Sunflower Leshy

Squall in the Oasis's page

No posts. Organized Play character for motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Squall in the Oasis

Race

HP 44 | AC 19 (21) | F +10 R +9 W +12 | Perc +12 | Stealth +2 |

Classes/Levels

Speed:25 ft.

Gender

NG NB leshy druid 4 |

Strength 10
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 14

About Squall in the Oasis

[dice=Perception (trained), low-light vision]1d20+8[/dice]

PFS Information:

PFS Number: 83959-2009
Experience: 12
Gold: 47 gp, 7 sp

Training: Field Commission

Major Factions
Envoy’s Alliance: 0
Grand Archive: 0
Horizon Hunters: 0
Vigilant Seal: 0
Minor Factions 0
Radiant Oath: 0
Verdant Wheel: 12
All Faction Reputation
Total (Sum of the Above) Reputation: 12

Purchased Boons
Verdant Wheel Champion (Faction) (0 Fame) (the Champion boon for your first faction is free)
Leshy Ancestry (80 ACP)
One With Nature (Extinction Curse: Show Must Go On) gain access to breath of drought (2nd), personal rain cloud (1st), rime slick (2nd), scouring sand (1st), sea surge (2nd), sudden bolt (2nd), unseasonable squall (3rd) and verdant sprout (1st)

NAME
Birthplace: Botosani, Rahadoum
Gender & Pronouns: Nonbinary, they/them
Physical Appearance: Sideshow Bob, but a plant.
Ancestry: Leshy (fruit)
Background: Farmhand
Druid; Level: 4
Small Leshy, Plant
NG; deity: Green Men
Languages: Common, Druidic, Sylvan

Strength 10
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 14

____________________
SENSES
Perception: +12 [E]
Special Senses: low-light vision
____________________
DEFENSES

HIT POINTS: 44/44 (+8 ancestry, +8 class/level, +1 Con/level)

ARMOR CLASS
AC: 19 (21 with shield raised) [T] (+6 trained, +1 armor, +2 Dex)
Leather armor (+1 AC, +4 Dex cap, –1 check penalty, 10 Str, 1 Bulk)
Wooden shield (+2 AC, 1 Bulk, 3 Hardness, 12 Hp, 6 BT)

Trained in light armor, medium armor, unarmored

SAVING THROWS
Fortitude: +10 [E]
Reflex: +9 [T]
Will: +12 [E]
Notes:
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OFFENSE

Speed: 25 ft.

Melee Strikes (trained in simple weapons, unarmed)
Sickle (trained):
[dice=Sickle (agile, finesse, trip)]1d20+8[/dice]
[dice=Damage (slashing)]1d4[/dice]
[dice=Sickle (iterative)]1d20+8-4[/dice]
[dice=Damage (slashing)]1d4[/dice]

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SPELLS

Primal Spell Attacks (trained): +10
Primal Spell DCs (trained): 20

Cantrips (5): acid splash, guidance, ray of frost, stabilize, tanglefoot
1st (3): create water, feather fall, scouring sand
2nd (3): xx, xx, xx

Focus Pool: 2/2
Focus Spell: Tempest Surge

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SKILLS

Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 8 [/dice]

Arcana (U, Int)
[dice=Arcana(untrained)]1d20+ 0 [/dice]

Athletics (T, Str)
[dice=Athletics (trained)]1d20+ 6 [/dice]

Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 0 [/dice]

Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 2 [/dice]

Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 2 [/dice]

Intimidation (U, Cha)
[dice=Intimidation (untrained)]1d20+ 2 [/dice]

Lore (farming) (T, Int)
[dice=Lore (farming) (trained)]1d20+ 6 [/dice]

Lore (Pathfinder Society) (T, Int)
[dice=Lore (Pathfinder Society) (trained)]1d20+ 6 [/dice]

Medicine (E, Wis)
[dice=Medicine (trained)]1d20+12[/dice]

Nature (T, Wis)
[dice=Nature (trained)]1d20+10 [/dice]

Occultism (U, Int)
[dice=Occultism (untrained)]1d20+ 0 [/dice]

Performance (U, Cha)
[dice=Performance (untrained)]1d20+ 2 [/dice]

Religion (U, Wis)
[dice=Religion (untrained)]1d20+ 4 [/dice]

Society (U, Int)
[dice=Society (untrained)]1d20+2[/dice]

Stealth (U, Dex)
[dice=Stealth (untrained)]1d20+2[/dice]

Survival (T, Wis)
[dice=Survival (trained)]1d20+10[/dice]

Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+2[/dice]

____________________
FEATS:

Ancestry Feats and Abilities
Special 1st: low-light vision
Special 1st: Plant nourishment: You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

1st: Ageless spirit: You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.

Skill Feats
Background: Assurance (athletics)
2nd: Battle Medicine
4th: Continual Recovery

General Feats
3rd: Ward Medic

Class Feats and Abilities
Feature 1st: Anathema (using metal armor or shields; despoiling natural places; teaching the Druidic language to non-druids; polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished)
Feature 1st: 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.)
1st: Shield Block
1st (order): Storm Born (You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather, such as fog.)
2nd: Reach Spell
4th: Geomancer Dedication (https://2e.aonprd.com/Archetypes.aspx?ID=100)
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EQUIPMENT

Gear: leather armor (2 gp), wooden shield (1 gp), adventurer’s pack (7 sp), holly and mistletoe, short tool (spade) (4 sp), sickle (2 sp), healer’s tools (5 gp)
Pathfinder Training Gear: None (Field Commission)

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HISTORY
Was a familiar for Bionin, a Pathfinder Society druid who was working outside Haldun to restore the country of Rahadoum; unfortunately he was killed by a strange storm that crossed the Rainwall. The storm affected Squall in the Oasis, infusing him with its power, and he took up the druid’s cause, journeying to join the Pathfinders himself.

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COMPLETED ADVENTURES
LEVEL 1
The Show Must Go On (book 1), +12 XP, +12 rep Verdant Wheel, +42 GP

LEVEL 2
2-19 Enter the Pallid Peak, +4 XP (16 total), +4 rep Verdant Wheel (16 total), +22.6 gp (64.6 gp)

2-03 Catastrophe's Spark, +4 XP (20 total), +4 rep Verdant Wheel (20 total), +22.12 gp (86.72 gp) (success on Earn Income)

2-21 In Pursuit of Water, +4 XP (24 total), +4 rep Verdant Wheel (24 total), +22.6 gp (109.32 gp) (success on Earn Income)

LEVEL 3
1-13 Devil at the Crossroads, +4 XP (28 total), +4 rep Verdant Wheel (24 total), +1 rep Vigilant Seal (1 total), +38.8 gp (148.12)

Q6 Archaeology in Aspenthar, +1 XP (29 total), +1 rep Verdant Wheel (25 total, 1 Vigilant Seal), +9.5 gp 157.62 total)

1-03 Escaping the Grave, +4 XP (33 total), +4 rep Verdant Wheel, +2 Envoy's Alliance (29 total, 2 Envoy's Alliance, 1 Vigilant Seal), +38.24 gp (195.86 total)

B18 From Family Lost, +1 XP (34 total), +10 gp (205.86 total)

3-03 Echoes of Desperation, +4 XP (38 total), +4 rep Verdant Wheel, +2 Envoy's Alliance (33 total, 2 Envoy's Alliance, 1 Vigilant Seal), +38.24 gp (234.1 total)

LEVEL 4