Race |
HP 17/17 | AC 18 | F +6 R +6 W +5 | Perc +5 | Stealth +6 | |
Classes/Levels |
Speed:25 ft | Active Conditions: --- |
Gender |
Female leshy (pine) thaumaturge 1 | |
About Hollifyr
PFS Number: 215650-2021
Experience: 3
Hollifyr
Gender & Pronouns: Female, she/her
Physical Appearance: This walking pine tree is covered with bits of tinsel, star-shaped ornaments, colorful globes, and other bric-a-brac.
Leshy (Pine)
Junk Collector
Druid; Level: 3
Small Humanoid Human
Languages: Common, Fey, Tian
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SENSES
Perception: +5 [E]
Special Senses: low-light
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DEFENSES
HIT POINTS: 17/17
ARMOR CLASS
AC: 18 [T]
SAVING THROWS
Fortitude: +6 [E]
Reflex: +6 [T]
Will: +5 [E]
Notes:
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OFFENSE
Class DC: 17 [T/E/M/L]
Speed: 25 ft
Melee Strikes
Dagger +6 [T]
damage 1d4+1+2 [P]
Ranged Strikes
Shuriken +6 [T]
damage 1d4+1+2 [P]
Thaumaturge Abilities
Ring Bell
Trigger The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Requirements You are holding your bell implement, and the triggering creature is within 30 feet of you.
Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
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SKILLS
Acrobatics: +6 [T]
Arcana: +3[T]
Athletics: +4 [T]
Crafting: +3 [T]
Deception: +4 [U]
Diplomacy: +7 [T]
Intimidation: +4 [U]
Lore (Esoteric): +7 [T]
Lore (Engineering): +3 [T]
Lore (Leshy): +3 [T]
Lore (Pathfinder Society): +3 [T]
Medicine: +0 [U]
Nature: +3 [U]
Occultism: +3 [T]
Performance: +7 [T]
Religion: +3 [T]
Society: +0 [U]
Stealth: +6 [T]
Survival: +0 [U]
Thievery: +3 [U]
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ABILITY SCORES
STR +1, DEX +3, CON +1, INT 0, WIS +0, CHA +4
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FEATS:
Ancestry Feats and Abilities
Heritage 1st: Pine Leshy
1st:Leshy Lore
Skill Feats
Background: Crafter’s Appraisal
Heritage: Combat Climber
Class Feats and Abilities
Feature 1st: Esoteric Lore
1st: Root to Life
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EQUIPMENT
Gear: 20 shuriken, dagger, studded leather armor, 1 acid flask, 1 alchemist’s fire, adventurer’s kit, repair kit, 1 minor healing potion