Kwava

Crafty Herb's page

170 posts. Organized Play character for Ilmakis.


Race

Druid 5

Classes/Levels

AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

About Crafty Herb

Crafty Herb (...)
Male elf (Merabite Prodigy) Druid [Animal] (Alchemist) 5
Common, N, Medium, Elf, Humanoid
Perception +13;
Languages Common, druidic, draconic, elven, sylvan
Skills Acrobatics +10, Arcana +11, Athletics +7, Crafting (Expert) +13 (+14 Specialty Crafting Alchemy), Deception +2, Diplomacy +9, Intimidation +2, Herbalism Lore +11, Elven Lore +11, Alchemical Lore +11, Medicine +11, Nature (expert) +13*, Occultism +11, Performance +2, Religion +11, Society +11, Stealth +10, Survival +11, Thievery +10, <+1 trained>
* +2 circumstance bonus to Nature Check to identify animals and fungus
Feats Specialty Crafting (Alchemy), Alchemist Dedication, Alchemy Crafting, Elven Lore, Poison Resistance, Skill Training (Occultism), Animal Companion, Ancestral Paragon (Ancestral Longevity), Mature Animal Companion, Assurance* (Craft), Fey Influence (Dryad).
Str 10 (+0), Dex 16 (+3), Con 8 (-1), Int 18 (+4), Wis 19 (+4), Cha 14 (+2)
Items Leather armor; other Gear Shield, Healer's tools, Basic Crafter Book, Adventurer pack, Bandolier x2, Animal Staff, Repair kit
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AC 21; Fort +8; Ref +12; Will +13 +1 status bonus vs poison
HP 41 Hero Points 1
Resistance poison 2
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Speed 30 feet
Melee [1] Staff +7 (1d4+0, B)
Ranged [1] +10 (<Alchemical Bomb>)
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Spells (Primal Tradition)
Spell attack +11 Spell DC 21

Spell list (Primal)
At will - Electric Arc, Stabilize, Detect Magic, Guidance, Produce Flame
Level 1 Grease, Grease, Gust of Wind
Level 2 Faery Fire, Barkskin, Heal
Level 3 Heal, Fireball

Focus spell
Heal animal (1)

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Infused Reagent (level 1)
10/day <prepared>

Spells School 3 points
1 Point: When selecting your free consumable item at the beginning of the adventure, you can choose one of the items on the school’s list of options.
2 Points: You become trained in one of the Lore skills associated with that school, listed below. At 5th level, you gain a bonus skill feat selected from the list below.
Spells: For the Lore skill, choose from Academia Lore, Architecture Lore, or Herbalism Lore. For the bonus skill feat, choose from Arcane Sense, Assurance, Quick Identification, or Recognize Spell.
3 Points: When selecting your free consumable item at the beginning of the adventure, you gain both one item of your level or lower from the options available, and you gain a second item whose item level is no greater than half your level (minimum 1).

Items :
- 1 - Holy water, lesser bomb*, lesser antidote, lesser antiplague, minor healing potion
- 1 - Burning hands, charm, fear, harm, heal, mage armor, magic fang, magic missile, magic weapon, soothe
- 2 - Lesser healing potion, potion of water breathing
- 2 - Barkskin, comprehend languages, dispel magic, invisibility, remove fear, remove paralysis, resist energy, restoration, see invisibility, water breathing

Boons
▫ ▫ ▫ One-Who-Waits (Slotless): Your trials in the burgeoning monastery of Unforgiving Fire have given you an edge in overcoming physical challenges. Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to this boon as a free action to get a failure instead (the GM can tell you if this wouldn’t change the outcome of the check so you do not waste this ability).
▫ ▫ ▫ Big Game Hunter (General): Your struggles against the fearsome wildlife of Kqtqpesh and the being manipulating the creatures has made you particularly good qt dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.
▫ ▫ ▫ Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even friended some of the local kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to threat the check as a failure instead.
Experienced Mountaineer (General): The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain. While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain.
Touch by the Storm (General): Your exposure to the stormy power of the Scale of The Spurned Tempest has inured you to the elements to a small degree. While this boon is slotted, you gain cold resistance 1 and electricity resistance 1.

Flame (Mature Animal Companion):

Your companion is a big cat, such as a leopard or tiger.
Size Medium
Perception +11
Melee jaws (finesse) +11, Damage 2d6+3 piercing
Melee claw (agile, finesse) +11, Damage 2d4+3 slashing
Str 3, Dex 4, Con 2, Int -4, Wis 3, Cha 0
Hit Points 42
AC 21
Fort +11; Ref +13; Will +12
Skills Acrobatics +13, Athletics +12, Stealth +13, Intimidation +7, Survival +10
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special Your cat deals 1d4 extra precision damage against flat-footed targets.
Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature that your cat threatens make the target flat-footed until the end of your next turn.
Advanced Maneuver Cat Pounce
Cat Pounce <Single Action>, <Flourish>
The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.

FIERY LEOPARD
UNIQUE

Base Animal Companion Cat
Immunities fire; Weaknesses cold 5
Flaming Attacks (fire) The fiery leopard’s natural attacks

deal 1 fire damage (in addition to the bonus damage dealt to flat-footed targets). This damage increases to 1d4 when the fiery leopard becomes a nimble or savage animal companion.

Fiery Pelt (fire) Creatures that start their turn grappled by the fiery leopard take 1d4 fire damage. Anyone attempting to grapple the fiery leopard takes 1d4 fire damage for each attempt.

Burning Glow The fiery leopard sheds dim light in a 10- foot radius which gives it a –2 circumstance penalty on Stealth checks made at night or in a dark environment.