| Full Name |
Motueka Moondrinker |
| Race |
| HP: 8/10 | AC: 18 T: 16 FF: 13 | CMB: -2, CMD: 13 | F: +3 R: +4 W: +5 | Init: +6 | Perception: +6 (Low-Light/Darkvision) | Speed 20ft | Active conditions: Shaken and Fatigued |
| Classes/Levels |
|
| Gender |
N Leshy Spiritualist 1 |
| Size |
Small |
| Special Abilities |
Phantom: Dauswil The Drunkard |
| Deity |
Sun Wukong |
| Location |
Goka |
| Languages |
Common, Sylvan |
| Occupation |
Brewer |
| Strength |
8 |
| Dexterity |
19 |
| Constitution |
12 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
10 |
About Motueka Moondrinker
#54329-4 Motueka Moondrinker
Vine Leshy Spiritualist 1
N Small Plant (Leshy)
Init: +6; Senses: Darkvision 60ft, Low-Light Vision; Perception: +4
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Defense
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AC: 18, Touch: 16, Flat-Footed: 13 (+2 Armor, +4 Dex, +1 Dodge, +1 Size)
HP: 10 (1d8+2)
Fort: +3, Ref: +4, Will: +5
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Offense
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Speed: 20 ft.
Melee: Masterwork Cold Iron Dagger +1 (1d3-1/19-20)
Spell-Like Abilities (CL 2nd)
• Pass Without Trace (Constant)
Spiritualist Spells Known: (CL 1st; Concentration +4)
• (0) Daze (DC 13)
• (0) Detect Magic
• (0) Guidance
• (0) Stabilize
• (1) Burst of Adrenaline
• (1) Cause Fear (DC 14)
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Statistics
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Str: 8, Dex: 19, Con: 12, Int: 10, Wis: 16, Cha: 10
Base Atk: +0; CMB: -2; CMD: 13
Skills:
• Acrobatics +4
• • (+0 to jump)
• Climb +2
• Intimidate +3
• Perception +4
• Profession (brewer) +9
• Sense Motive +7
• Stealth +11
• • (+15 in forests)
• Survival +4
• • (+6 to avoid becoming lost)
Languages: Common, Sylvan
Weapons: Masterwork Cold Iron Dagger
Armor: Leather Armor
Magical Items: None
Gear: Masterwork Backpack: Alchemist's Fire, Caltrops, Compass, Flint and Steel, Grappling Hook, Holy Water, Masterwork Tool (Brewer), Silk Rope (50 ft.), Smelling Salts, Spring-Loaded Wrist Sheath x2
Wands: CLW 50/50
Wallet: 460 GP
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Traits
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• (Region) Scrambling Servant
• (Combat) Reactionary
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Feats
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• (Spiritualist) Skill Focus (Intimidate)
• (Spiritualist) Skill Focus (Stealth)
• (1) Dodge
• (3)
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Spiritualist) Abilities
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• (1) Spell and Knacks
• (1) Phantom (Despair)
• (1) Shared Consciousness (1/Day)(Su):
At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.
• (1) Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.
This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.
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Race (Vine Leshy) Abilities
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• 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.
• 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).
• 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.
• Favored Class Bonus (Rogue): Add a +1/2 bonus to Climb checks and on Stealth checks in forests.
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Pathfinder Society Reputations
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• Current Fame: 2
• The Exchange: 2
• Total Prestige: 2 (Current 0
•• Wand of Cure Light Wounds: -2 PP)
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Boons
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2018 GM Boon #1:
• Grown to Explore:
You may play a vine leshy character (Pathfinder RPG Ultimate Wilderness 21), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.
A creature can affect a slain leshy with spells like breath of life by targeting or touching the square the leshy occupied when it died. For the purpose of casting spells like raise dead, a creature can target the square where the leshy died within 24 hours. Alternatively, a creature can harvest 20 pounds of vines (a process that takes 1d4+1 rounds or a full-round action for a PC with at least 1 ranks of Knowledge [nature], Profession [herbalist], or Survival) from the verdant burst within 24 hours and treat those as an intact corpse for the purpose of such spells. These vines remain a viable target for an amount of time noted by the respective spell (e.g. 1 day per caster level for raise dead). A leshy whose body is destroyed entirely by an effect (e.g. disintegrate) does not create a verdant burst.
Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.
Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.
Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Magical Scrivener
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Supernatural Investigator:
A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle
Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.
Pathfinder Tales: Queen of Thorns
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Shameless Opportunist:
Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks
Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• Cross-Cultural Empath: Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.
Pathfinder Tales: Nightglass
• • The Long Con:
Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
The Twisted Circle:
• Nira’s Gratitude:
Thanks to your assistance in solving Mercy’s mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to learn and explore alongside of people who helped her. A spellcaster of at least 7th level can take Nira as a familiar with the Improved Familiar feat. Use the statistics for a neutral aligned soulbound doll (Pathfinder RPG Bestiary 2 255). If you make this bond with Nira, you must provide a copy of Bestiary 2 as if the improved familiar appeared on the Additional Resources page. This boon also bypasses the restriction that soulbound dolls are not normally available as familiars.
If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.
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Completed Scenarios
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#7-12 The Twisted Circle
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Description
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Motueka is a leafy leshy who resembles the various hop-producing vines with a woven body of gnarled grey branches, which form his stoic and sad expression. His leaves look withered and dying but he still bears a misty (almost ectoplasmic) teal hopfruit on occasion to use in his brewing exploits. He carries a small knife and quickly scurries across the ground towards his enemies.
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Background
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Born to a depressed brewmaster in Goka, his life was instilled with joyous nights of drinking and merriment. However, the world he entered was one of fear and misery. His creator, Dauswll, took his entire life savings and multiple loans from seedy organizations to start his brewery but those same organizations hounded him. They demanded protection payments, destroyed his crops, and scared away customers till the new business faltered. Alone and scared, he prayed among his remaining crop and thanks to his druidic heritage...a spirit of nature creeped into his prized plant. His new companion warmed the brewers heart but it was short-lived. As their business began to take off again with the help of Motueka, so did the threats from the criminals. This time Dauswil attempted to stand up to them but it resulted in a brawl where he was struck on the head with one of his own tankards, killing him. To cover the crime, the entire farm and brewery was put to the torch. Motueka hid in one of the barrels saving his life but also wilting his leaves...he would never be the same, especially when Dauswill returned to him as a phantom.