Sunflower Leshy

Blooms in Darkness's page

39 posts. Alias of Cwethan.


Full Name

Blooms in Darkness

Race

Tainted Fungus Leshy Oracle of Flames 12 - HP 152/152| AC 30 | F +21 R +20 W +23 | Perception +21 | Focus 3/3 | Curse 0/3 |Hero Points 2 | Level 1: 4/4 | Level 2: 4/4 | Level 3: 4/4 | Level 4: 4/4 | Level 5: 4/4 | Level 6: 4+1/4+1

Classes/Levels

Staff 6/6

About Blooms in Darkness

Ancestry Leshy (Mushroom Nephilim)
Background Fiend Breaking Pilgrim
Class Oracle; Level: 12
Size Small Traits Fungus, Leshy, Nephilim
Alignment Zealous
Associations: Ragathiel, Sorrow's Sword
Languages: Elvish, Fey, Taldane
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ABILITY SCORES
STR 0, DEX +3, CON +4 INT +0, WIS +4, CHA +5
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SENSES
Perception: +21 [E] +[1] item vs. lies. Flat-foot people Blooms beats in Init with Deception or Stealth.
Special Senses: Darkvision
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DEFENSES

HIT POINTS: 152/152
Resistances: Demons 2, Acid 2, Fire 5

ARMOR CLASS
AC:
30 (+3 Dex, +3 item, +14 proficiency)

Unarmored: [T], Light: [T], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +21 [E]
Reflex: +20 [E]
Will: +23 [M] Success -> Critical Success
Notes

Reactions: Find Fault (When attempting a saving throw against spell or magic. +1 circ to save, +2 if vs. divine from Treerazer)
Dodge Away (+1 circ to AC vs. Melee, Step 10' away on miis)
Bracers of Missile Deflection (1/day When hit by a ranged weapon)
Twist the Skeins of Fate (1/day. +Curse as status bonus to an ally's save)
Scintillating Safeguard (When an effect would deal physical or energy damage to you or a creature in 30' (max 5). Resist 10 of that damage to each target.
Skeptic's Defense (1/day when targeted or in the area of a mental spell/effect). Counteract for me with Intimidate, Rank 6*. If successful and they understand me then Stupefied 1 for 1 round.
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OFFENSE

Class DC: 31 [E]

Speed: 40' (with Tailwind) Movement Types: Normal. Ignore difficult terrain from plants and fungi. Climb 10' up plants or fungi (no hands)

Melee Strikes
gauntlet +16 [E]
damage 1d4 (B) (agile, free-hand)

Ignition +21 [E]
damage 7d6 (F) (crit for 6d4 persistent)

Ranged Strikes

Ignition +21 [E]
damage 7d4 (F) (crit for 6d4 persistent)

void warp DC31 Basic Fort 7d4 void damage. Crit fail enfeebled 1 30' range

electric arc DC31 Basic Ref 7d4 electricity damage 30' range

vitality lash DC31 Basic Fort 7d6 void damage. Crit fail enfeebled 1 30' range

caustic blast DC 31 5' burst 3d8 acid. Crit fail 3 persistent acid

Weapon Proficiencies
Simple: [E], Martial: [U], Other:
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MAGIC

Magic Traditions
Divine

Spell Attack Roll: +21 [E]
Spell DC: 31 [E]

Focus Points: 3 (+1 1/day for revelations)
Focus Spells: Incendiary Aura (AA)
20' aura of 4d4 persistent fire when you take fire.
Whirling Flames - AA
3 5' bursts that don't overlap for 8d6 basic Ref
Flaming Fusillade - AA You cast ignition as part of casting flaming fusillade. For the duration of flaming fusillade, ignition's casting time is reduced from 2 actions to 1.

