Jack-O'-Lantern

~Squash~'s page

315 posts. Organized Play character for Michael Hallet.


Full Name

Squash

Race

♥️ 147/147 | AC 29 | F +20 (battle hardened) R +15 (bulwark) W +18 | Perc +19

Classes/Levels

| Spd 30ft. |

Gender

gourd leshy fighter 9+ | ◆◇↺ |

About ~Squash~

SQUASH!
Fighter 9
(+level boost)
Small Plant

Perception +19 (+2 initiative); Low-Light Vision
Languages Common, Fey
Skills Acrobatics +0, Athletics +20, Deception +15, Intimidation +19, Lore: Abyssal +11, Nature +15, Religion +15, Survival +15
Str +4, Dex +0, Con +3, Int -1, Wis +3, Cha +3
Items +1 Resilient Cold Iron (Low-Grade) Full Plate, Boots of Bounding, Bravery Baldric (Fleet), Aeon Stone (Pearly White Spindle), Wayfinder, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
AC 29; Fort +21 (battle-hardened), Ref +16 (bulwark), Will +19 (bravery, undaunted)
HP 147

Reactive Strike:
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Speed 30 feet
Melee +1 Striking Crushing Cold Iron (Low-Grade) Maul +21 (Shove), Damage 2d12+7 B
with grasping reach +21 (Shove, Reach), Damage 2d10+7 B
Melee +1 Striking Returning Silver (Low-Grade) Light Hammer +21 (Agile), Damage 2d6+7 B
thrown +17 (Agile, Thrown 20 ft.), Damage 2d6+7 B
Lunge:
Requirements You are wielding a melee weapon.
You attack an enemy at the edge of your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

Sudden Charge (Flourish):
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Bravery Baldric (Fleet) (Invested, Magical):
Activate command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type. The baldric is grass green when charged, and it grants you the effects of fleet step. This baldric has the transmutation trait.

Wayfinder (Uncommon, Invested, Magical):
Activate Light (concentrate) Effect The wayfinder is targeted by a 1st-rank light spell.

Divine Known Spells DC 26, attack +15; 3rd Heroism (2 slots); 2nd Enlarge ☆ (1 slots); 1st Bane (1 slots); Cantrips Shield, Light
Additional Feats Assurance, Basic Sorcerer Spellcasting, Blind-Fight, Resounding Bravery, Fleet, Gourd Leshy, Grasping Reach, Intimidating Glare, Intimidating Prowess, Quick Jump, Solar Rejuvenation, Sorcerer Dedication, Terrifying Resistance, Toughness, Undaunted
Additional Specials Assurance (Athletics), Battle Hardened, Battlefield Surveyor, Bloodline (Demonic), Combat Flexibility, Fighter Weapon Mastery (Hammer), Plant Nourishment