Seaweed Leshy

Toorgmai's page

9 posts. Organized Play character for Caro Cogitatus.

Full Name

Verdant Strong Flower


Acro +2 Bluff -2 Climb +4 Diplo +0 DD +2 EA +2 Fly +2 Heal +7 Intim +0 Know (Nature) +5 Perc +9 Ride +2 SM +5 SoH +2 SC -1 Stealth +10 Surv +5* Swim +2


Gender-fluid Vine Leshy Druid (Leshy Warden)/1 (HP 11/11 | AC:15 T:13 FF:13 | CMB:+1 CMD:13 | F:+5 R:+2 W:+5 (+2 vs Charm) | Init:+2 | Perc:+9 Darkvision 60ft, Low-light | Move:25ft) | Spear +3 (d6+3/20x3) WF +3 (d2+3+poison)

About Toorgmai

Small Gender-fluid Plant (Vine Leshy):

A small biped comprised of masses of twisted leaves and vines, their face resembles the art project of an industrious youngling with access to the trashcan of a florist and mildly psychoactive drugs. Depending on the season, they may be bright green and suffused with colorful flowers, darker and drier, or even mostly twigs and branches with few leaves in sight.
Depending on season, weather, atmospheric and soil conditions, this leshy may present behaviors that seem male, female, both, or neither.
Those with a background in horticulture or survival may notice a resemblance to poison ivy in the leaf structure, as well as succulent grape-like fruits.
NOTE: "Toorgmai" is their True Name, which is kept private except for only the most trusted friends. The creature's given name changes with the seasons, the weather, and even their mood.
Spring Names: (Verdant|Green|Leafy|Lush|Vibrant|Sexy) (Life|Vivacious|Strong|Vigorous|Healthy) (Flower|Herb|Foliage|Garden|Bouquet)
Summer Names: (Strong|Tall|Thick|Thirsty) (Abundant|Radiant|Rich|Bountiful) (Crop|Thicket|Garden|Perennial)
Autumn Names: (Beautiful|Vivid|Flashy|Rainbow) (Shedding|Falling|Leafy|Blanket) (Tree|Forest|Bush|Shrubbery)
Winter Names: (Dormant|Tired|Angry|Sleepy) (Patient|Stoic|Waiting|Resting) (Weed|Sleeper|Tree|Forest|Evergreen)


Toorgmai was the experiment of a reclusive wizard who specialized in the care and construction of leshies. When his attempt to create a minion with the ability to grow poison bomb berries failed (the berries and the poison are both present, but did not combine as expected), the wizard dismissed Toorgmai. Unlike most leshies dismissed so, Toorgmai did not return to the spirit realm, but set out to explore. Their work-obsessed master did not even see them leave.
NOTE: "Toorgmai" is their True Name, which is kept private except for only the most trusted friends. The creature's given name changes with the seasons, the weather, and even their mood.


Max HP 11 (d8+3) Initiative +2 Vision Darkvision 60ft, Low-light Move 25ft (Base 20ft Fleet +5ft) BAB +0
Init=(Dex +2)

Classes/Alignment/Faction/Deity/XP/Prestige/Point Buy:

Classes Druid1 (Leshy Warden) Favored Class Druid Alignment True Neutral Faction Liberty's Edge Deity Nature Spirits XP 0 PP 0 Point Buy 20

AC 15 (Touch 13, Flat Footed 13):

(Base +10, Armor +2, Dex +2, Size +1, Natural Armor +0, Dodge +0, Deflection +0)
Spell Failure 0% Armor Check -0 Max Dex +6 SR 0% DR 0

Fort +5 Refl +2 Will +5:

Fortitude Base +2 Con +3 Magic +0
Reflex Base +0 Dex +2 Magic +0
Will Base +2 Wis +3 Magic +0 Trait: Charm/Compulsion/Emotion +2


