Leaf Leshy

Sunlight Under Stone's page

220 posts. Organized Play character for Hawthwile.


Full Name

Sunlight Under Stone

Race

| HP 43/53 | AC 19 T 14 FF 16 | DR 4/adamantine | CMB +0, CMD 13 | F: +11, R: +9, W: +6 | Init: +10 | Perc: +10, SM: +2, Low-Light Vision, Darkvision 60 ft

Classes/Levels

| Speed 20ft | Burn: 2/8 | Active conditions: Pass Without Trace, Flesh of Stone, Elemental Overflow

Gender

NG Vine Leshy Kineticist 5

About Sunlight Under Stone

PFS # 264524-8
Experience 13
Faction Grand Lodge
Wealth 861 GP, 17 PP 26 Fame

Vine Leshy Kineticist 5
NG Small Plant (Leshy)
Init +10; Senses Perception +10, Sense Motive +2, Low-Light Vision, Darkvision 60 ft
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DEFENCE
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 dex, +1 size)
DR 3/adamantine
hp 53
Fort +11, Ref +8, Will +6
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OFFENSE
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Speed 20 ft.

Melee Kinetic Blade +7 (3d6+8)
Dagger +7 (1d3-2)

Ranged (Within 30 ft): Kinetic Blast +8 (3d6+9)
With Elemental Overflow: Kinetic Blast +9 (3d6+11)
(30-120 ft): Kinetic Blast +7 (3d6+8)
With Elemental Overflow: Kinetic Blast +8 (3d6+10)
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STATISTICS
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Str 7, Dex 16, Con 21, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +0; CMD 13
Traits Reactionary, Indomitable Will
Feats Point-blank Shot, Precise Shot, Weapon Finesse
Skills (20 points; 20 class)
ACP -0
(5) *Acrobatics +11
(1) *Climb +4
(2) Heal +7
(1) Intimidate +4
(5) Perception +10
(5) *Stealth +13 (+17 in forests)
(1) Use Magic Device +4
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Stealth in forests (racial)
+4 Stealth (size)
+2 Climb (racial)
Languages Common (Taldane), Sylvan

Special Abilities:
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SPECIAL ABILITIES
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Low-light Vision: Vine leshys can see twice as far as humans under conditions of dim light.

Darkvision: Vine leshys can see in the dark up to 60 feet.

Pass Without Trace: Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd)

Change Shape: 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.

Plant Speech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.

Verdant Burst: 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.

Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.

Climber: Vine leshys gain a +2 racial bonus on Climb checks.

Indomitable Will: You gain a +1 trait bonus on Will saving throws.

Reactionary: You gain a +2 trait bonus on initiative checks.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but they can select a wild talent of a higher level only if their kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses their Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents they gain from their other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to them. A kineticist can select only universal wild talents or those that match their element. At 6th, 10th, and 16th levels, a kineticist can replace one of their utility wild talents with another wild talent of the same level or lower. They can’t replace a wild talent that they used to qualify for another of their wild talents.

Burn: At 1st level, a kineticist can overexert themself to channel more power than normal, pushing past the limit of what is safe for their body by accepting burn. Some of their wild talents allow them to accept burn in exchange for a greater effect, while others require them to accept a certain amount of burn to use that talent at all. For each point of burn they accept, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put their total number of points of burn higher than 3 + her Constitution modifier (though they can be forced to accept more burn from a source outside their control). A kineticist who has accepted burn never benefits from abilities that allow them to ignore or alter the effects they receive from nonlethal damage.

Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of their choice. This kinetic blast must be a simple blast that matches their element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. They must have at least one hand free to aim the blast (or one prehensile appendage, if they don’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and they can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Gather Power: If they have both hands free (or all of their prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent they use in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on their next turn by 2 points (to a minimum of 0 points). If they do so, they can also gather power as a move action during their next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, they must succeed at a concentration check (DC = 10 + damage taken + effective spell level of their kinetic blast) or lose the energy in a wild surge that forces them to accept a number of points of burn equal to the number of points by which their gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion: At 1st level, a kineticist gains an infusion wild talent from the list of options available based on their elemental focus. They gain additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with their kinetic blasts, a kineticist can alter their kinetic blasts to suit their needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of their kinetic blast wild talents, they can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of their Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of their infusions with another infusion of the same effective spell level or lower. They can’t replace an infusion that they used to qualify for another of their wild talents.

Simple Blasts: A kineticist gains a simple blast from their primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, they gain a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Elemental Overflow: At 3rd level, a kineticist’s body surges with energy from their chosen element whenever they accept burn, causing them to glow with a nimbus of fire, weep water from their pores, or experience some other thematic effect. In addition, they receive a bonus on their attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of +1 for every 3 kineticist levels they possess. They also receive a bonus on damage rolls with their kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s body becomes more and more suffused with their element, they begin to gain more powerful benefits. Starting at 6th level, whenever they have at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of their choice. They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% × their current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of their choice and a +2 size bonus to each of their other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of their choice, a +4 size bonus to a second physical ability score of their choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization: At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis: At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Wild Talents:
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WILD TALENTS
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Simple Blasts
- Earth Blast: Burn: 0; physical (bludgeoning, piercing, or slashing).

