Seaweed Leshy

Blueberry Peat's page

166 posts. Organized Play character for azjauthor.


Race

AC 17 | Fort +6; Ref +8; Will +8 | Spd: 30 ft. | Perc: +8, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4

Classes/Levels

| Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

Gender

non-binary fruit leshy investigator (alchemical sciences) 3 | HP 35/35, Hero Points: 3 |

About Blueberry Peat

Blueberry Peat
Leshy investigator 3 (Advanced Player's Guide 55, Lost Omens Character Guide)
Small, Leshy, Plant
Heritage fruit leshy (2d8)
Background osprey barnraiser
Perception +8; low-light vision
Languages Common, Draconic, Elven, Fey, Gnomish, Halfling
Skills Acrobatics +6, Arcana +9, Architecture Lore +9, Athletics +5, Crafting +9, Deception +7, Diplomacy +7, Gorum Lore +9, Medicine +6, Nature +8, Occultism +11, Religion +6, Society +9, Stealth +6, Thievery +6
Str +0, Dex +1, Con +1, Int +4, Wis +1, Cha +2
Items padded armor, cold iron light hammer, hand crossbow, alchemist's toolkit, backpack, bedroll, bolts (10), chalk (10), crowbar, flint and steel, Formula book, giant centipede venom (2), healer's toolkit, rations (1 week) (2), rope (foot) (50), soap, torch (5), waterskin, purse (3 gp, 8 sp)
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AC 17; Fort +6; Ref +8; Will +8
HP 35
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes; Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.; Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 30 feet
Melee [1] cold iron light hammer +9 (thrown 20 ft., agile), Damage 1d6 B +1d6 B/Prec
Ranged [1] cold iron light hammer +9 (thrown 20 ft., agile), Damage 1d6 B +1d6 B/Prec
Ranged [1] hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6 P +1d6 P/Prec
Ranged [1] seedpod +9 (range 10 feet), Damage 1d4 B +1d6 B/Prec
Divine Oracle Spells DC 17; Cantrips (2nd) disrupt undead, stabilize
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round; Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you’re aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.
Attack Stratagem If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
Skill Stratagem You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Ancestry Feats Seedpod
Class Feats Flexible Studies, Known Weaknesses, Oracle Dedication
General Feats Fleet
Skill Feats Alchemical Crafting, Arcane Sense, Natural Medicine, Trick Magic Item
Other Abilities alchemical sciences, curse of outpouring life, life, quick tincture, versatile vials

Alchemical Formulae:

Lesser Antidote - An antidote protects you against toxins. Upon drinking an antidote, you gain an +2 item bonus to Fortitude saving throws against poisons for 6 hours.
Lesser Antiplague - Antiplague can fortify the body’s defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression.
Lesser Cognitive Mutagen - Duration: 1 minute
Benefit You gain an +1 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead.
Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.
Minor Elixir of Life - Elixirs of life accelerate a living creature’s natural healing processes and immune system. Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes
Forensic Dye - Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance.
Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present.
Lesser Quicksilver Mutagen - Duration: 1 minute
Benefit You gain a +1 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain +5 foot status bonus to your Speed.
Drawback You take damage equal to twice your level; you can’t recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.
Lesser Silvertongue Mutagen - Duration: 1 minute
Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skills become failures instead.
Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.