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About Olyse GoldearOlyse Goldear 177216-2001
Female Halfling Druid 6 (Trained in Druid Class DC22, Alchemist Class DC21)
LANGUAGES: Common, Halfling, Elven, Dwarven, Druidic, Draconic EQUIPMENT
TEMP GEAR:
DEFENSE: Trained in Unarmored Defense, Light Armor, Medium Armor
OFFENSE Trained in Simple, Unarmed Attacks, Primal Spell Attack rolls, and Alchemical Bombs.
SPELLS: Trained in Primal Spell Attacks and Spell DCs
INFUSED REAGENTS (Lvl/day): infused reagents (x6) FORMULA BOOK:
Antidote (lesser)
Antiplague (lesser) Elixir of Life (minor) Eagle Eye Elixir (lesser) Cognitive Mutagen (lesser) Serene Mutagen (lesser) Sunrod Smokestick (lesser) Acid Flask (lesser) Alchemist's Fire (lesser) Bottled Lightning (Lesser) Cheetah's Elixir (Lesser) Dread Ampoule (lesser) Frost Vial (lesser) Ghost Charge (lesser) Leaper's Elixir (lesser) Thunderstone (lesser) Bestial Mutagen (lesser) Drakeheart Mutagen (lesser) Juggernaut Mutagen (lesser) Quicksilver Mutagen (lesser) Silvertongue Mutagen (lesser) SKILLS: ACP: -2 Stealth (Buckle armor); can attempt all skills untrained (Halfling Ingenuity)
DRUID CLASS FEATURES
Leshy Familiar - Maizy:
Abilities (4/day) Cantrip Connection: Prepare an additional cantrip/day Extra Reagents: Gain an additional batch of infused reagents. Independent: Gain 1 action/turn without needing a Command Manual Dexterity: Use up to 2 limbs for Manipulate actions Valet: Command to have familiar retrieve an item of L/neg bulk you are wearing 1-2x per turn and place it in your hand; can't retrieve stowed items Skilled: +10 in chosen skill Touch Telepathy Speech: Common ALCHEMIST CLASS FEATURES
CLASS FEATS:
[Bonus] Leshy Familiar
Feat 1 [Druid] Source Core Rulebook pg. 133 2.0 Prerequisites leaf order You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars [2nd] Alchemist Dedication
[4th] Enhanced Familiar
[6th] Expert Alchemy
SKILL FEATS:
[Background] Natural Medicine
Feat 1 [General] [Skill] Source Core Rulebook pg. 264 2.0 Prerequisites trained in Nature You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. [Alchemist Dedication Bonus Feat] Alchemical Crafting
[2nd] Hefty Hauler
[4th] Continual Recovery
[6th] Ward Medic
GENERAL FEATS:
[Druid Bonus Feat] Shield Block
Feat 1 [General] Source Core Rulebook pg. 266 4.0 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. [3rd] Ancestral Paragon
ANCESTRY FEATS:
[1st] Watchful Halfling
Feat 1 [Halfling] Source Core Rulebook pg. 52 2.0 Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren't actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect. [Ancestral Paragon Bonus Feat] Halfling Luck [free-action]
[5th] Halfling Ingenuity
ANCESTRY and HERITAGE:
Base 6hp, Small Size, 25ft Stride
Ability Boosts: Dexterity, Wisdom, Free (Strength) Ability Flaw(s):Strength Keen Eyes
Heritage: Hillock Halfling
HERBALIST BACKGROUND:
Source Core Rulebook pg. 62 2.0
As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You’re adept at collecting the right natural cures in all sorts of environments and preparing them properly. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You're trained in the Nature skill, and the Herbalism Lore skill. You gain the Natural Medicine skill feat. CHARACTER CREATION:
ANCESTRY: Halfling
Ability Boosts: Dexterity, Wisdom, Free (Strength) Ability Flaw(s): Strength BACKGROUND: Herbalist
CLASS: Druid
FREE:
FINAL STATS > ABILITY BOOSTS [5TH]:
PURCHASES:
N/A CHRONICLES:
Chronicle -- Gold; XP; Reputation; Fame
Character Creation -- 30.0gp; 12 XP; 12 rep; Horizon Hunters 2-01 -- +23.64g; 4 XP; 4 rep; 0 Fame Intro #1 -- +22.8g; 4 XP; 4 rep; 0 Fame 3-08 3-05 3-18 3-04 3-07 3-17 (Pregen) 1-15 1-11 1-20 PURCHASED BOONS:
Experienced Adventurer (purchased at Character Creation)
Inherited Wayfinder (purchased after Intro #1) Storied Talent (Horizon Hunters) Second Confirmation Devil's Keep Diggen the Liar BOTTING:
TBD |