Jemet Winderbole

Quinnan Wildleaf's page

52 posts. Alias of Garnet Supernova.


Full Name

Quinnan Wildleaf

Race

Vitals:
HP 8/8 | AC 13 T 13 FF 10 | F +2 R +2 W +4 | CMD 11 MSD 12 PSD 15| Init +2 | Perc +5

Classes/Levels

Abilities:
Hit Dice 1/1 | Spell Points 4/4

Gender

He/They

Size

3'2'' | 42lbs (small)

Age

20

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 14
Charisma 16

About Quinnan Wildleaf

Statistics:

Initiative: +2 (+2 DEX)
Perception: +5 (+1 level +2 WIS +2 race)
Speed: 20ft
HP: 8 (8 class)
Fortitude: +2 (+2 class +0 CON)
Reflex: +2 (+2 DEX)
Will: +4 (+2 class +2 WIS)

AC: 13 (10 +2 DEX +? armor +1 size)
CMB: -1 (+0 BAB 0 STR -1 size)
CMD: 11 (10 +0 BAB +0 STR +2 DEX -1 size)
PSB: +3 (+0 BAB +3 CHA)
PSD: 15 (10 +0 BAB +2 WIS +3 CHA)
MSB: +1
MSD: 12

Melee: +1 (+0 BAB +0 STR +1 size)
Ranged: +3 (+0 BAB +2 DEX +1 size)

Skills:

Skills per Level: 7 (4 class +2 INT +1 FCB)
Acrobatics (+2 RT)
*Athletics (+2 RT)
*Craft (Cooking) +6 (+1 Rank +2 INT +3 CS)
Deception
Disable Device
Escape Artist
*Fly
*Heal
*Handle Animal +7 (+1 rank +3 CHA +3 CS)
*Influence +7 (+1 rank +3 CHA +3 CS)
*Knowledge (arcane) +6 (+1 rank +2 INT +3 CS)
Knowledge (civilization)
*Knowledge (divine)
*Knowledge (dungeoneering)
Knowledge (engineering)
*Knowledge (history)
Knowledge (martial)
*Knowledge (nature) +6 (+1 rank +2 INT +3 CS)
Knowledge (occult)
*Knowledge (planes)
*Linguistics
*Lore (Magaambya Lore) +6 (+1 rank +2 INT +3 CS)
Perform
*Profession
*Sense Motive +6 (+1 rank +2 WIS +3 CS)
Sleight of Hand
*Spellcraft
Stealth
*Survival +6(+1 rank +2 WIS +3 CS)
Use Magic Device

Feats:

Feats
Extra Magic Talent

Background Feats
Cosmopolitan

Race Traits:

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Athletics checks.
Underfoot: Halflings gain a +1 dodge bonus to AC when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.

Background: Diplomat
Ability Boost: Intelligence or Charisma
Bonus Feat: Cosmopolitan
Class Skills: Influence and Lore (one city of your choice)
First Impression: When you first encounter someone, you can spend one hit die to make an immediate Influence check to improve their opinion of you.
Unflappable: At 9th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to make allies immune to both charm and fear as long as they remain within 10ft of you. This effect lasts until the next time you rest.

Combat/Magic Talents:

Magic Talents
Nature (Plant)
Deep Nature
When you use a geomancing or spirit ability that requires concentration, the ability continues to maintain itself for 2 rounds after you stop concentrating. When you spend a spell point to make a geomancing or spirit ability endure without concentration, its duration increases by one step (1 round per caster level becomes 1 minute per caster level, while 1 minute per caster level becomes 10 minutes per caster level).

Expanded Geomancing
Choose and gain a Nature package you do not already possess. You may select this talent multiple times, gaining a new package each time.

Life
Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).
Invigorate
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).
Restore
As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.
If restoring mind, this accomplishes all of the following:
Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
If restoring body, this accomplishes all of the following:
Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
If restoring soul, this:
Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.
Instill Life
Revitalize
Drawbacks
Medicinal
You must select the Instill Life talent with the bonus talent granted by this drawback, and you can only use your Life sphere abilities through this talent.
Slow Recovery
You lack the ability to cause rapid healing. You must select the Revitalize talent with the bonus talent granted by this drawback, and cannot use cure unless you use it through the Revitalize talent.

Focus Casting
Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.
If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.

