Eddie 'Bo' Leetus's page

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Full Name

Eddie 'Bo' Leetus


HP 48/48 | AC19 | F +10 R +8 W +12 | Perc +12 | Shield: Hardness 3; 12/12 HP


Speed: 30 | Focus: 1/1 | Hero Points: 1 | Active Conditions:


Fungus Leshy | Leaf Druid 4 | Fire Resist 2 | Poison Resist 2


Common, Fey, Wildsong, Hallit

Strength 0
Dexterity 2
Constitution 2
Intelligence -1
Wisdom 4
Charisma 2

About Eddie 'Bo' Leetus

Eddie 'Bo' Leetus PFS#: 202046-2005
XP 40 | Cash 182.90g | Verdant Wheel Liked: 40/59 | Remaster Updated 3.27.24
Fungus Leshy Leaf Druid Small Humanoid from Eye of Dread: Fangwood
Senses: Low Light Vision, Darkvision, Expert Perception: +12

LANGUAGES: Common, Fey, Wildsong, Hallit


1x Scroll of Dispel Magic via PFS

DEFENSE: Trained in Light, Medium, and Unarmored Defense
AC 19 | HP 48 | Speed 30 ft. | Fire Resist 2 | Poison Resist 2
Expert Fort: +10 Trained Reflex: +8 Expert Will: +12 | +1 Status vs Poisons

OFFENSE: Trained in Simple and Unarmed Attacks
[dice=+1 Staff of Water]1d20+7;1d4/1d8[/dice]
[dice=◆◆ Cornucopia cast and ◆ to Consume]2d6+8[/dice]
[dice=◆◆ 1st Level Heal]1d8+8[/dice] [dice=◆◆◆ Heal]1d8[/dice]
[dice=◆◆ 2nd Level Heal]2d8+16[/dice] [dice=◆◆◆ Heal]2d8[/dice]
[dice=◆◆ Electric Arc, 30' Range: Basic Reflex Save DC20, Electricity]3d4[/dice]
[dice=◆◆ Puff of Poison, 5' Range, 1 Target: Basic Fort Save DC20, Inhaled Poison, 2 Persistent]4 Damage[/dice]
[dice=◆◆ Spout, 30' Range, 5' Cube: Basic Reflex Save DC20, Bludgeoning]2d4+4[/dice]
[dice=◆◆ Caustic Blast, 30' Range, 5' Burst: Basic Reflex Save DC20, Acid]1d8[/dice]
[dice=◆◆ Frostbite, 60' Range, Cold]1d20+10[/dice][dice=Cold Damage]3d4[/dice]
[dice=◆◆ Vitality Lash, 30' Range, Basic Fort Save DC20, Vitality]3d6[/dice]
[dice=◆◆ Hydraulic Push, 60' Range, Water]1d20+10[/dice][dice=Damage (B) 5' Knock Back]3d6[/dice]

SPELLS: Trained in Primal Spells.
Focus Pool: 1 (Cornucopia ) | Spell Attack Roll +10 | Spell DC 20 | Staff of Water Charges: 4/4
. . Cantrips (5) (@Will) Stabilize, Frostbite, Electric Arc, Caustic Blast, Vitality Lash, Guidance (via Toady), Staff: Spout
. . 1st (3) Heal, Gust of Wind, Used for Staff. Staff: Create Water or Hydraulic Push
. . 2nd (3) Heal, Vomit Swarm, Resist Energy


Fungus Leshy familiar: Toady. 2 abilities chosen each morning.

Cantrip Connection (Core Rulebook pg. 218 2.0): You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

Absorb Familiar: Your familiar can transform into a mark you carry on your flesh, typically seeming like a birthmark, tattoo, or gem that vaguely resembles its normal form. (Nubbly mushroom growth).

Trained in Acrobatics(DEX) +8
Trained in Athletics(STR) +6
Expert in Diplomacy(CHA) +10 (Animal Empathy)(Group Impression: 20 Targets)(Glad Hand)
Trained in Nature(WIS) +10 (+2 when treating wounds)
Trained in Stealth(DEX) +8
Trained in Survival(WIS) +10
Trained in Herbalism Lore(INT) +5
Expert in Leshy Lore(INT) +7 (Additional Lore)
Trained in Pathfinder Lore(INT) +5 (from PFS)

Leshy Familiar: From the Leaf Order

Animal Empathy: Feat 1: Druid: Source Player Core pg. 127
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.

