Lichen Leshy

Krinolyn ”Veiled Lady” Styncorn's page

237 posts. Organized Play character for Frozen Frost.


Race

HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition],

Classes/Levels

Perception* +9 (darkvision), Stealth +1 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Gender

[R] Female Fungus Leshy Warpriest Cleric of Gozreh 3 | Sodden Scavenger |

About Krinolyn ”Veiled Lady” Styncorn

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PFS INFORMATION:
PFS #: 2403787-2028
Lore: Pathfinder Society* +4
Faction: Verdant Wheel

Chronicles & Boons
Level 1
1 S01-01 The Absalom Initiation
2 Boon: Engraved Wayfinder
3 Boon: Society Connections (Downtime) []
4 S04-01 Intro: Year of Shattered Sanctuaries
5 Boon: Wayfinder
6 S03-01 Intro: Year of Shattered Sanctuaries (GM)

Level 2
7 S01-10 Tarnbreaker's Trail
8 Boon: Tarnbreaker's Champions
9 S01-14 Lions of Katapesh
10 Boon: Big Game Hunter [][][]
11 Boon: Worldly Mentor (Verdant Wheel)
12 S01-06 Lost on the Spirit Road
13 Boon: Traveler of the Spirit Road [][][]

Level 3

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BOTTING INSTRUCTIONS:
Veiled Lady starts combat with +1 trident ready and shield raised. In the first round, she casts Vibrant Thorns
◆ Vibrant Thorns – Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 2 piercing damage each time they do. Anytime you cast a vitality spell, the thorns' damage increases to 2d6 until the start of your next turn.

[dice=+1 Trident Attack]1d20+9[/dice]
[dice=Damage]1d8+3[/dice] P damage
◆ Strike

◆ Raise a Low-Grade Cold Iron Shield
↺ Shield Block
↺ Leshy Superstition – 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.
[dice=Fortitude save]1d20+9[/dice] +1 to save vs spell or magical effect w Leshy Superstition
[dice=Reflex save]1d20+6[/dice] +1 to save vs spell or magical effect w Leshy Superstition
[dice=Will save]1d20+11[/dice] +1 to save vs spell or magical effect w Leshy Superstition

She can also heal allies with her Heal spells.
[dice=2-action Heal, Rank 2]2d8+16[/dice] HP

◆◆ Void Warp, DC 19 basic Fortitude save vs [dice]2d4[/dice] void damage (and Enfeebled 1 on Crit Fail)
◆◆ Daze, DC 19 basic Will save vs [dice]1d6[/dice] mental damage (and Stunned 1 on Crit Fail)

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CHARACTER INFORMATION
Name: Krinolyn “Veiled Lady” Styncorn
Ethnicity, Heritage & Ancestry: Fungus Leshy
Background: Sodden Scavenger Home Region: Mwangi Expanse Nation: Sodden Lands Languages: Common, Sylvan
Sub-Class & Class: Warpriest Cleric of Gozreh Level: 3
Gender: Female Size & Reach: Small (5 ft) Speed: 25 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +3, DEX +1, CON +2, INT -1, WIS +4, CHA +0
HP 41/41 w Toughness, AC 19 w Wooden Breastplate (21 w Low-Grade Cold Iron Shield raised), Fortitude** +9, Reflex* +6, Will** +11 [+1 to save vs spell or magical effect w Leshy Superstition], Perception* +9 (darkvision)
Acrobatics +1
Arcana -1
Athletics +3
Crafting -1
Deception +0
Diplomacy +0
Intimidation +0
Lore: Pathfinder Society* +4
Lore: Swamp* +3
Medicine** +11 – Risky Surgery – – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Nature* +9
Occultism -1
Performance +0
Religion* +9
Society -1
Stealth +1
Survival* +9 – Forager – Prerequisites trained in Survival. While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.
Thievery +1

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OFFENSE & DEFENSE
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +8 Damage 1d4+3 B
Melee ◆ Hatchet (Agile, Sweep, Thrown 10 ft) +8 Damage 1d6+3 S
Melee+1 Trident [Deity’s Favored Weapon] (Thrown 20 ft, Magical) +9 Damage 1d8+3 P
Armor Wooden Breastplate AC Bonus +3 Dex Cap 2
Shield Low-Grade Cold Iron Shield AC Bonus +2 (when raised) Hardness 5 HP(BT) 20(10)
Class Feature ↺ 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.
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SPELLS (* denotes Signature Spells)
Cleric DC 19
Divine DC 19 Spell Attack +9
Max Focus Points 1
Focus Spells (Heightened Rank 2)
◆ Vibrant Thorns Duration 1 minute. Your body sprouts brambly thorns that thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a vitality spell, the thorns' damage increases to 1d6 until the start of your next turn. Heightened (+1) The damage increases by 1, or 1d6 after you cast a vitality spell.

Cleric Font Healing Font (Heightened Rank 2)
◆ to ◆◆◆ HealRange varies; Targets 1 willing living creature or 1 undead creature. You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. [one-action] The spell has a range of touch. [two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. [three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
◆ to ◆◆◆ Heal
◆ to ◆◆◆ Heal
◆ to ◆◆◆ Heal

Prepared Divine Spells (Rank 2)
◆◆ Comprehend Language
↺ Blood Vendetta

Prepared Divine Spells (Rank 1)
◆◆ Bless
◆◆ Fear
◆◆ Runic Weapon

Prepared Divine Cantrips (Rank 1)
◆◆ Chill Touch
◆◆ Daze
◆◆ Forbidding Ward
◆◆ Stabilize
◆◆ Detect Magic

Spell Lis all common divine spell, Gust of Wind (1st, Cleric spell), Lightning Bolt (3rd, Cleric spell), Control Water (5th, Cleric spell)

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GEARS & ITEMS
Invested Items: Wayfinder
Worn Items: +1 Trident, Hatchet, Low-Grade Cold Iron Shield, Wooden Breastplate, Healer’s Toolkit, Wooden Religious Symbol of Gozreh, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 5 (Encumbered 8.0, Maximum 13.0)

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FEATS
Level 1
Skill Feat (from background) Forager – Prerequisites trained in Survival. While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.
General Feat (from Heritage) (Fungus Leshy) Darkvision, loses plant trait and gains the fungus trait
Class Feat ---
Ancestry Feat ↺ Leshy Superstition – 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.
Divine Font Healing Font – You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells (page 335) in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
Doctrine Warpriest Cleric – You have trained in the more militant doctrine of your church, focusing on both spells and battle. > First Doctrine – You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Deity Gozreh – As a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder appear on pages 35–39, along with their edicts, areas of concern, and the benefits you get for being a cleric of that deity. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon. Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric. Any of these spells that aren't normally on the divine list are still divine spells if you prepare them this way. Favored Weapon Trident
Class Feature Anathema: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty.
Class Feature Sanctification – Depending on your deity, their sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and may be referenced in other abilities. If you “can be” holy or unholy according to your deity, you make that choice, and if you “must be” holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual.
Class Feature Cleric Spellcasting – Your deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity. At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above. Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
Ancestry Feature 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).
Class Feature 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.

Level 2
Class Feat Domain Initiate – Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme appears on page 39 and domain spells appear on pages 372–381. Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points. The full rules for focus spells appear on page 298. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. > Nature
Skill Feat Risky Surgery – – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Level 3
General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411).
Class Feature Second Doctrine – You’re trained in martial weapons.

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