Electric Arc
[dice=Eletric Arc]5d4[/dice] DC 26 Basic Reflex Save
Vitality Lash From Hunter's Broach
If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.
[dice=Vitality Lash]5d6[/dice] DC 26 Fort Save
Focus Pool 2/2
Southing Words
1 Actions, 30’ Range, 1 ally, Duration: 1 Round
You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects.
In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.
Unity
Reaction, Trigger, you an 1 or more allies are target by a sepll with a saving throw
Range 30 ft
Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.
Ancestry Details:
Low Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
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).
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.
Deity: Erastil (LG) Skill: Survival, Weapon: Longbow
Divine Font: (Healing Font)
Edicts: care for your home and family, fulfill your duties, keep the peace, protect the community
Anathema: abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
Doctrine: (Cloistered)
First Doctrine: You gain the Domain Initiate Cleric Feat
Domain Initiate: (Family Domain)
You gain the initial focus spell of your selected domain, you also gain 1 Focus Point.
Second Doctrine: You become an Expert in Fortitude Saves.
Thrid Doctrine: Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Free Archetype:
Druid
Gain two Primal Cantrips (Electric Arc, Detect Magic) Cast them as primal spells using Wisdom
Learn Druidic and you are bound by the Druid’s Anathema
Chose a Druid Order, you are bound by that orders Anathema and are allowed to take that Order’s Feats. You become Trained in Nature and your Order’s Associated Skill (Diplomacy).
(Already trained in both skills, substituting Arcana and Acrobatics.)
Free Archetype, level 4:
Basic Wilding
Take a level 1 or 2 druid feat. (Took Leshy Familiar)
(Leshy Familiar)
Advanced Wilding
Take a druid feat up to half your level.
Took Enhance Familiar
Gain 4 familiar abilities instead of 2.
Class Feats:
Healing Hands
Your heal spells heal with a d10 instead of a d8
Radiant Infusion
1 action metamagic
After casting a healing spell, the target of that spell does 1d6 positive damage with melee strikes until the end of it’s next turn.
Selective Energy
When casting Heal or Harm with an area, exclude a number of targets equal to your Charisma modifier.
Advanced Domain
Gain the Advanced Doman Power from one of your domains (Family)
Canny Acumen (Reflex)
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Skill Feats:
Hobbnober Diplomacy, Skill
The Gather Information exploration activity takes you half as long as normal.
Battle Medicine General, Skill
You may attempt a medicine check as for Treat Wounds with 1 action. The target becomes immune to my Battle Medicine for 1 day.
Bon Mot
1 Action: Roll Diplomacy against the target’s Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Student of Canon
If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Evangelize
Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.
Critical Success The target is stupefied 2 for 1 round.
Success The target is stupefied 1 for 1 round.
Failure The target is unaffected.
Equipment:
Combat Gear: Dagger(2),
Other Gear: backpack, bedroll, chalk (10), flint and steel, Leshy rations (1 weeks), rope 50', soap, waterskin, Religious Symbol (Erastil Wooden), Caltrops x2, Healer's Tools
Explorer’s Gear (+1 Armor Potency & Resliency Rune)
From Erastile
abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
From Druidic Order (Leaf):
Using metal armor or shields.
Despoiling natural places.
Teaching the Druidic language to non-druids.
Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)
Familiar, Sinkwa:
Familiar: Sinkwa
Leshy (Gourd Leshy, angled luffa)
Has the NG, Tiny, Minion, Plant traits
HP 40/40
Perception +12 (Low-Light)
Speed 25ft
AC: 23, Fort +15, Ref +15, Will +17
Skills: +12 Acrobatics, Stealth
86 All Others