Quinnan Wildleaf:

Halfling male
3'2
43lb
Red curly hair
Cloudy green eyes
He/they
Oakley the Treant
Brighteye the Seeing Eye Wolf
Makes a mean Spicy Mushroom Pastey
Is mostly blind
Eats 7 times a day
He always feeds his companions first and ALWAYS asks for seconds (it's only polite)
Smokes a pipe in the evenings while enjoying the balmy weather of the Mwangi Expanse
He enjoys going into the forests and jungles to speak with the flora and fauna
Tries to keep the peace no matter what
He is fun to be around but secretly doesn't believe he is good enough to be anyone's friend/be treated well by others.
Kinda a doormat
Laidback hides his insecurities well, but he can be susceptible to breaking down when overwhelmed in social situations.

Backstory:

It was a rainy morning when the first cries of Quinnan Wildleaf pierced the air around their quaint, modest home. Kilra Wildleaf, a beautiful halfling seamstress, had, nine months before, gone to bed with a rugged halfling merchant who traveled the Expanse for exotic and unique goods to sell at the grand markets in Katapesh. Wooed by his tales of adventure and mischief at the expense of his fellow treasure hunters, she found herself enthralled, though the drink she imbibed didn't help her judgment.

Three weeks later, the morning sickness came, a week after she was certain she was pregnant, and nine months after had Quinnan thrown into the world, his mother was both overjoyed and terrified of her new responsibility.

Quinnan grew quickly into a fine young boy, spending most of his time learning his mother's favorite dishes and the best places to forage ingredients to make them that much more special for her. He adored his mother, who gave everything to see him happy and safe, so he grew up well cared for, though he never knew his father.

In his teens, Quinnan was foraging for mushrooms, as usual, when a sudden downpour flooded his path, dragging him under the sudden flash flood. He desperately heaved in, hoping for air, but only finding dirty water filling his lungs and choking him. Before he lost consciousness, his vision blurred, and he accepted his fate.

He awoke in a muddy alcove made of tree trunks and vines sometime later, but all was not well. When he opened his eyes, his vision was cloudy. Rubbing his eyes, he tried to focus but found his sight permanently clouded. Just as this realization hit him, he heard a branch break and, looking around blindly, began to panic. The steps came closer, small and delicate, causing Quinnan's heart to quicken as he waited for the second time that day to end right then and there. But instead, a small plant creature appeared. When it got close enough, Quinnan saw the little thing had a leaf full of dew water. Lifting it to Quinnan's mouth, the small plant creature made quiet cooing noises as if to calm his new friend.

From that day, the leaf leshy became Quinnan's companion, helping him find his way back home and reuniting mother with child. His druidic training started then, and he turned to nature to keep him safe and his family fed. He found himself gifted, despite his curse of blindness, in the art of all things flora and fauna, and Quinnan found solace in the world of nature.

Quinnan and his little friend, Leif, learned quite a bit about nature magic, and as he began to learn how to live without his sight, his mother decided she would spend the little coin they had to get him a companion that would keep him safe and aid him in his journey. She bought a tiny wolf cub off a trader at the market, which she gave him for his 20th birthday. Quinnan spent hours upon hours training the pup, catching the attention of a magic school in the Expanse down south. With his druidic powers blossoming and his divine blessed magic regarding animals and plants becoming stronger by the day, Quinnan accepted the invite and, with his two closest comrades, Leif and Brighteye, are ready to embark on their coming-of-age story at the prestigious magic academy, The Magaambya.

Leif:

Init +1
darkvision 60 ft.
low-light vision
Perception +1

AC 13
touch 12
flat-footed 13
hp 4
Fort +3, Ref +1, Will +3
Immune electricity, sonic, plant traits

Speed 20 ft.
climb 10 ft.
fly 10 ft. glide
Melee shortspear +2 (1d4–2/19–20)
Ranged seedpods +2 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—pass without trace

Str 6
Dex 13
Con 12
Int 6
Wis 12
Cha 13

Base Atk +0
CMB –3
CMD 8

Feats
Weapon Finesse

Skills
Fly –1
Stealth +5 (+9 in forests and jungles)
Survival +1 (+5 in forests and jungles)
Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages
Druidic, Sylvan; plantspeech (trees)

SQ change shape (Small tree; tree shape), verdant burst

Special Abilities
Glide (Ex) A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.

Seedpods (Ex) Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Bright Eye:

Speed 60ft
Size Small
Scent

STR 14
DEX 14
CON 13,
INT 2,
WIS 10,
CHA 11

AC 15
touch 13
flat-footed 12
hp 9
HD 1
Init +4
BAB +1
Fortitude Save +3
Reflex Save +4
Will Save +0

Skill Points
Acrobatics
Athletics
Escape Artist
Fly
Influence
Stealth +6
Survival

Feats
Weapon focus bite

Talent
Animal Creature
Gives it Scent and +20 ft to speed

Natural Armor +2

Special Ability
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Attack
Bite +6 (1d4+3)

gear: