Gender |
Female leshy druid 2 |HP: 18/30; resist poison 1| AC: 19 (21 w/shield) |F: +7, R: +6, W: +10 | Perc +8 | Speed 20 ft | Focus 1/1 |
About Nutmeg
Female leshy druid 2
NG Small Plant (Leshy)
Senses: Perception +8 (+4 proficiency, +4 Wis); low-light vision
DEFENSE
AC 19 (+4 proficiency, +3 armor, +2 Dex)
HP 30
Fort +7 (+4 proficiency. +3 Con)
Ref +6 (+4 proficiency, +2 Dex)
Will +10 (+6 proficiency, +4 Wis)
OFFENSE
Melee sickle +4 (d6)
Ranged sling +6 (d6)
Primal Spell +8
Spell DC 18
Spells Prepared
1st (3)-heal, magic stone, protector tree,
Cantrips (5)-electric arc, guidance, produce flame, ray of frost, scatter scree
Focus Points: 1
Focus Spells:
Goodberry
Cast somatic, verbal
Range touch; Targets 1 ripe berry
Duration 10 minutes
You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.
Spd 20 ft.*
STATISTICS
Str 10 (+0)
Dex 14 (+2)
Con 16 (+3)
Int 8 (-1)
Wis 18 (+4)
Cha 12 (+1)
CLASS FEATURES
Anathema: Using metal armor or shields. Despoiling natural places. Teaching the Druidic language to non-druids. Committing wanton cruelty to plants or killing plants unnecessarily.
Wild Empathy: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
HERITAGE
Fruit Leshy: Your body continually produces small fruits imbued with primal magic. At dawn each day, a new fruit ripens. You or an ally can remove this fruit as an Interact action. If a living creature that can derive sustenance from fruit consumes it as an Interact action within the next hour, they regain 1d8 Hit Points, plus an additional 1d8 Hit Points for every 2 of your levels beyond 1st. This effect has the healing, necromancy, positive, and primal traits.
BACKGROUND
Refugee: The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life. When play begins, you are riding along in a caravan taking you to what might be either a new home in Andoran or simply another waypoint in your journey.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Survival skill, and the Hunting Lore skill. You gain the Forager skill feat.
FEATS
Ancestry Feats:
1st: Leshy Superstition (Reaction)
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.
Class Feats:
2nd: Poison Resistance: Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Skill Feats:
Background: Forager: 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 creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
2nd: Battle Medicine*
Class Feats:
1st: Leshy Familiar
General Feats:
Class: Shield Block
SKILLS (ACP -2)
Diplomacy +5
Hunting Lore +3
Medicine +8
Nature +8
Survival +8
LANGUAGES
Common, Druidic, Sylvan
EQUIPMENT
Hide armor, wooden shield, sickle, sling, druid stuff