex cap + 3 armor + runes +2 Trained +2 Level)
Speed 25’
Fort +7 E Reflex +5 T Will +6 E
Resist poison 1
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Offense
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Thaumaturge Class DC 18 T
Melee
Belly +7 (d6+3+2 B) Forceful
Starknife +7 (d4+3+2 P) Agile, Deadly d6, finesse, thrown 20’, versatile S
Dagger +7 (d4+3+2 P) Agile, finesse, thrown 10’, versatile S
Fist +7 (d4+3+2 B) Agile, finesse, nonlethal, unarmed
Special Attacks:
+2 damage implement empowerment (included above)
Personal Antithesis weakness 2 or Mortal Weakness highest weakness
Forceful: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Reactions
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Statistics
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Str +3 Dex +1 Con +1 Int +0 Wis +0 Cha +4
+1 status bonus to checks to Recall Knowledge against creatures within the lantern’s bright light
Dubious Knowledge — affects all Recall Knowledge actions
Languages: Common, Tien
Background: Merchant
Patron Deity: Desna
Home Region: Kodomi village, Minkai
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Gear
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Breastplate, Starknife, Dagger, Crowbar, Ordinary Clothing, Merchant’s Scale, Adventurer’s Pack, Silver Religious Symbol Desna, Waterskin
Consumables:
Invested items:
+1 Handwraps of Mighty Blows
Wayfinder
Stuff picked up along the way:
Minor healing potion
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Class Abilities and Feats
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Esoteric Lore
Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.
At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.
Implements and Esoterica
Your implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options presented (amulet, bell, chalice, lantern, mirror, regalia, tome, wand, and weapon). You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation.
While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold-iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement.
Lantern Implement
Lantern implements shine the light of revelation to part shadows and expose truth. You might use a common glass lantern, torch, paper lantern, or other similar light source. Lantern implements are associated with the harrow suit of stars and the astrological signs of the lantern bearer and the archer.
Initiate Benefit While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).
The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.
Exploit Vulnerability
You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters.
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 2
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.
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.
Diverse Lore Feat 1
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.
Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching. You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead.
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Skill and General Feats
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Bargain Hunter Feat 1
General Skill
Prerequisites trained in Diplomacy
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Dubious Knowledge Feat 1
General Skill
(Gained from Thaumaturge class)
Prerequisites trained in a skill with the Recall Knowledge action
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don't have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it's good or bad.
Intimidating Glare Feat 1
General Skill
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
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Ancestry and Background
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Tanuki
Change Shape ◆ (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.
Virtuous Tanuki
Many tanuki carry a gourd of alcohol to remind themselves to act with virtue, and by these standards, you're quite virtuous indeed. You gain poison resistance equal to half your level (minimum 1). You can eat and drink things when you're sickened. You can't become incapacitated by conventional alcohol if you don't wish to be.
Iron Belly Feat 1
Tanuki
A good laugh comes from the belly, and by laughing every day, yours has grown quite strong. You have a belly melee unarmed Strike, which deals 1d6 damage, is in the brawling group, and has the forceful trait.
Special It's never too late to learn to laugh, so you can select this feat at any level and retrain into and out of this feat.
Character creation:
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Character Creation
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Str +3 ABF
Dex +1 F
Con +1 A
Int +0
Wis +0 A-F
Cha +4 ABCF
Plan to boost Str, Con, Int, Cha at 5th
Plan to get Untrained Improvisation at 3rd
Ancestry: Virtuous Tanuki
Iron Belly
Background: Merchant
Diplomacy, Mercantile Lore, Bargain Hunter
Skill:
Dubious Knowledge (from Thaumaturge), Intimidating Glare
Class: Thaumaturge
Diverse Lore, Haunt Ingenuity
General