Gourd Leshy

Squishy Pumpkin Quaintly Rooted's page

52 posts. Alias of Frozen Frost.


Race

HP 26, AC 18, Fort** +7, Ref** +9, Will* +5, Perc* +5, Stealth* +7 |

Classes/Levels

Speed 25 ft. | Exploration Activity Search| Active Conditions - | Tracker | ◆◇↺

Gender

Non-Binary Gourd Leshy Chirurgeon Alchemist 2 / Scrounger | Once Bitten |

About Squishy Pumpkin Quaintly Rooted

Squishy Pumpkin Quaintly Rooted is a gourd leshy chirurgeon alchemist who once survived a near-fatal encounter with undead. During the attack, they were separated from their foster human family and forced to hide. Mistaken for a human, they were bitten and believed for days that the infection would claim their life, until they were found and healed. The fear of that close call never left them, and now they fight against the undead that nearly killed them, determined to protect others from the same fate. Having studied alchemy with a focus on healing, they use their skills to aid those in need. They also keep a familiar hidden inside their pumpkin head as an extra resource.

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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
S.P.Q.R.
HP: 26/26
AC: 18
Active Conditions: ---

Alchemical items (4+INT) [][][][][]-[][][]:
Versatile Vials: 2+INT = 6 [][][][][]-[] (regains 2 vials every 10 minutes in Exploration mode; doesn't prevent from participating in other Exploration activities)

Familiar
HP: 10
AC: 18
Active Conditions:
Extra Alchemy []:
Extra Vial: []

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CHARACTER INFORMATION
Name: Squishy Pumpkin Quaintly Rooted
Ethnicity, Heritage & Ancestry: Gourd Leshy
Background: Once Bitten Home Region: --- Nation: --- Languages: Common, Fey; Necril, Dwarven, Orcish, Muan
Sub-Class & Class: Bomber Alchemist Level: 2
Gender: Non-Binary Size & Reach: Small (5 ft) Speed: 25 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +3, CON +1, INT +4, WIS +1, CHA +0
HP 26/26, AC 18, Fortitude** +7, Reflex** +9, Will* +5, Perception* +5
Acrobatics* +7
Arcana +4
Athletics +0
Crafting* +8 – Alchemical Crafting, ◆ Battle Medicine (Chirurgeon)
Deception +0
Diplomacy +0
Intimidation +0
Lore: Undead* +8
Medicine* +5
Nature +1
Occultism* +8
Performance +0
Religion* +5
Society* +8
Stealth* +7
Survival* +5
Thievery* +7

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OFFENSE & DEFENSE
Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +7 Damage 1d4 B
Melee ◆ Seedpod (unarmed, 30 ft) +7 Damage 1d4 B
Melee ◆ Sickle (agile, finesse, trip) +7 Damage 1d4 S
Ranged ◆ Alchemical Bomb (20 ft) +7 Damage Varies
Armor Rattan Armor (aquadynamic) [/i] AC Bonus +1
Shield ---
Others ---

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SPELLS (* denotes Signature Spells)
Alchemist DC 18
Max Focus Points 0

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GEARS & ITEMS
Invested Items (0/10): ---
Worn Items: Bomb, Sickle, Compass, Purifying Tablespoon, Healer’s Toolkit, Alchemist’s Toolkit, Backpack
Stowed Items (in Backpack): Basic Crafter’s Book, Bedroll, Flint and Steel, Rope, Torch (5), Waterskin
Current Bulk: 3.0 (Encumbered > 5.0, Maximum 10.0)

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FORMULAS:
Formula Book (two common 1st-level alchemical items, and two common alchemical items every level)
> Level 1: Antidote, Cognitive Mutagen
> Level 2: Soothing Tonic, Darkvision Elixir

Alchemical Crafting (four common 1st-level alchemical items)
> Level 1: Bottled Sunlight, Ghost Charge, Alchemist Fire, Numbing Tonic

Research Field: Chirurgeon (two common 1st-level alchemical elixir with healing trait)
> Level 1: Elixir of Life, Antiplague

