Melee "Leshy Club": STR+Prof(T) = +7; 1d8+3
(Backswing: +1 next attack; 2H: 1d12; Crit: Force movement up to 10 feet)
Dagger: STR+Prof(T) = +7; 1d4+3
(Agile: multi-attack penalty -4 & -8; Finesse: Can use DEX instead of STR to attack; Thrown: 10'; Versatile: P or S damage)
FEATS Ancestry
Low-Light Vision: See in dim light as though it were bright light (ignore the concealed condition for dim light)
Plant Nourishment: Gain nourishment through photosynthesis, mineral absorption, etc. Can survive 2 weeks without nourishment. Artificial nourishment purchased at 10x standard rations (or 40 sp).
HP bonus: Start with 10 HP (instead of 8)
Stable: +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
Leshy Superstition (Reaction): Before attempting a saving throw against a spell or magical effect, focus on the power of a lucky object, for +1 circumstance bonus to your save.
Class
Esoteric Lore (CHA): Recall Knowledge regarding haunts, curses, and creatures of any type.
Diverse Lore: Take a –2 to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.
Dubious Knowledge: On a Recall Knowledge failure (but not critical failure), learn a bit of true knowledge and a bit of erroneous knowledge.
Lantern Implement
- Light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait.
- Bright light to 20 feet; dim light 20 feet further
- Evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).
- +1 Perception (visual) for anything in bright light for you and your allies in the bright light
- +1 Recall Knowledge against creatures in the bright light
- During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.
Exploit Vulnerability (Action):
- Must be holding Lantern and uses Esoterica.
- Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level.
- Critical Success: Learn all of the creature's resistances, weaknesses, and immunities. Exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
- Success: Learning the creature's highest weakness. Exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
- Failure: Exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
- Critical Failure: You become flat-footed until the beginning of your next turn.
- Mortal Weakness: Unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness.
- Personal Antithesis: Target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level (= +3)
"Weakness" means a bonus to damage.
Implement's Empowerment: Use Lantern to gain +2 damage.
Root to Life: Stabilize an ally (1 Action). Attempt flat checks (DC 10) to remove each source of persistent damage (e.g., acid, fire, poison) affecting the target (2 Actions).
Skill Recognize Spell: (Reaction) If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Background
Anti-Magical:
- Magic has never worked quite right around you.
- Whenever you would be affected by magic, even your own magic or that of an ally, the originator of the effect must attempt a DC 3 flat check. On a failure, the magic doesn’t affect you (though it still has its normal effects on anyone else). On a success, the magic affects you and there is no need to attempt further flat checks for the same magical effect, even if it affects you again later.
Archetype
Sorcerer dedication, Imperial bloodline
Skills: Society, Magaambya Lore
Sorcerer Spellcasting: Material components can usually be replaced with somatic components. Spell attack rolls and spell DCs use your Charisma modifier
Cantrips (2): Root Reading, Timber
(Cantrips are automatically heightened to half your level rounded up)
Spells Known to Work on Myke:
Cure Light Wounds
Message
Sanctuary
Which New Feats to Choose?:
Class Feats Level 2
Familiar
Root to Life (stabilize)
Esoteric Warden (+1 AC if succeed Exploit Vulnerability)
Talisman Esoterica (various
Turn Away Misfortune (maybe grants advantage?)
Skill Feats Level 1
Arcane Sense (cast Detect Magic)
Assurance (choose skill to "take a 10")
Natural Medicine (use Nature instead of Medicine)
Oddity Identification (+2 identify occult items)
Recognize Spell
Root Magic (talisman to protect an ally from a spell or haunt)
Survey Wildlife (determine which creatures are present in nature)
Trick Magic Item
Cantrips Dancing Lights (2 Actions): Create up to 4 floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
Root Reading (2 Actions): In 30' area, sense the presence of Medium or larger creatures. Gain +1 to Seek the undetected creature until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Timber (2 Actions): Create a small dead tree in your space that falls over on anyone in its path (15' line), then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn. Heighten +1: Damage increases by 1d4 for every level after 1st.
Current damage: 3d4
A tall (7') figure of gnarled roots and fungi. Thicker tap roots (baobab, cactus, etc.) form a sort of basic structure to its vaguely humanoid body, with fibrous roots (grasses, etc.) and fungal hyphae filling in gaps and adding detail. An odd pair of eyes, dimly luminous orbs of lavender, give you a point of reference for its face.
Following the devastation that led to the Mana Wastes, the intertwined roots and symbiotic fungi remain dormant underground. Waves of random magic imparted sentience to some part of it, which decided on a shape and emerged as Mycorrhizal Earthbreaker. Pulling itself up out of the earth, starving and desiccated, Myke wandered the Mana Wastes until they encountered a travelling group of four explorers who were studying the Mana Wastes, hoping to diagnose and perhaps cure the damage there. Unfortunately, the Mana Wastes are a dangerous place, and all but one, Ysania (thaumaturge), perished. Myke accompanied their injured mentor to her home in Alkenstar, then (at Ysania's insistence) made the long journey to the magical academy, Magaambya.
Ysania's friend at Magaambya is Mafika Ayuwari: Teacher Ayuwari is perhaps our most famous teacher, of the Tempest Sun Mages. A great martial artist and devotee of physical athletics.
Myke is uncertain of their origins and worries they are simply another monstrosity, making them nervous around others, particularly other leshies. They are eager to find out more about themselves, the Wastes, and how to combat the creatures found there.
Myke is afraid of heights.
Age: N/A
Gender: N/A
Pronouns: They or none
NOTES
Magaambyan branches of study
*** Cascade Bearers esteem imagination, from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes. They are magical theorists. Mission: Make a bunch of weird oils from mushrooms and bones. Teacher: Ot ***
Emerald Boughs emphasize camaraderie, the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message. They study people, communities, societies, and events of the modern day. Mission: Mail delivery. Teacher: Zuma.
Rain-Scribes value adaptability in thoughts and deeds, understanding and admitting to the errors of the past. They are the explorers of the world and navigators of unknown territory. Mission: Get the rare chickens. Teacher: Koride
Tempest-Sun Mages inspire valor, not only physical courage to stand up for the community, but intellectual courage to oppose viewpoints and challenge axioms. They are the brave who stand up to what is wrong. Mission: Clear out the gremlins. Teacher: Mafika
Uzunjanti prize knowledge, living ins tories passed down through the generations and also earned every day through personal experience. They are the storytellers and keepers of oral tradition. Mission: Tell a story. Teacher: ??