Form Infusions
- Extended Range: Burn: 1; strike any target within 120 ft.
- Kinetic Blade: Burn: 1; use blast as melee weapon

Substance Infusions
- Entangling Infusion: Burn: 2; Target entangled (Reflex 17 negates), can remove as standard action with Strength, Escape Artist, or dealing 2x CL damage to elemental matter, foes already entangled stuck to ground
- Pushing Infusion: Burn: 1; push target back 5 ft/burn, CMB +5

Defence Wild Talents
- Flesh of Stone: Burn: 0; Gain DR/adamantine equal to level/2, accept 1 burn to increase by 1 up to maximum of character level until burn removed, changes to DR/- for 1 round if accept burn while using earth wild talent

Utility Wild Talents
- Basic Geokinesis: Burn: 0; move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action, search earthen and stone areas from a distance as if using the sift cantrip.
- Elemental Whispers: Burn: 0; Gain familiar, can manifest with concentration; Sunlight Under Stone’s familiar is a rhamphorhynchus called Ancient Stone Glider.
- Earth Climb: Burn: 0; Gain climb speed equal to base land speed when climbing stone and earthen surfaces.

Feats:
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FEATS
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Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-17 lb. Medium 18-34 lb. Heavy 35-52 lb.
Current Load Carried 17.25 lb.
+1 Mithral Chain Shirt (2100 gp) (6.25 lb)
Cloak of Resistance +1 (1000 gp) (1 lb)
Belt of Constitution +2 (4000 gp) (1 lb)
Dagger (2 gp) (0.5 lb)
Cracked Dusty Rose Prism Ioun Stone (500 gp) (0 lb)
Handy Haversack (2000 gp) (5 lb)
*Backpack (2 gp) (0.5 lb)
*Waterskin (1 gp) (1 lb)
*Flint and Steel (1 gp) (0 lb)
*Silk Rope (10 gp) (5 lb)
*Acid Flask (10 gp) (1 lb)
*Alchemist’s Fire (20 gp) (1 lb)
*Feather Token (Old Flotsam) (450 gp) (0 lb)
*Wand: Cure Light Wounds (2 pp) (0 lb) (50 charges)
*Wand: Endure Elements (2 pp) (0 lb) (44 charges)

*Stored in Handy Haversack

Bot Me!:
Sunlight Under Stone is a rather straightforward entity. In combat, they’ll happily gather power to use their Extended Range infusion without taking burn or walk to where they can hit an opponent within 30 ft with a kinetic blast. If an opponent is close to a lightly-armored ally, they’ll use their Pushing infusion to give their friend some room to maneuver.

Outside of combat, Sunlight Under Stone is happy to scout (especially in forests) or hang towards the back of a group watching for surprises.

Boons:
Grown to Explore: You may play a vine leshy character, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed (Pathfinder RPG Ultimate Wilderness) to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

A create can affect a slain leshy with spells like breath of life by targeting or touching the square the leshy occupied when it died. For the purpose of casting spells like raise dead, a creature can target the square where the leshy died within 24 hours. Alternatively, a create can harvest 20 lbs of vines (a process that takes 1d4+1 rounds or a full-round action for a PC with at least 1 rank of Knowledge (nature), Profession (herbalist), or Survival) from the verdant burst within 24 hours and treat those as an intact corpse for the purpose of such spells. These vines remain a viable target for an amount of time noted by the respective spell. A leshy whose body is destroyed entirely by an effect (such as disintegrate) does not create a verdant burst.

Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross the boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point.

Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Runewarden’s Teachings: All of your PFS characters have access to the Runeguard prestige class.

[ ] [ ] [ ] Thassilonian Archivist: Before you attempt a Knowledge check, you can check a box before this boon to add 1d4 to the result. If the Knowledge check is related to Thassilon, sin magic, fleshwarping, or similar topics (at the GM’s discretion), add 1d8 instead.

[ ] [ ] [ ] Student of the Twelve Rites: You can check a box before this boon to retrain one of your feats in 2 days to one of the following:
- Combat Reflexes
- Dodge
- Eschew Materials
- Improved Unarmed Strike
- Mantis Style
- Mantis Wisdom
- Sorcerous Strike
- Stunning Fist
- Weapon Focus

Alternatively, you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level, you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you may check all three boxes to cast dispel magic.

Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.

Genie Heritage: Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forebears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits.

Oread’s Favor: This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.

Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.

Uneasy Alliance: You have accepted an offer of alliance. This boon may play a role in future adventures.

Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.