Spell Slots per Day
Cantrips (Level 1): 6/2
1st: 4
2nd: 4
3rd: 4
4th: 4
5th: 4
6th: 4|1

Spells Repertoire (+2 item bonus to heal spells)
Cantrips (level 6): Detect Magic, Guidance, Ignition, Shield, Vitality Lash, Void Warp | Caustic Blast, Electric Arch (talismans) | Stabilize
1st: Bless, Breathe Fire, Heal, Infuse Vitality, Sanctuary, Sure Strike | Heal
2nd: Augury, Blazing Bolt, Calm, Cleanse Affliction, Heal, Revealing Light, Sound Body, Sudden Blight | Clear Mind, Heal, Sound Body | See the Unseen (self-only) |Ventriloquism at will DC 27
3rd: Blazing Bolt, Calm, Cleanse Affliction, Fireball, Haste, Heal, Heroism, Holy Light, Roaring Applause | Cleanse Affliction, Heal
4th: Air Walk, Blazing Bolt, Calm, Cleanse Affliction, Divine Wrath, Fire Shield, Heal, Sound Body, Thermal Remedy
5th: Blazing Bolt, Breath of Life, Calm, Cleanse Affliction, Command, Divine Wrath, Heal, Wall of Flesh
6th: Blazing Bolt, Calm, Cleanse Affliction, Divine Wrath, Fireball, Heal, Roaring Applause, Scintillating Safeguard, Spirit Blast | Blazing Bolt, Breathe Fire, Fire Shield, Fireball, Haste, Sure Strike
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SKILLS

Acrobatics: +23 [M]
Arcana: +0 [U]
Athletics: +0 [U] +2 item to High Jump and Long Jump. 5' farther on Leap.
Crafting: +0 [U]
Deception: +25 [M] +1 circ for Initiative
Diplomacy: +22 [E] +[1] item to Make Impressions
Intimidation: +24 [M]
Lored: Demons +14 [T]
Lore: Treerazer: +18 [M]
Medicine: +4 [U]
Nature: +18 [T]
Occultism: +0 [U]
Performance: +5 [U]
Religion: +20 [T]
Society: +14 [T]
Stealth: +16 [T]
Survival: +18 [T]
Thievery: +16 [U]
Notes:
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FEATS:

Ancestry Feats and Abilities
Heritage: Nephilim
Darkvision
Plant Nourishment
1st: Faultspawn
5th: Nephilim Lore
7th: Harmlessly Cute
9th: Speak with Kindred

Skill Feats
Background: Trick Magic Item
2nd: Intimidating Glare
2nd: Experienced Tracker
4th: Eyes of the City
5th: Additional Lore (Treerazer)
6th: Lie to Me
7th: Shameless Request
8th: Graceful Leaper
10th: Kip Up
11th: Battle Cry
12th: Skeptic's Defense
12th: Terrified Retreat

General Feats
3rd: Canny Acumen (Reflex)
7th: Ancestral Paragon (Harmlessly Cute)
11th: Battle Cry

Class Feats and Abilities
Class Feature: Curse of Engulfing Flames
Class Feature: Oracular Curse
Class Feature: Revelation Spells
1st: Foretell Harm
2nd: Whispers of Weakness
4th: Widen Spell
5th: Cackle
6th: Advanced Revelation
7th: Expert Spellcaster
7th: Mysterious Resolve
8th: Gifted Power
10th: Knowledge of Shapes
11th: Divine Access
11th: Major Curse
11th: Oracular Senses
11th Weapon Expertise
12th: Greater Revelation

Archetype Feats
2nd Detective Dedication
4th: Sense Alignment
6th: Interrogation
8th: Acrobat Dedication
10th: Dodge Away
12th: Rogue Dedication
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EQUIPMENT

Combat Gear: greater staff of healing (jolt coil), +1 Resilient Chain Shirt (pickled demon tongue), greater arboreal boots, ash gown, boots of
bounding, glasses of sociability, mask of the mantis, prognostic veil, greater ventriloquist's ring
Scrolls:
Other Gear: backpack, bedroll, chalk (10), climbing kit, flint and steel, rations (2), repair kit, rope, soap, torch (5), waterskin, wand of tailwind (R 2)
Not carried:

Magic Items:
Invested Items:
Bulk: 4 (Encumbered at: 5; Maximum at: 10)

Coins: 7.3 gp

Fuller Descriptions:
**Class Abilities**

Curse of Engulfing Flames (Curse, Divine, Fire, Oracle) Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch. When you have the cursebound condition, you catch fire, taking persistent fire damage equal to your cursebound value. The flames shed light like a torch, and if you enter an environment where they could not burn (such as underwater), you simply seethe with flameless heat. The flames subside when you begin Refocusing to assuage your curse or if you fall unconscious, but they resume if your Refocus activity is interrupted or when you return to consciousness.