Poison Resistance: Feat 2: Alchemist Druid: Source Core Rulebook pg. 77 4.0
Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

Forest Passage: Feat 4: Prerequisites leaf order: You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.

Additional Lore (Leshy): Feat 1: General Skill: Source Core Rulebook pg. 258 4.0: Prerequisites trained in Lore
Your knowledge has expanded to encompass a new field. Choose an additional 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. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Natural Medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Group Impression: Feat 1: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you've conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.

Glad-Hand: Feat 2: General Skill: Source Core Rulebook pg. 261 4.0: Prerequisites expert in Diplomacy
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Shield Block: Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Fleet: Feat 1: General: You move more quickly on foot. Your Speed increases by 5 feet.

Strength: 0
Dexterity: 2
Constitution: 2
Intellect: -1
Wisdom: 4
Charisma: 2

Leather Armor
Wooden Shield
Staff of Water +1
Bullets (7)
Sheath x1
Bandoleer x2
Scroll Case
Holly and Mistletoe
Personalized Wayfinder Eddie 'Bo' Leetus
Alarm Spell Focus

Scroll of heal (1)


Key Ability: WISDOM: At 1st level, your class gives you an ability boost to Wisdom.

Hit Points: 8 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

Order: Leaf

Spell List: Primal

Wild Empathy: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Alertness: Level 3: Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.

Great Fortitude: Level 3: Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Woodland Stride: Feat 4: Prerequisites leaf order: You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress.

Green Empathy: Feat 6: Prerequisites leaf order: You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can't fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy.


Hit Points: 8

Size: Small

Speed: 25 feet

Ability Boosts: Constitution, Wisdom, Free

Ability Flaw(s): Intelligence

Traits: Leshy, Plant, Fungus

Languages: Common, Fey, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

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).

Heritage: Fungus Leshy. Source Character Guide pg. 53
Your body was made from fungi that grows in the shade of caves and trees, and you are at home in dark caverns and warrens. You gain darkvision.

Leshy Feats: Leshy Lore. Feat 1. Source Character Guide pg. 54
You deeply understand your people’s cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Leshy Lore.

Speak with Kindred: Feat 5. 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 or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this ability.

Bark and Tendril: Feat 9: You wield primal magic. You can cast barkskin and entangle as 2nd-level primal innate spells once per day each.

Call of the Green Man: Feat 13: You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-level primal innate spell. When you reach 17th level, this spell can be heightened to 6th level.


As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You’re adept at collecting the right natural cures in all sorts of environments and preparing them properly. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You're trained in the nature skill, and the herbalism lore skill. You gain the natural medicine skill feat.


Starting Gold 15.00g 0XP Verdant Wheel 0F
1.01: The Absalom Initiation 14.08g 4XP Verdant Wheel 4F
Bounty 1: Whitefang Wyrm 04.00g 1XP Verdant Wheel 1F
Quest 13: Falcon's Descent 03.60g 1XP Verdant Wheel 1F
Bounty 10: Hillcross Roundup 04.00g 1XP Verdant Wheel 1F
Bounty 15: Treasure off Coast 04.00g 1XP Verdant Wheel 1F
Bounty 9: Fishing in Anthusis 04.00g 1XP Verdant Wheel 1F
Bouty 17: Sodden Stories 04.00g 1XP Verdant Wheel 1F
1.06: Lost on the Spirit Road 14.40g 4XP Verdant Wheel 4F
United in Purpose 99.02 22.40g 4XP Verdant Wheel 4F
A Fistful of Flowers 22.08g 4XP Verdant Wheel 4F
Dacilane Academy's 3.18 23.60g 4XP Verdant Wheel 4F
Star-Crossed Court 1.23 38.00g 4XP Verdant Wheel 4F
Bounty 21: Against the Unliving 12.00g 1XP Verdant Wheel 1F
The Crashing Wave 2.06 38.00g 4XP Verdant Wheel 4F
Quest 1: The Sandstone Secret 09.50g 1XP Verdant Wheel 1F
Unfettered Exploration 5.01 64.32g 4XP Verdant Wheel 4F


