Treant

Avenger of the Green's page

365 posts. Alias of Philo Pharynx.


Classes/Levels

AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

About Avenger of the Green

Avenger of the Green
Leshy kineticist (phytokineticist) 6 (Rage of Elements)
Small, Leshy, Plant
Heritage root leshy
Background sarkorian reclaimer
Perception +11; low-light vision
Languages Common, Fey
Skills Athletics +13, Medicine +13, Nature +11, Outer Rifts Lore +7, Stealth +11
Str +3, Dex +3, Con +5, Int -1, Wis +3, Cha +0
Items leaf weave[TV], dagger, backpack, bedroll, chalk (10), flint and steel, formulated sunlight (1 week), gate attenuator, healer's toolkit, pearly white spindle aeon stone[LOPFS], rope (50 feet), soap, torch (5), waterskin, purse (1 gp, 1 sp)
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AC 23 (25 with shield raised); Fort +15; Ref +13; Will +13
+4 to effects that move or trip (Root Leshy, Medla of Valor)
HP 88; Hardness 6, Pyrophilic Recovery
Shield Block [R]
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Speed 30 feet
Melee [1] dagger +11 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Ranged [1] dagger +11 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ancestry Feats Anchoring Roots, Pyrophilic Recovery
Class Feats Dash Of Herbs[RE], Fresh Produce[RE], Hail Of Splinters[RE], Hardwood Armor[RE], Ravel Of Thorns[RE], Safe Elements[RE], Weapon Infusion[RE]
General Feats Fleet
Skill Feats Battle Medicine, Combat Climber, Quick Jump, Steady Balance, Unusual Treatment

Elemental Blast Melee +14/+9/+4 2d8+4(+9 2a) (choose one: agile, backswing, forceful, reach, sweep)
Elemental Blast Ranged +14/+9/+4 2d8(+5 2a) (Thrown 20' +3 dmg/Propulsive 50' +1 dmg/Range 100 ft volley 30')

Hail of Splinters 2A 30' cone, 3d6P + 3d6 persistent bleed, basic reflex DC 23 Overflow
Ravel of Thorns Stance: Non-allies take -10 speed if they start in the zone. 2P damage per square moved into, 4P in soil or water
Fresh Produce 3d4+11 healing, 1A + 1A target, 6 resistance to void for 10 minutes
Dash of Herbs 2A 30' range 2d10+4 healing or 2d8+4 and new save vs. confused, disease, poison, sickened. Immune 10 minutes

2 action effects give 6 temp hp

Hardness of Forest Amulet 1A increase size to Medium until EOT

1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.
2) While a PC has Mythic Points, then:

2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.

2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.

2c) Decrease the DC of any flat check by the Mythic Rank.

3) A player may spend a Mythic Point to do the following:

3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.

3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.

3c) After a roll which critically fails, change the critical failure to a simple failure.

3d) Change the dying condition to unconscious.

Added; Cloudwalking scale (levitate 3/day with concealing clouds beneath)

Background: Avenger's spirit has been slumbering in the region for quite a while now. Waking every once in a while to check on the place. But when a field is razed in a demonic clash above him, it made him angry. He rises to fight the demons to protect the natural world. While he gets annoyed at the animal people, he knows he'll have to work with them