[ ] [ ] [ ] Foe of All Winds: You gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air. In addition, once per adventure you can check a box that precedes this boon to cast gust of wind (CL 6) as a spell-like ability. If you have two or more Air Affinity boons, you can instead cast wind wall (CL 8). If you have three or more Air Affinity boons, you can instead choose to cast wind walk (CL 10).

Partner to Elemental Balance: During any adventure taking place on an elemental plane, you may cross this boon off your Chronicle Sheet to gain the following ability associated with your planar destination for the next 24 hours:
- Air: Gain 30 ft fly speed (good maneuverability)
- Earth: Gain 20 ft climb speed and effects of Nimble Moves feat
- Fire: Gain fire resistance 10
- Water: Gain 30 ft swim speed and effects of water breathing

Field-Commissioned Kobold: When you could play a 4th-lvl pregenerated character in a Pathfinder Society scenario, you can cross this boon off the Chronicle sheet to play your kobold PC (Athrax).

Trapmaker: You can assemble a swinging axe trap with a successful Craft (traps) check (DC 17). You can attempt to make the trap more deadly, at the cost of making it more difficult to craft. Before attempting the check, you may increase the DC of the check by up to +1 per character level. For each point by which you increase the DC, increase the trap’s Perception and Disable Device DCs by 1, its attack bonus by 1, and the damage it deals to each target by 2. Assembling the trap takes 5 minutes. If you fail the check, you do not create a functioning trap. Once you use this boon, cross it off your Chronicle sheet.

True Ally of the Lantern Lodge: Whenever you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.

Ectoplasmic Enhancement: You may activate this boon as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your Chronicle sheet.

Savior of Old Flotsam: You may purchase (for 450 gp or 1 ) a special feather token that functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items (that persist after the boat’s duration expires):
- One (1) potion of cure light wounds
- One (1) set of masterwork thieves’ tools
- One hundred (100) sheets of parchment
- One (1) vial of ink
- One (1) inkpen
- One (1) fishing net
- Twenty (20) days worth of trail rations
- Ten (10) gallons of cheap ale

[ ] Elemental Saturation: Before you begin an adventure, you can expend 20 Prestige Points and check the box that precedes this boon to permanently transform yourself into an oread. In doing so, you must retrain any race-related options associated with your original race at no cost. Any of your equipment resizes to Medium size at no additional cost, and if you lost proficiency with a weapon, you may sell back the weapon at full price. If any of your PCs possess the Oread’s Favor boon, halve the Prestige Point cost of using this boon.

If you are a kineticist, you can select the earth child utility wild talent as if it appears on the Additional Resources page.

Expert Negotiator: You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result.

[ ] [ ] [ ] Favor of Lost Spells: When you would spend Prestige Points to purchase a spellcasting service, you can check one of the boxes that precede this boon to increase the spell’s effective caster level by 5. When you check the last box, cross this boon off your Chronicle sheet.

Background:
Sunlight Under Stone was created when a passing druid decided they needed to practice binding nature spirits to plants on the Kortos Mounts near Absolom, leaving a small community of leshys (mostly vine) in their wake. Sunlight Under Stone doesn’t remember much about their creator, only that they were tall, covered in dirt, and hummed a little tune to themselves as they worked. Sunlight Under Stone sometimes hums that tune to themself, not wanting to let go of their best lead to finding their creator (Sunlight Under Stone has met many other folks who are both tall and dirty, but none of them have admitted to creating leshys).

Sunlight Under Stone chose their current name (and the adventuring life) due to a vision they received. In the vision, they were wandering through an unfamiliar forest, full of green life sustained by the sun overhead. Suddenly, they were hurled downward, the soil and rocks splitting before them and sealing behind as they fell into the depths of the earth. Suddenly, they stopped. It was warm - too warm! Sunlight Under Stone looked around frantically for a way to escape before the red hot magma pool they found themself on the shore of lit them on fire, but as they did their gaze was caught by something extraordinary - another plant! Curiosity getting the better of them, Sunlight Under Stone approached this strange lifeform. It did not appear to be a visitor like themself - this alien plant was rooted in the soil and seemed to be using the heat from the lava the same way as other plants depended on the sun. Sunlight Under Stone reached out to touch this miracle of life, but as their hand brushed the hard, stony surface of the strange plant they were yanked forcefully back up through stone and dirt until once again the sun shone on them in the middle of a forest - their forest! When Sunlight Under Stone told the other leshys about what they had seen, they responded it was impossible that a plant could thrive (or even survive) without the light of the sun. Sunlight Under Stone’s insistence in the truth of what they’d experienced eventually drove them to leave the forest and seek out other people and experiences that might help them understand more about this vision.

Appearance and Personality:
Sunlight Under Stone is a small collection of vines and brambles given direction and drive by a nature spirit. They are cheerful, helpful, and curious about almost everything - but somewhat stubborn when it comes to things Sunlight Under Stone knows to be true.