Leshy Ancestry: [x] Leshy Ancestry (Limited-Use, Slotless): You can play a leshy, an immortal spirit inhabiting a plant body. When building a character, you can check the box that precedes this boon to create the character using the leshy ancestry (Pathfinder Lost Omens Character Guide page 52), beginning at level 1 as normal. Other than access to this additional ancestry (and any common-rarity options with the leshy trait available in the campaign), all character creation rules are the same as those provided in the Organized Play Guide: Pathfinder (Second Edition) at Include this Chronicle sheet with your character’s records. You must bring a copy of Pathfinder Lost Omens Character Guide to sessions in which you play the character. NOTE: As of 8/19/21, leshys are always available for selection as a character's ancestry. On this date, this boon gains this additional text:

[ ] Leshy's Second Chance: You can check the box that precedes this boon to gain the benefits of the resurrect ritual (Pathfinder Core Rulebook page 415), so long as the ritual’s total cost in diamonds does not exceed 1,000 gp. If the ritual would cost more than 1,000 gp, you must pay any additional costs beyond 1,000 gp. The ritual takes 1 day to perform and automatically succeeds.

Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it. (#1–01: The Absalom Initiation Boon A)

(0/1) Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task. (#1–01: The Absalom Initiation Boon B)

(0/3) 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 befriended 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 treat that check as a failure instead. (#1–06: Lost on the Spirit Road)

Dacilane Academy Chaperone (Slotless): While chaperoning Dacilane Academy students on a field trip to Woodsedge Lodge, you spent some time “out of phase” with normal reality. Although you and the rest of the Pathfinders at the lodge returned to normal at the end of the adventure, you can tap into the lingering chaotic energy within you to step slightly “out of phase” for short periods of time. You gain access to the following rare feat, which you can select in place of a class feat 6+. (#3-18: Dacilane Academy Chaperone)

Worldly Mentor (Verdant Wheel): While working with less experienced Pathfinder allies, you help your less experienced colleagues recognize danger and withstand danger. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to Perception checks and Initiative rolls to 2. Normal: A Level Bump increases a PC’s Perception modifier by 1. Special: A PC can only benefit from two mentor boons.

(0/1) Seasoned Diplomat (Advanced): You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure.

(0/3)Sand Slide Reaction: Trigger You would fail (but don’t critically fail) a Reflex save to avoid a trap’s effects; Effect You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap’s effects initially, you succeed at the save instead.


Crying angel pendant (level 2; 7 gp)
Lesser healing potion (level 3; 12 gp)
Lesser mistform elixir (level 4; 18 gp)
Greater salve of antiparalysis (level 12; 325 gp)
Golden Legion epaulets (level 3, 55g, Pathfinder Lost Omens World Guide 124)
Katana (U) (2 gp)
+1 Longsword (level 2; 35gp)
Sack of rotten fruit (level 1, 3 gp; A Fistful of Flowers 15)
Thandmere’s Pathinder Chronicle (+1 item bonus to Recall Knowledge checks related to current and prior Pathfinder Society expeditions in the Five Kings Mountains) (item 3, discounted to 3 gp; Lost Omens Character Guide 110)
Diplomat’s badge (Level 5; 125 gp)
Ring of the ram (Level 6; 220 gp)
Animal staff (item 4, 90 gp)
Brine shark elemental gem (100 gp; item 8, as elemental gem, except it summons a brine shark)
Dragon turtle scale (item 4, 13 gp)
Onyx panther talisman (level 2; 6 gp, discounted price
Potion of retaliation, lesser (level 3, 12gp; Pathfinder Advanced Player's Guide 259)
Doubling rings (level 3, 50gp)
Dragon turtle scale (level 4, 13gp)
Hunter's bane (level 2, 6gp)

Item Descriptions:

Staff of Water: Item 3: Source Treasure Vault pg. 135 1.1: Price 60 gp: Bulk 1
A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip: spout
1st: create water, hydraulic push