Seaweed Leshy

Seedy Pod Popper's page

83 posts. Organized Play character for Greenclaw.

Full Name

Seedy Pod Popper


Vine Leshy


Alchemist (Herbalist) 1 | HP: 10/10 | AC: 17 (21) | T: 14 (16) | FF: 14 (16)| CMD: 12 (14) | Fort: +4| Ref: +5| Will: +4 (+3) | Init: +5 | Perc: +8 Darkvision | Sense Mot. : +4 | Extracts : 2/2 | Seedpods: 5/7








Common, Sylvan



Homepage URL

Strength 10
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 18
Charisma 7

About Seedy Pod Popper

AC 17, touch 14, flat-footed 14 (+3 Armor, +3 Dex, +1 Size)
hp 10 (1d8, +2 CON)
Fort +4, Ref +5, Will +4
Concentration: +3
Speed 20 ft.
Melee Morningstar +1 (1d6/20/x2)
Ranged Seedpod +4 (touch) (1d6) + Deafness (DC15)
1 (2/day) -
Str 10, Dex 17, Con 14, Int 10, Wis 18, Cha 7
Base Atk +0; CMB -1; CMD 12
Feats Extra Bombs, Point Blank Shot
Traits Insider Knowledge (+1 Diplomacy, class skill), Reactionary +2 INIT
Skills Acrobatics +3, Appraise +0, Bluff -2, Climb +2, Craft (alchemy,armor,bows,trapmaking ,weapons) +0, Diplomacy -1, Disguise -2, Escape Artist +3, Heal +4, Intimidate -2, Knowledge (nature) +4, +1 Knowledge in Grand Lodge, Perception +8, Perform (Act) -2, Profession (Herbalist) +8, Ride +3, Sense Motive +4, Spellcraft +4, Stealth +7 (+11 forest), Survival +4, Swim +0,
Languages Common, Sylvan
Combat Gear Morningstar, Studded Leather Armor
Other Gear Alchemy Kit, Backpack, Potion of CLW (spring loaded wrist sheath), Wayfinder, Wand of CLW (50), Weapon Cord 464gp, 9sp
Special Abilities
Size: Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Weapon and Armor Proficiency: Proficient with all simple weapons and bombs, light armor, but not with shields.
Plantspeech: Speak with vines as if subject to a continual speak with plants spell.
Darkvision: See in the dark up to 60 feet.
Low-Light Vision: See twice as far as humans under conditions of dim light.
Pass without Trace: Pass without trace as a constant spell-like ability (caster level 2nd).
Change Shape: 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.
Verdant Burst: When slain, 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: +4 racial bonus on Stealth checks in forests.
Climber: +2 racial bonus on Climb checks.
Agile: 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.
Alchemy: When using Profession (herbalist) to create an alchemical item, gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs. In addition, an alchemist can use Profession (herbalist) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens.
Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Extracts: Prepare spells by mixing ingredients into a number of extracts, and then 'casts' spells by drinking they extract. DC = DC10+spell level+WIS bonus.
Herbalism (Su): Can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs. An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.
Natural Magic: Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.
1-Longstrider, Air Bubble
Seedpods (Su): Produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. Create a number of seedpods each day equal to his alchemist level + his Wisdom modifier (5) and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier). 7/7 day
At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy.
Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen. +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Formulae Book
1- Air Bubble, Comprehend Languages, Heightened Awareness, Longstrider, Monkey Fish, Shield

Grown to Explore You may play a Vine Leshy character.
Confirmed Field Agent Receive Wayfinder for free. Reduce the Prestige Point cost of any wayfinder enhancement vanities to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate Free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting secondary success condition), negative (opposes the secondary success condition) or negligible (neither contributes or opposes the secondary success condition) otherwise GM may respond in five words or less. Once you use this boon cross it off the chronicle sheet.
Friend of Janira Gavix Grant a +1 bonus on Knowledge Checks attempted while you are in the Grand Lodge.