+ Acrobatics +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
+ Appraise -1 (INT -1, Ranks +0)
+ Bluff -2 (CHA +0, Ranks +0, Principled -2)
+*Climb +4 (STR +2, Ranks +0, Climber +2, Armor -0, Encumbrance -0)
+*Craft (Untrained) -1 (INT -1, Ranks +0)
+ Diplomacy +0 (CHA +0, Ranks +0)
Disable Device +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
+ Disguise +0 (CHA +0, Ranks +0)
+ Escape Artist +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
+*Fly +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
*Handle Animal +0 (CHA +0, Ranks +0)
+*Heal +7 (WIS +3, Ranks +1, Class +3)
+ Intimidate +0 (CHA +0, Ranks +0)
Knowledge, Arcana -1 (INT -1, Ranks +0)
Knowledge, Dungeoneering -1 (INT -1, Ranks +0)
Knowledge, Engineering -1 (INT -1, Ranks +0)
*Knowledge, Geography -1 (INT -1, Ranks +0)
Knowledge, History -1 (INT -1, Ranks +0)
Knowledge, Local -1 (INT -1, Ranks +0)
*Knowledge, Nature +5 (INT -1, Ranks +1, Class +3, Nature Sense +2)
Knowledge, Nobility -1 (INT -1, Ranks +0)
Knowledge, Planes -1 (INT -1, Ranks +0)
Knowledge, Religion -1 (INT -1, Ranks +0)
Linguistics -1 (INT -1, Ranks +0)
+*Perception +9 (WIS +3, Ranks +1, Class +3, Alertness +2)
+ Perform (Dance) +0 (CHA +0, Ranks +0)
*Profession +3 (WIS +3, Ranks +0)
+*Ride +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
+ Sense Motive +5 (WIS +3, Ranks +0, Alertness +2)
Sleight of Hand +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
*Spellcraft -1 (INT -1, Ranks +0)
+ Stealth +10 (DEX +2, Ranks +1, Class +3, Size +4, Armor -0, Encumbrance -0) +4 in Forest
+*Survival +5 (WIS +3, Ranks +0, Nature Sense +2)
+*Swim +2 (STR +2, Ranks +0, Armor -0, Encumbrance -0)
Use Magic Device +0 (CHA +0, Ranks +0)
(* = Class Skill, + = Useable Untrained)

Languages: Common, Sylvan, Druidic

=== Special Qualities ===
Wooden Fist 6 rd/day Free, Improved Unarmed Strike, Damage +1, Poison?
Poison 3/day Swift; Vine Leshy Toxin: Unarmed strike—injury; Save Fort DC14; Frequency 1/rd for 6 rds; Effect Sickened 1 rd; Cure 1 save
Goodberry 1/day
Mage Hand 1/day
Green Empathy Improve attitude of plant (or animal at -4)
Leshy Caller Summon Nature's Ally adds various leshies to summon options
Robin Seedpods +2 Touch (1 B + Deafen 1 rd Fort DC11) 10ft; Pass Without Trace; Plantspeech; Stealth +5*

=== Weapons === BAB +0 Str +2 Dex +2 Size +1 WF damage +1
Spear, melee +3 (1d6+3/20x3) P brace
Wooden Fist +3 (1d2+3/20x2) B
Club, melee +3 (1d4+2/20x2) B
Dagger, melee +3 (1d3+2/19-20x2) P/S
Spiked Armor melee -1 (d4+2/20x2) P (Martial, not proficient)
Spear, thrown +3 (1d6+2/20x3) P 20ft
Club, thrown +3 (1d4+2/20x2) B 10ft
Dart +3 (1d3+2/20x2) P 20ft
Sling +3 (1d3+2/20x2) B 50ft
Dagger, thrown +3 (1d3+2/19-20x2) P/S 10ft
Unarmed Strike: +3 (1d2+2/20x2) B nonlethal

=== Spells === Concentration +4 (CL (+1) + Wis (+3) + Trait (+0) + Feat (+0))
*=Domain #=Spontaneous
Druid 1 DC14 1+1+1/day
Burning Disarm T,VS,Short,metal item,Instant,Ref neg,SR Yes 1d4/lvl fire; Refl to drop item for no damage
Longstrider T,VSM,Personal,you,1 hour/lvl +10 to base speed
*Entangle T,VSD,Long,plants in 40ft radius, 1 min/lvl, Reflex partial, SR no Save or Entangled: Str or Escape Artist as Move action to escape; Difficult Terrain; Thorny plants may cause damage
#Summon Nature's Ally I C summoning,1 rd,VSF,Close,one creature,1 rd/lvl,none,SR no Summon natural creature to fight on your turn
Druid 0 DC13 unlimited use
Create Water C creation [water],VS,Close,2 gal/lvl,Instant,none,SR no Create clean water
Guidance D,VS,Touch,creature touched,until discharge,Will neg,SR yes +1 single Attack, Save, or Skill
Mending T,10 minutes,VS,10ft,one object,Instant,Will neg,SR yes Restore 1d4 HP to object

CMB/CMD +1/13 BullRush +1/13 Dirty Trick +1/13 Disarm +1/13 Drag +1/13 Grapple +1/13 Overrun +1/13 Reposition +1/13 Steal +1/13 Sunder +1/13 Trip +1/13
CMB = BAB (+0) + STR (+2) + Size (-1), CMD = 10 + BAB (+0) + STR (+2) + DEX (+2) + Size (-1)

Ability Scores: STR 14 (+2) DEX 14 (+2) CON 16 (+3) INT 8 (-1) WIS 16 (+3) CHA 10 (+0)


Rosewood Armor (50gp, AC +2, Max Dex +6, Armor Check -0, Arcane Failure 10%, 30ft, 15 lbs)
Spear (6 lb, 2 gp)
Club (3 lb, —)
x4 Dart (0.5 lb, 5 sp)
Sling (—,—)
Bullets, sling (10) (5 lb, 1 sp)
Dagger, Alchemical Silver (1 lb, 22gp)
Backpack, Masterwork (50gp)
Rope, Silk, 100ft (5 lb, 10gp)
Survival Kit, Masterwork (5 lbs, 50gp) +2 Survival
coins (1.9gp)
Weight Allowance: Light 43 Medium 86 Heavy 130

=== Feats ===
Fleet While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Alertness (Familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

=== Druid Class Features ===
Weapon and Armor Proficiency club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape; light and medium armor but are prohibited from wearing metal armor; shields (except tower shields) but must use only wooden ones
Alignment Any Neutral
Skills (4+INT) Climb, Craft, Fly, Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Spellcraft, Survival, and Swim
Spells A druid casts divine spells. A druid must choose and prepare her spells in advance. The DC is 10+(SpellLevel)+(WisMod).
Spontaneous Casting A druid may replace a prepared spell in order to cast any Summon Nature’s Ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp) Druids can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond (Ex) (Replaced by Leshy Warden)
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (Nature) and Survival checks.
Wild Empathy (Ex) (Replaced by Leshy Warden)

=== Archetype (Leshy Warden) ===
Leshy Familiar (Ex) At 1st level, a leshy warden forms an intimate bond with a nature spirit, incarnating the spirit as a leaf leshy. She gains a leaf leshy as a familiar and treats her druid level as her effective wizard level for the purpose of this ability. If the leshy dies, the leshy warden can incarnate the same spirit again by paying the normal cost to replace a familiar. So long as the leshy lives, the leshy warden gains access to the Plant domain as if through a druid’s Nature Bond class feature, but she can’t choose the Decay subdomain. This ability replaces Nature Bond.
Green Empathy (Ex) At 1st level, a leshy warden can improve the attitude of a plant creature as if using wild empathy. The typical wild plant creature has a starting attitude of indifferent. A leshy warden can also use this ability to influence an animal, but she takes a –4 penalty on the check to do so. This ability replaces Wild Empathy.
Leshy Caller (Ex) A leshy warden is an expert at summoning and growing leshies. She counts as a plant creature for the purpose of growing leshies. She adds leaf leshies, gourd leshies, fungus leshies, and seaweed leshies to her list of creatures for summon nature’s ally I, II, III, and IV, respectively.


Leshy Tender (Ex) At 4th level, a leshy warden chooses either to grant her leaf leshy a +2 increase to Strength and Dexterity or to transform it into a gourd leshy. At 8th level, the leshy warden can either grant her current leshy a +2 increase to Strength and Dexterity or transform it into a fungus leshy. Finally, at 12th level, she can either grant her current leshy a final +2 increase to Strength and Dexterity or transform it into a seaweed leshy. If the leshy is transformed, it gains the normal ability scores of its new form—the ability score increases granted by this ability don’t carry over to its new form.
Wild Shape (Su) A leshy warden gains this ability at 6th level, except her effective druid level for the ability is equal to her druid level – 2 for the purpose of determining the number of times per day she may use it. At 6th level, the leshy warden can assume the form of only Small or Medium plant creatures, as plant shape I. At 8th level, she can take the form of a Large plant creature, as plant shape II. At 10th level, she can take the form of a Huge plant creature, as plant shape III.
Spirit Whisperer (Su) At 13th level, a leshy warden’s connection to the spirits of nature becomes strong enough that she can always hear them whispering. She is treated as constantly under the effects of speak with plants. Once per day, she can spend 10 minutes in communion with the spirits to learn the answers to her questions, as commune with nature. This ability replaces a thousand faces.

=== Plant Domain ==
Wooden Fist (Su) As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your Druid level (minimum +1). You can use this ability for a number of rounds per day equal to 3+WisMod. These rounds do not need to be consecutive.

Bramble Armor (Su) At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

=== Racial ===
Vine Leshy Vine leshys are hardy and insightful, but sometimes forgetful. They gain a +2 bonus to Constitution and Wisdom but suffer a –2 penalty to Intelligence. Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.
Size Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Speed Vine leshys have a base speed of 20 feet.
Languages Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.
Plantspeech (Replaced by Poisonous)
Senses Darkvision 60 feet, Low-Light Vision
Pass without Trace (Replaced by Grapevine)
Change Shape (Replaced by Poisonous)
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.
Poisonous Vine leshys made from poison ivy vines carry natural poison in their bodies. As a Swift action, the leshy can imbue its vines with this irritating substance. The next time the leshy hits a creature with an unarmed strike, the creature is affected by the following poison: Vine Leshy Toxin: Unarmed strike—injury; save Fort DC 10 + half the vine leshy’s Hit Dice + the leshy’s Constitution modifier; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The leshy can use this ability a number of times per day equal to its Constitution modifier (minimum 1). A vine leshy is immune to its own poison, but not to those of other vine leshys. This replaces plantspeech and change shape.
Grapevine A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level. This replaces pass without trace.

=== Traits ===
Magical Talent (Magic) You may cast Mage Hand once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained. The spell-like ability‘s save DC is Charisma-based.
Principled (Faith) You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

=== Familiar: Robin-nest Marvelous Youth ===
Leaf Leshy N Small Plant (Leshy, Shapechanger)
Init +1 Perception +1 Darkvision 60ft, Low-light vision
HP 5 AC14 T12 FF13 (Armor +1, Dex +1, Size +1, Familiar Natural Armor +1)
Fort +3 Refl +1 Will +1
Immune: Electricity, Sonic, Plant immunities (all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun)
Movement: Speed 20ft, Climb 10ft Fly 10ft (Clumsy, must glide to 5ft lower than starting)
Melee: Shortspear +2 (d4-2/19-20) P
Ranged: Seedpods +2 Touch (1 B + Deafen 1 rd Fort DC11 negates) 10ft, no STR bonus to damage
Statistics: STR 6 (-2) DEX 13 (+1) CON 12 (+1) INT 6 (-2) WIS 12 (+1) CHA 13 (+1)
Feats: Weapon Finesse, Improved Evasion (Familiar)
BAB +0 CMB -3 CMD 8
Skills: Fly -1, Stealth +5 (+9 in forest/jungle), Survival +1 (+5 in forest/jungle)
Languages: Druidic, Sylvan, Plantspeech (trees)
Pass Without Trace Constant, as Pass Without Trace CL 2 Concentration +3
Change Shape (Su) At will, Swift action, as Tree Shape (small tree)
Plantspeech (Ex) Constant, as Speak With Plants
Verdant Burst (Su) When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8+1 HP, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, 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, the plant life has no significant effect on movement and withers and dies within an hour.

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Just use your best judgement, including using consumables such as spells, potions, etc. That's why they're there.

Levelup History:

1 Druid HP d8+3=11 ST 14 (5 pts) DX 14 (5 pts) CN 14+2 (5 pts) IN 10-2 (0 pts) WS 14+2 (5 pts) CH 10 (0 pts)
Skills (4-1)+1: Knowledge Nature, Perception, Stealth, *Heal
Feats: Fleet (+5 base Movement)

Chronicle History:

Player: Caro Cogitatus
Character: Toorgmai
PFS#: 106336-16
Faction: Liberty's Edge
Day Job: None
(Current) The Twisted Circle - Leshy Madness! (Starts Aug 13 2018)