Toshigami

Juicy Green Grapes's page

37 posts. Organized Play character for ShieldBug.


Race

Vine Leshy Hunter (Plant Master) 1 | HP 6/9

Classes/Levels

| AC 16 T 13 FF 14 | CMD 14 | F +3 R +3 W +2 | Spd 20' | Perc +6, SM +2; Low-light Vision, Darkvision (60') | Init +2 | Plant Aspect 1/1 | Spells: 1st 0/2 | Conditions:

About Juicy Green Grapes

Background:

Personality:

Appearance:

Juicy Green Grapes
PFS # 210803-8
Vine Leshy Hunter (Plant Master)
NG Small plant (leshy)
Init +1, Senses Dark Vision (60'), Low-light Vision, Perception +6, Sense Motive +2
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Defence
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AC 16, touch 13, flat-footed 14 (+3 armour, +2 dex, +1 size)
hp 9 ((1d8)+1)
Fort +3, Ref +3, Will +2
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Offence
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Speed 20 ft.

Special Attacks None

Melee
Glaive
[dice=Atk. Glaive]1d20+4[/dice]
[dice=Dmg. Slashing]1d8+4[/dice]
critical: 20 / x3

Dagger
[dice=Atk. Dagger]1d20+4[/dice]
[dice=Dmg. Slashing]1d3+3[/dice]
critical: 19-20 / x2

Ranged
Longbow
[dice=Atk. Longbow]1d20+3[/dice]
[dice=Dmg. Piercing]1d6[/dice]
range increment: 100ft
critical: 20 / x3

Dagger
[dice=Atk. Dagger]1d20+3[/dice]
[dice=Dmg. Slashing]1d3+3[/dice]
range increment: 10ft
critical: 19-20 / x2

Spells Known
0th: Create Water, Detect Magic, Light, Read Magic
1st: Longstrider, Entangle

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Statistics
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Str 16, Dex 14, Con 13, Int 8, Wis 15 Cha 12
Base Atk +0; CMB +2; CMD 14
Languages Common, Sylvan
SQ Green Empathy, Orisons, Spells
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Skills
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Per Level: 6 (6 Base + 1 FCB - 1 Int)

List:
Acrobatics* = +2 (+1) (0r, 2a, 0c, 0t)
Appraise = -1 (0r, -1a, 0c, 0t)
Bluff = +1 (0r, 1a, 0c, 0t)
Climb* = +9 (+8) (1r, 3a, 3c, 2t)
Craft = -1 (0r, -1a, 0c, 0t)
Diplomacy = +1 (0r, 1a, 0c, 0t)
Disable device* = --
Disguise = +1 (0r, 1a, 0c, 0t)
Escape Artist* = +2 (+1) (0r, 2a, 0c, 0t)
Fly* = +2 (+1) (0r, 2a, 0c, 0t)
Handle Animal = +6 (1r, 1a, 3c, 1t)
Handle Animal (Sundew) = +10 (1r, 1a, 3c, 5t)
Heal = +2 (0r, 2a, 0c, 0t)
Intimidate = +1 (0r, 1a, 0c, 0t)
Knowledge (Dungeoneering) = -1 (0r, -1a, 0c, 0t)
Knowledge (Geography) = -1 (0r, -1a, 0c, 0t)
Knowledge (Nature) = +3 (1r, -1a, 3c, 0t)
Knowledge (Untrained) = -1 (0r, -1a, 0c, 0t)
Linguistics = --
Perception = +6 (1r, 2a, 3c, 0t)
Profession (Gardener) = +6 (1r, 2a, 3c, 0t)
Ride* = +3 (+2) (0r, 2a, 0c, 1t)
Sense Motive = +2 (0r, 2a, 0c, 0t)
Sleight of Hand* = --
Spellcraft = --
Stealth* = +10 (+9) (1r, 2a, 3c, 4t)
Survival = +2 (0r, 2a, 0c, 0t)
Swim* = +3 (+2) (0r, 3a, 0c, 0t)
Use magic device = --

ACP -1 (-1 wooden armour)

*ACP applies to these skills

Key
(r=ranks, a=ability modifier, c=class skill, t=racial trait or class bonus)


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Traits, Feats, and Special Abilities
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Traits:
beast bond, dirty fighter


Racial Traits:
+2 Constitution, +2 Wisdom, –2 Intelligence: Vine leshys are hardy and insightful, but sometimes forgetful.

Agile: Agile vine leshys are quicker but less tough than a typical vine leshy. Replace the leshy’s +2 racial bonus to Constitution with a +2 racial bonus to Dexterity.

This alters the vine leshy’s ability scores.

Leshy: Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.
Small: Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Vine leshys have a base speed of 20 feet.

Darkvision: Vine leshys can see in the dark up to 60 feet.

Low-Light Vision: Vine leshys can see twice as far as humans under conditions of dim light.

Pass without Trace: Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd).

Grapevine: A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level.

This replaces pass without trace.

Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.

Plantspeech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.

Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.

Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.

Climber: Vine leshys gain a +2 racial bonus on Climb checks.

Languages: Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.


Class Abilities:
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Green Empathy (Ex): A plant master can improve the attitude of a plant creature. Green empathy functions like a Diplomacy check to improve the attitude of a person. The plant master rolls 1d20 and adds his hunter level and his Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent. To use green empathy, the plant master and the plant creature must be within 30 feet of each other under normal conditions. Generally, influencing a plant creature in this way takes 1 minute, but as with influencing people, it might take more or less time.

A plant master can also use this ability to influence an animal, but he takes a –4 penalty on the check. He has no ability to influence magical beasts.

This replaces the wild empathy class feature.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Plant Companion (Ex): A plant master forms a mystic bond with a plant companion. A plant master can begin play with any plant companion (see page 182 and page 26 of the Pathfinder RPG Advanced Race Guide). Except for the companion being a creature of the plant type, this ability otherwise works like the druid’s animal companion.

This replaces animal companion.

Plant Focus (Su): A plant master can take on the aspect of a plant as a swift action. He must select one type of plant to emulate, gaining a bonus or special ability based on the type of plant emulated and his hunter level. The plant master can use this ability for a number of minutes per day equal to his level. This duration does not need to be consecutive but must be spent in 1-minute increments. He can emulate only one plant at a time.

The plant master can also apply one of these aspects to his plant companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until he changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. A plant master can select or change the plant foci on both himself and his plant companion as part of the same swift action.

This replaces animal focus.

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.

The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).

Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.


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Equipment
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Carry Capacity: Light 0-57 lbs. Medium 58-115 lbs. Heavy 116-172 lbs.

See Inventory Tracking Sheet for a full list of gear.

Current Load 37.125 lbs. (Light)
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Chronicles / Boons / Faction Card
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The Liberty's Edge Faction Journal Card (S9):

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Misc
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Shopping List:

Bot Me!:

Actions:
5' Step
Swift action:
Move action:
Standard action:
Full-round action:

[dice=Atk. Glaive]1d20+4[/dice]
[dice=Dmg. Slashing]1d8+4[/dice]

Using combat reflexes, JGG can make three AoO per round with reach. I'll roll them up front in the spoiler below, unless you ask otherwise. ;)

Spoiler:

AoO #1
[dice=Atk. Glaive]1d20+4[/dice]
[dice=Dmg. Slashing]1d8+4[/dice]

AoO #2
[dice=Atk. Glaive]1d20+4[/dice]
[dice=Dmg. Slashing]1d8+4[/dice]

AoO #3
[dice=Atk. Glaive]1d20+4[/dice]
[dice=Dmg. Slashing]1d8+4[/dice]

Actions:
5' Step
Swift action:
Move action:
Standard action:
Full-round action:

Has the grab and constrict special attacks.
[dice=Atk. Slam #1]1d20+3[/dice]
[dice=Dmg. Bludgeoning]1d4+2[/dice] plus [dice=Acid]1d2[/dice] ? total.
[dice=Grab if hit; Assassin Vine Aspect]1d20+7+2[/dice] Only works on medium or smaller targets

[dice=Atk. Slam #2]1d20+3[/dice]
[dice=Dmg. Bludgeoning]1d4+2[/dice] plus[dice=Acid]1d2[/dice] 7 total.
[dice=Grab if hit; Assassin Vine Aspect]1d20+7+2[/dice] Only works on medium or smaller targets

If Sundew manages to grab a target, they start constricting immediately.
[dice=Constrict Acid Dmg]1d8[/dice]