Leshy

Tart "TC" Cranberry's page

88 posts. Alias of Nazard.


Race

AC 17 (T13, FF15); CMD 12;

Classes/Levels

F/R/W: +5/+4/+4; Init: +4; Perc: +7;

Gender

HP: 14/14; NL: 0;

About Tart "TC" Cranberry

CONSUMABLES:

Potions

Alchemical Items

Magic Items
Terendelev's Scale (levitate 3/day) - X X X

Class Abilities
Burn (max 6) - 0
Touched by Divinity - entangle (1/day) X

TART “TC” CRANBERRY

Male Vine Leshy Slayer 1/Telekineticist 1 (Gestalt)
N Small plant/leshy (vine leshy)
Init +4; Senses Perception +7, Sense Motive +3; darkvision 60, low-light vision
Languages Common, Elven, Sylvan

DEFENSE
AC 17 (armour +4, Dex +2, size +1), touch 13, flat-footed 15
CMD 12
HP 14 (1d10+3+1)
Fort (2) +5, Ref (2) +4, Will (0) +4
Defensive Abilities None
Immune None
Resist None

OFFENSE
Speed 20 ft
Melee
rapier +4 (1d4; 18-20/x2; P)
Ranged
telekinetic blast +4 (1d6+1+3; 20/x2; B/P/S)

STATISTICS
Abilities Str 10 (+0), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)
Base Attack +1; Melee Touch +2; Ranged Touch +4
CMB +0

Feats
Precise Shot (1)

Infusions
Extended Range (form)

Utility Wild Talents

Traits
Adopted - Warrior of Old
Indomitable Faith
Touched by Divinity

Skills
Acrobatics (1) +6-1 (-4 to jump)
Climb (1) +6-1
Disable Device (1) +3-1
Heal (1) +7
Knowledge - Dungeoneering (0) +1 (+2 to avoid becoming lost)
Perception (1) +7
Stealth (1) +10-1 (+4 in forests)
Survival (1) +7 (+1 to follow tracks) (+2 to avoid becoming lost)

Background Skills
Knowledge - Geography (1) +5
Sleight of Hand (1) +6-1

SQ
Burn, Change Shape, Climber, Extended Range, Pass Without Trace, Plantspeech, Studied Target, Telekinetic Blast, Track, Unassuming Shape, Verdant Burst

SPECIAL ABILITIES
Adopted - Warrior of Old (Trait) Trained by an elf, TC gains a +2 trait bonus to Initiative checks.
Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, 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 her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Change Shape (Sp) 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.
Climber (Ex) +2 racial bonus to Climb checks
Extended Range (Form Infusion) Your kinetic blast can strike any target within 120 feet.
Gather Power (Ex) If she has both hands free (or all of her 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 she uses 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 her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her 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, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Indomitable Faith (Trait) +1 trait bonus to Will saves.
Pass Without Trace (Su) Constant pass without trace effect (CL 2)
Plantspeech (Sp) Constant ability to speak with vines as the spell speak with plants
Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.
Telekinetic Blast (Sp) You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Unassuming Shape (Ex) +4 racial bonus to Stealth in forests
Verdant Burst (Sp) 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.

Favoured Class Bonus
Kineticist 1: +1 hp

COINS
PP – 0
GP – 14
SP – 0
CP – 0

EQUIPMENT
Carrying Capacity: Light – 25 lbs; Medium – 50 lbs; Heavy = 75 lbs; Current – 18.5 lbs (Light)

Weapons – rapier (20 gp, 1 lbs)
Armour – MW chain shirt (250 gp, 12.5 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – backpack (2 gp, 0.5 lbs), waterskin x 4 (4 gp, 4 lbs), compass (10 gp, 0.5 lbs), silver holly

BACKGROUND
Many druids were forced to flee their homes in the Forest of Stones when the demons invaded, including the eccentric elven druid Mordithas. Separated from his people in exile in northern Mendev, Mordithas used a powerful druidic ritual to construct for himself a friend. Assembling a large collection of cranberry vines from a nearby bog, Tart Cranberry was “born”. The two of them, druid and friend lived together, alone, for many years, until the distant news of the Fourth Crusade drove Mordithas into a restless frenzy. It yearned at the aged elf that his homeland was still under demonic control, its flora and fauna becoming more and more twisted by the abyssal taint, and so, in 4706, he and his beloved companion TC set out to join the crusaders. They crossed the river with a group of Mendevian warriors and within days, were in battle with the demonic forces. It quickly became clear that TC, though adored as the group’s mascot, was outmatched in this level of combat and so began to hang back. One evening, as the Mendevian forces were pressing a charge against a retreating force, TC fell behind and was left alone. Making his way towards safety as best he could, he avoided cultists and demons for several days, and when he was sure to be captured, a mysterious Desnan archer appeared at his side and led him to the safety of his group of crusaders, now heading home, but without a third of their number, including Mordithas, who had broken off from the attack when he realized TC was nowhere to be found. While the crusaders had given up the elf for dead, TC is convinced he would have sensed his master’s death, but out of his element, he returned with the crusaders. Once back in Mendev, he returned to the grove and but he had shared with his master, waiting for the elf to return and find him, but he never did. In the years since, not a day has gone by that he hasn’t thought of his master, lost in the Worldwound, or of the mysterious Desnan woman who had saved him. TC began to train himself in the arts of the hunter and warrior, and as he did so, another mysterious power began to rise up within him.

DESCRIPTION
Tart “TC” Cranberry is a collection of vines with rich green, glossy leaves, pinkish-white blossoms, and ripe red berries. Two, larger berries serve as eyes in a broad face framed by a scraggly beard of blossoms. At just under 3 feet tall, TC is easily mistaken for a bit of shrubbery, which is often just fine with him.

TC is a curious creature, loyal and trusting. He is quite perceptive at noticing when things are “wrong”, be that things out of place in the natural world, or the negative vibes of a guilty conscience, but he tends to take things literally, which makes humanoid humour a difficult concept for him to grasp. TC possesses very little tact, so often says what is on his mind, whether appropriate to the social situation or not, and views the world with child-like wonder. TC has a love of chocolate, as well as frequent cravings for things made with cinnamon. While he eats all forms of meat, his favourite is a plump turkey or goose.

Progression:

1: Precise Shot, Extend Range
2: Telekinetic Finesse, ST (Trapfinding)
3: Delay Blast, Kinetic Blade, Sneak +1d6
4: +1 Con, Telekinetic Haul, ST (Rogue Talent - Weapon Training)
5: Agile Maneuvers, Blade Rush
6: Extra Wild Talent (Kinetic Cover), Telekinetic Invisibility, ST (Minor Magic - Detect Demonic Presence), Sneak +1d6
7: Extended Element (Air), Extra Wild Talent (Kinetic Healer)
8: +1 Con, Telekinetic Maneuvers, ST (Major Magic - Mage Armour)
9: Extra Wild Talent (Air’s Leap), Foe Throw, Sneak +1d6
10: Wings of Air, AST (Assassinate)
11: Extra Wild Talent (Healing Burst), Extra Wild Talent (Expanded Defence - Air), Kinetic Whip
12: +1 Con, Suffocate, AST (Dispelling Attack), Sneak +1d6