Scarecrow

Blackfeather Jack's page

304 posts. Organized Play character for Mitch.


Full Name

Blackfeather Jack

Race

Gourd Leshy Kineticist 4

Classes/Levels

HP 56 | AC 19 | F +12 R +10 W +i | Perc +7 | Stealth +8

About Blackfeather Jack

Male Leshy (Gourd)
Kineticist 4
Faction: Horizon Hunters

Str 10
Dex 10+2+2=14
Con 10+2+2+2+2=18
Int 10-2+2=10
Wis 10+2=12
Cha 10+2+2=14

HP: 8+8+4=56
AC: 10+2+2+1+1=19
EAT FIRE
Elemental Blast (Fire): [1-action], 60’, +10, 1d6F (+4 for 2-action)
Elemental Blast (Wood): [1-action], 30’, +11, 1d8B (+4 for 2-action)
Extract Element: [1-action], 30’, 2d4 dmg, Fort save, susceptible to impulses
Sickle: +8, 1d4S, agile, finesse, trip
Flourishing Flora: 1/day, 30’, 5’ burst, Ref save, 3d4P, crit fail: 2 persistent bleed (crow attack)

Size: Small
Speed: 25’, Burning Jet 40’
Languages: Common, Sylvan
Low-light vision

Acrobatics T 8
Deception T 8
Diplomacy = Performance 10 (Bon Mot)
Intimidation T = Performance 10 (Intimidating Glare)
Lore (Theatre) T 6
Nature T 7
Occultism T 6
Perception T 7
Performance E 10 (Fascinating Performance, MUSICAL ACCOMPANIMENT)
Stealth T 8

Fort E 12
Ref E 10
Will E 9 (Undaunted)
EAT FIRE
LESHY SUPERSTITION

Unarmed T
Simple weapons T

Unarmored T
Light armor T

Kineticist class DC T 20
Bard occult DC T 18

PLANT NOURISHMENT
You 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).

Heritage: Gourd Leshy
You have a large gourd for a skull. Your knowledge comes from within your spirit, rather than a physical brain, and you have found a handier use for the space inside your head. You can store a collection of up to 1 Bulk of objects within your head. The DC of checks to Steal objects from inside your head increases by 4. Additionally, if you store only one object within your head, you can draw it effortlessly into your hand as part of another action to use the object. Drawing the item grants this other action the manipulate trait.

Ancestry Feat: Undaunted
You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Background: Entertainer

Skill Feat: Fascinating Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

Kineticist (Fire/Wood Dual Gate)

Kinetic Aura (Fire/Wood): blackened wicker crows with flaming eyes

CHANNEL ELEMENTS [one-action]
Requirements: Your kinetic gate isn’t active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can’t damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
Your kinetic aura automatically deactivates if you’re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can’t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Impulse: ELEMENTAL BLAST [one-action] OR [two-actions]
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to
the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
• Fire 1d6 fire, range 60 feet (burning crow)
• Wood 1d8 bludgeoning, 30 feet (crow attack)
Critical Success: The target takes double damage.
Success: The target takes full damage.
Level (+4) The damage increases by one die.

Impulse: BASE KINESIS [two-actions]
It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted.
• Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress: You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

Level 1 Impulse Feat (Fire):
Burning Jet [two-actions] (borne by wicker crows)
Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn’t trigger reactions.
Level (6th): The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you’re in the air at the end of this Leap, you fall normally.
Level (10th): As 6th level, but you hover briefly after leaping into the air. If you Leap, you don’t fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.

Level 1 Impulse Feat (Wood):
FRESH PRODUCE [one-action] (caramel apple, delivered by crow)
You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can’t eat another piece of produce. Produce not consumed by the start of your next turn withers away.
Level (+2) The healing increases by 1d4+5, and the resistance increases by 2.

Class Feat: Elemental Familiar (blackened wicker crow) “Smoke”
A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures. You gain an elemental familiar (page 42) with the trait of one of your kinetic elements (Wood). If you have more than one kinetic element, you can change the element you’ve selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its Perception, Acrobatics, and Stealth modifiers.
Familiar Abilities:
Flier
Manual Dexterity: It can use up to two of its limbs as if they were hands to perform manipulate actions.

HP: 20
AC: 18

Acrobatics 8
Perception 8
Stealth 8

Speed: 25’, Fly 25’
Low-light vision
Size: Tiny
Empathic Communication: 1 mi

Class Feat: Bard Dedication
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard (Enigma). You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.

Skill Feat: INTIMIDATING GLARE
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.

EXTRACT ELEMENT [one-action]
You extract elemental matter from a creature’s body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC.
Critical Success: The creature is unaffected.
Success: The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can’t target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
Failure: As success, but the creature takes full damage.
Critical Failure: As failure, but the creature takes double damage.
Level (+2) The damage increases by 1d4.

General Feat: Ancestral Paragon - Leshy Superstition [reaction]
Trigger: You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.

WILL EXPERTISE
Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.

Class Feat: Basic Muse’s Whispers - Multifarious Muse (Polymath)

Versatile Performance
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate.
In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.

Skill Feat: Cat Fall
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

EAT FIRE [reaction] (RoE)
Trigger: You would take fire damage.
Duration: until the end of your next turn
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action]: You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Heightened (+3) The resistance increases by 5.

MUSICAL ACCOMPANIMENT (Firebrands)
Cast [two-actions] somatic, verbal
Duration: 10 minutes
You’re surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM’s discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can’t control the exact music this spell creates. The music doesn’t create intelligible words or singing. You can Dismiss this spell.
Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.

Flourishing Flora [two-actions] (Crow attack)
Source Rage of Elements pg. 196 2.0
Range: 30 feet; Area: 5-foot burst
Defense: basic Reflex

Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.
* Cacti: Piercing damage, and 1 persistent bleed damage on a critical failure.
* Flowers: Poison damage, and dazzled for 2 rounds on a critical failure.
* Fruits: Bludgeoning damage, and clumsy 1 for 2 rounds on a critical failure.
* Roots: Bludgeoning damage, and the affected creatures fall prone on a critical failure.
Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.

Equipment: 15gp, 5B
Leather armor 2, B
Sickle 0.2, L
Adventurer’s pack 1.5, B
Crowbar (just because) 0.5, L
Minor potion of healing
Gate attenuator (wood): door with knocker 60gp, -

Backstory: created as a sentinel, modeled after a scarecrow. The spirit who inhabited the shell had a flair for the theatrical, and was fascinated with the idea of a Jack o’ lantern; using a plant to contain a flame. He wanted to learn more, embracing his role as a scarecrow as he studied the ways of fire and frond.

Description: gourd leshy, with a Jack o’ lantern for a head. Dressed in worn, mismatched leathers.