**Class Feats**

Foretell Harm - F, Cursebound
Your previous action was to Cast a non-cantrip Spell that dealt damage.

Your magic echoes ominously as you glimpse injury in the target's future. At the beginning of your target's next turn, it takes damage equal to twice the triggering spell's rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours

Whispers of Weakness A, Cursebound
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.

Widen Spell A F, Spellshape
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Advanced Revelation
Divine power reveals greater mysteries to you. You learn the advanced revelation spell associated with your mystery.

Gifted Power
Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to cast one of your mystery's granted spells, heightened to this rank.

Special If you have the divine access class feature or Mysterious Repertoire feat, you can cast spells that you learned from those abilities using the additional spell slot from Gifted Power.

Knowledge of Shapes
Inspiration lets you surpass your preconceptions of your spells' limits. You use Reach Spell or Widen Spell as a free action.

Divine AccessYour mystery offers you strange access to spells typically reserved for more conventional worshippers. Choose one deity who grants one of your mystery’s granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list, and to your spell repertoire as soon as you can cast spells of the appropriate rank.

**Multiclass Feats**

Detective Dedication
You become trained in Society. You can use Perception instead of Survival to Track, and you gain the Experienced Tracker skill feat.

Sense Alignment AAA, Secret
You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret Perception check, comparing the result against the target's Deception DC.

Critical Success You ascertain the target's alignment.
Success You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis).
Failure You do not learn the target's alignment.
Critical Failure You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice).

Interrogation AAA, 3/day
You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a –2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is –4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours.

Acrobat Dedication
You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.

Dodge Away R - Target of a melee attack while not off-guard
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step 10' after the Strike.

Rogue Dedication
You gain a skill feat and the rogue's surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.

**Ancestry Feats**

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)

Faultspawn Lineage
You bear a grudge, inherited from a blasphemous forebear in your bloodline, against a particular deity and their works. You gain the Find Fault reaction.

Nephilim Lore
You know the secrets of the Multiverse. You gain the trained proficiency rank in Nature and Stealth. You also gain the Additional Lore general feat for a Lore subcategory of a fiend to which you trace your lineage.

Speak with Kindred
You have a connection with creatures that share your physiology. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungi. You gain a +2 circumstance bonus to Diplomacy checks with mushrooms and fungi.

**Skill Feats**

Hunt the Razer's Pawn A
Designate a single creature that you can see or hear, or whom you’ve spent a significant amount of time studying and reading about from afar (subject to the GM’s approval), and who you know to be an agent of Treerazer. You gain a +2 circumstance bonus to Perception checks to Seek or Sense the Motive of this creature. This creature takes a –1 circumstance penalty to saving throws against spells or effects you create; this penalty increases to –2 against effects that have the holy trait.
You can have only one creature designated by Hunt the Razer’s Pawn at a time. If you use this ability against a creature when you already have one designated, the prior creature loses the designation and the new creature gains the designation. This lasts until your next daily preparations.

Trick Magic Item
You can attempt to fool magic items and activate them temporarily. You must know what activating the item does, or you can't attempt to trick it.

Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The DC is based on the item's level (possibly adjusted depending on the item or situation).

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.

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.

Experienced Tracker
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check.

Eyes of the City
You can track down targets with the help of locals. You can use Diplomacy to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.

Additional Lore (Treerazer)
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Lie to Me
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Shameless Request
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Graceful Leaper
Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.

Kip Up F
You stand up. This movement doesn't trigger reactions.

Battle Cry
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you're legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.

Terrified Retreat
When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round.

**General Feats**

Canny Acumen (Reflex)
Your avoidance is beyond the ken of most in your profession. You become an expert in Reflex saves.

Ancestral Paragon
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry.