Durian (they/them)
Leshy Thaumaturge
[Sheet Link]
Ancestry: Leshy
Background: Farmsteader
Class: Thaumaturge
Ability Boosts
A: +STR, +CHA
B: +CON, +CHA
C: +CHA
Free: +CHA, +STR, +CON, DEX
STR 14 (+2)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 18 (+4)
18 HP
(X) Perception
(X) Fortitude
(T) Reflex
(X) Will
―Feats―
Ancestry |
Class |
Skill |
General None yet |
―Ancestry Features―
Low-Light VisionYou can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Plant NourishmentYou gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).
Fruit LeshyYour body continually produces small fruits imbued with primal magic. At dawn each day, a new fruit ripens. You or an ally can remove this fruit as an Interact action. If a living creature that can derive sustenance from fruit consumes it as an Interact action within the next hour, they regain 1d8 Hit Points, plus an additional 1d8 Hit Points for every 2 of your levels beyond 1st. This effect has the healing, necromancy, positive, and primal traits.
―Class Features―
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.
Tome ImplementTome implements embody lost knowledge and otherworldly insights. While a weathered book is most common, tome implements can have as many different form factors as there are ways to store knowledge, from carved clay tablets to bundles of knotted cords. Tome implements are associated with the harrow suit of books and the astrological signs of the stargazer and the underworld dragon.
Initiate Benefit: While you hold your tome, lines of text appear on the open pages, revealing useful information. While you hold your tome, you gain a +1 circumstance bonus to all skill checks to Recall Knowledge.
During your daily preparations, you can gain the trained proficiency rank in two skills of your choice until you prepare again. You retain the benefit as long as the tome is on your person, even if you aren't holding it. At 3rd level, you're an expert in one of the skills and trained in the other, and at 5th level, you're an expert in both skills. Since these proficiencies are temporary, you can't use them as a prerequisite for a skill increase or a permanent character option like a feat.
Implement's EmpowermentThe 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.
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. 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 WeaknessAfter 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 AntithesisYou 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.
―Items―
Starting Wealth: 15 gp
Adventurer's Pack 1 gp, 5 sp
Healer's Tools 5 gp
Chain Mail 6 gp
Khopesh 2 gp
Unspent Wealth: 5 sp
―Background―
Durian was "born" in the Magaambya's very own leshy gardens. Although their current body is very young, they have many tall tales about their past incarnations. Among other things, they claim to have been an Osiriani crime lord's favorite potted plant, a young god-king's school project, and even one of Old-Mage Jatembe's familiars. No one is sure how much of this is true, but they often do seem to know things that they have no other way of knowing.
In their current incarnation, they simply help the Magaambya grow food - and despite their grandiose stories, they seem quite content with a quiet, modest lifestyle. But now, to everyone's surprise, they've suddenly applied to become a student. They claim there is some "serious unfinished business" they need to resolve... but they don't remember what it is. They just know that it's important, and that it could threaten the Magaambya if left unchecked.
―Personality―
Durian is very friendly, but they often seem quite distracted, like their mind is in many places at once - and sometimes they speak with different voices, as if their past lives are speaking through them. Despite their breadth of experience, the concept of 'gender' still eludes them, so they refer to everyone with they/them until told otherwise.
Despite their eccentricities, they are always eager to use their knowledge to help others, they love to meet new people and experience new things, and they look forward to learning magic "again" and using it in creative ways.
―Appearance―
Standing at three feet tall, Durian looks very much like a miniature tree, with limbs for arms and roots for legs. Their 'head' is a canopy of leaves, with spiky fruits hanging underneath. One of the fruits serves as their 'face' while the others, it seems, are just regular fruit.
They carry a sword with a hook-shaped blade, and they wear a backpack and a jacket with a bevy of pouches, each containing all sorts of little trinkets. These items help them remember their past lives, or so they claim. They also carry a weathered tome which looks like it may very well be thousands of years old - and yet, the pages are perfectly pristine.
―Skills― (unlisted = untrained)
(T) Arcana
(T) Athletics
(T) Diplomacy
(T) Esoteric Lore
(T) Farming Lore
(T) Medicine
(T) Nature
(T) Occultism
(T) Religion
(T) Survival