Basic Crafter’s Book (0-level common items)
> Level 1: Adventurer's Pack, Alchemist's Lab, Alchemist's Toolkit, Artisan's Toolkit, Backpack, Basic Crafter's Book, Bedroll, Brass Ear, Caltrops, Candle (10), Chain (10 ft), Chalk (10), Chest, Climbing Kit, Clothing (Ordinary), Clothing (Explorer's), Clothing (Fine), Clothing (Cold-weather), Compass, Cookware, Crowbar, Disguise Kit, Disguise Kit (Replacement cosmetics), Dueling Cape, Fishing Tackle, Flint and Steel, Formula Book (Blank), Grappling Hook, Hammer, Healer's Toolkit, Hourglass, Ladder (10 ft), Lantern (Bull's-eye), Lantern (Hooded), Lock (Poor), Manacles (Poor), Merchant's Scale, Mirror, Mug, Musical Instrument (Handheld), Musical Instrument (Heavy), Net, Oil (1 pint), Parrying Scabbard, Piton, Primal Symbol, Rations (1 week), Religious Symbol (Wooden), Religious Symbol (Silver), Religious Text, Repair Toolkit, Rope (50 ft), Sack (5), Saddlebags, Signal, Whistle, Soap, Spellbook (Blank), Spyglass, Tack, Ten-foot pole, Tent (Pup), Tent (Four-Person), Thieves' Toolkit, Thieves' Toolkit (Replacement Picks), Tool (Long), Tool (Short), Torch, Waterskin, Writing Set, Writing Set (Extra ink and paper)

Other Access
> Level 1: Lastwall Soup

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FEATS
Level 1
Skill Feat (from background) ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
General Feat (from Heritage) Gourd Leshy – You have a large gourd for a skull, and since you don't have a physical brain, you can use the space inside your head. You can store a collection of up to 1 Bulk of objects within your head. The DC of checks to Steal objects from inside your head increases by 4. Additionally, if you store only one object within your head, you can draw it effortlessly into your hand as part of another action to use the object. Drawing the item grants this other action the manipulate trait.
Class Feat Alchemical Familiar – You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the construct familiar ability; this is permanent, doesn't require the familiar to have the tough familiar ability, and doesn't count against your usual limit of familiar abilities (typically 2). The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers. > Abilities: Construct, Extra Vial, Extra Alchemy
Ancestry Feat Seedpod – Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 30 feet that deals 1d4 bludgeoning damage. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of your next turn. Seedpods do not add critical specialization effects.
Ancestry Feature 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).
Ancestry Feature Low-light Visiob – You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Class Feature Advanced Alchemy – During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Class Feature Alchemy – You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science. You gain the Alchemical Crafting feat, and you can automatically identify alchemical items that you have the formula for.
Class Feature Formula Book – An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field. Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them. As normal, having the base formula is sufficient when Crafting upgraded types of the item—you don't need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life.
Class Feature Versatile Vials – You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities. Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial. You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way.
Class Feature ◆ Quick Alchemy – Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead. Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
Class Feature Research Field – Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. At 1st level, you choose your research field. This choice gives you more formulas, a special benefit, other abilities for your versatile vials, and other benefits as you level up. > Chirurgeon – You concentrate on healing others with alchemy.
Class Feature Formulas – Two common 1st-level alchemical bombs.
Class Feature Field Benefit – You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites) and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Class Feature Field Vials – Your versatile vials can be used to heal a living creature a number of Hit Points equal to the vial’s initial damage. A creature can drink the vial for this benefit, or you can throw the vial at a willing creature within 20 feet as an Interact action to heal that creature. In either case, a vial used this way loses the acid and splash traits and gains the coagulant and healing traits, plus the elixir trait if a creature drinks it.
Free Feat Alchemical Crafting – Prerequisites trained in Crafting. You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book (page 288).

Level 2
Free Archetype Scrounger – While others need specialized tools and a dedicated space, you have found a way to build just about anything, anywhere. You can Craft items even without appropriate tools or a workshop. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. You gain the Cobble Together activity. > Cobble Together (exploration) – You Craft a temporary item out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be one you've memorized or have the formula for, and must be common, non-magical, half your level or lower, and must be a weapon, armor, or a non-consumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one with random pages, you couldn't use it as a scholarly journal or a religious text. An item you Cobble Together is a shoddy item, but when creating it you can choose one creature to build it specifically for. That creature doesn't take the normal penalty for using this shoddy item. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly.
Class Feat Quick Bomber – You keep your bombs and bomb-related reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
Skill Feat Inoculation – Prerequisites trained in Medicine. You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.

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20251001