Leaf Leshy

Soddy Daisy's page

541 posts. Organized Play character for Lady Ladile.


Race

l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I

Classes/Levels

Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Gender

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6

About Soddy Daisy

Soddy Daisy
PFS ID# 192133-20
Occupation: Alchemist
Experience: 15
Fame: 26
Prestige: 24
Wealth: 2,123 gp, 12 sp

Vine Leshy Alchemist (Herbalist) 6
NG Small Plant (Leshy)
Init +6; Senses Darkvision 60 ft., Low-Light Vision; Perception +12
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
HP 45
Fort +8, Ref +8, Will +7
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Offense
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Speed 20 ft.; Pass Without Trace
Melee
Cold Iron Dagger +5 (1d3/19-20)
Longspear +5 (1d6/×3)
Silver Light Mace +5 (1d4)
Ranged
Light Crossbow +7 (1d6/19-20)
Seedpod +7 (3d6 bludgeoning)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks
Seedpods - 12/day (3d6 plus deafen/reduce vision/entangle, DC 17)
Spell-Like Abilities (CL 6th; concentration +10)
Constant — Pass Without Trace
Alchemist Extracts Prepared (CL 6th; concentration +10)
2nd - Barkskin x2, Blur, Burning Gaze
1st — Adhesive Spittle, Cure Light Wounds, Heightened Awareness, Lucky Number, True Strike
Discoveries
Infusion - When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Spontaneous Healing (Ex) - The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Wings (Ex) - The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An alchemist must be at least 6th level before selecting this discovery.
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 18, Cha 14
Base Atk +4; CMB +3; CMD 15
Feats
Extra Bombs
Improved Initiative
Point-Blank Shot
Precise Shot
Traits
Natural Negotiator
Weathered Emissary
Skills
Diplomacy +11 - (6 rank, 3 class, 2 Cha)
Heal +12 - (5 rank, 3 class, 4 Wis)
Kn. Arcana +10 - (6 rank, 3 class, 1 Int)
Kn. Nature +10 - (6 rank, 3 class, 1 Int)
Perception +12 - (5 rank, 3 class, 4 Wis)
Profession: Herbalist +12 - (5 rank, 3 class, 4 Wis)
Survival +11 - (3 rank, 3 class, 4 Wis, 1 Trait)
Racial Modifiers +2 Climb, +4 Stealth in forests
Languages Common, Gnome, Sylvan, Terran; Plantspeech (vines)
Magical Gear
+1 Mithral Chain Shirt
Boro Bead (1st)
Boro Bead (2nd)
Headband of Inspired Wisdom +2
Preserving Flask (1st)
Other Gear Crossbow Bolts (20), Alchemist Formula Book, Bedroll, Canteen, Flint and Steel, Ink, Inkpen, Marbles, Masterwork Backpack, Parchment (5)
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Special Abilities
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Darkvision (60 feet) - Vine leshys can see in the dark up to 60 feet.

Herbalism (DC 17) (Su) - An herbalist’s studies allow him a unique method of creating alchemical discoveries. He 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. This alters alchemy and the alchemist’s key ability score.

Change Shape (Su) - Vine leshys can 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.

Low-Light Vision - Vine leshys can see twice as far as humans under conditions of dim light.

Mutagen (DC 17) (Su) - 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, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +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.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Natural Magic - An herbalist’s study of the leshy spirit grants him access to natural magic that eludes other alchemists. 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. This replaces Throw Anything.

Plantspeech (Ex) - All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they’re related to. Fungus leshys can communicate with molds and fungi as if they were plants.

Seedpod 3d6 (12/day, DC 17) (Su) - An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create a number of seedpods each day equal to his alchemist level + his Wisdom modifier 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). At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy. At 2nd level, they can reduce the target’s vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy. At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy. At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy. At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy. This replaces bombs, poison use, poison resistance, and poison immunity.

Verdant Burst (Su) - When slain, a vine leshy 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.

Alchemist Formula Book:

1st - Adhesive Spittle, Ant Haul, Bomber's Eye, Comprehend Language, Crafter's Fortune, Cure Light Wounds, Endure Elements, Enlarge Person, Expeditious Retreat, Heightened Awareness, Identify, Jump, Longstrider, Lucky Number, Monkeyfish, Shield, Targeted Bomb Admixture, Touch of the Sea, True Strike

2nd - Alchemical Allocation, Barkskin, Blur, Bull's Strength, Burning Gaze, Cure Moderate Wounds, False Life, Fire Breath, Glide, Invisibility, Lesser Restoration, Levitate, Resist Energy, See Invisibility, Spider Climb, Vomit Swarm

3rd - Cure Serious Wounds, Gaseous Form

Natural Magic Formula:

1st - Longstrider, Lucky Number
2nd - Burning Gaze, Glide

Introduction & Background:

Appearance:

Personality:

Favored Class Bonus:

1st: +1 Skill Point
2nd: +1 Skill Point
3rd: +1 Skill Point
4th: +1 Skill Point
5th: +1 Skill Point
6th: +1 Skill Point

Consumables:

Wand of Cure Light Wounds (41 charges)
Alchemist's Fire x2
Holy Water x2

Purchases:

Wand of Cure Light Wounds - 2PP