Cirieo Thessaddin

Wisteria Oakworthy's page

1 post. Organized Play character for Trscroggs.


Full Name

Wisteria Oakworthy

Race

Hafling -- Wildwood

Classes/Levels

Druid 4 (Animal)

Gender

Male

Size

Small

Age

24

Languages

Common, Druidic, Halfling, Varisian

Occupation

Herb Lore

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 18
Charisma 12

About Wisteria Oakworthy

HP:15
Spell DC: 17

AC: 16
AC (With Shield): 18 (Hardness: 3)

Fortitude: +4
Reflex: +5
Will: +9

Ancestory:

Racial Feature: Keen Eyes
Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Heritage: Wildwood
You hail from deep in a jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.

Ancestroy Feat 1: Unfettered Halfling
You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.

Class Features:

Shield Block
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Wild Empathy
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Druidic Order: Animal
You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the Animal Companion druid feat. You gain the heal animal order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against animals or killing them cleanly for food.)

Focus Spells:

Heal Animal Focus 1
Traits: Uncommon, Druid, Healing, Necromancy, Positive
Source Core Rulebook pg. 399
Cast Single Action to Two Actions somatic

Range touch or 30 feet (see text); Targets 1 willing living animal creature. You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect.

Single Action somatic The spell has a range of touch.
Two Actions somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.

Proficencies & Skills:

Perception
Trained in Perception

Saving Throw
Trained in Fortitude
Trained in Reflex
Expert in Will

Skills
Trained in Acrobatics, Athletics, Crafting, Medicine, Nature, Survival

Lores
Trained in Forrest Lore, Herb Lore

Attacks
Trained in simple weapons, unarmed attacks

Defenses
Trained in light armor, Trained in medium armor, Trained in unarmored defense

Class DC
Trained in druid class DC

Spells
Trained in primal spell attacks
Trained in primal spell DCs

Cantrips:

Electric Arc Cantrip 1
Traits: Cantrip, Electricity,Evocation
Source: Core Rulebook pg. 335
Traditions: arcane, primal
Cast: Two Actions somatic, verbal
Range 30 feet; Targets 1 or 2 creatures

Saving Throw basic Reflex. An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4+4.

Detect Magic Cantrip 1
Traits: Cantrip, Detection, Divination
Source Core: Rulebook pg. 328
Traditions: arcane, divine, occult, primal
Cast: Two Actions somatic, verbal
Area: 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Light Cantrip 1
Traits: Cantrip, Evocation, Light
Source: Core Rulebook pg. 348
Traditions: arcane, divine, occult, primal
Cast: Two Actions somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally

Duration until the next time you make your daily preparationsThe object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.

Stabilize Cantrip 1
Traits: Cantrip, Healing, Necromancy, Positive
Source: Core Rulebook pg. 373
Traditions: divine, primal
Cast: Two Actions somatic, verbal
Range 30 feet; Targets 1 dying creature

Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Tanglefoot Cantrip 1
Traits: Cantrip, Conjuration, Plant
Source: Core Rulebook pg. 377
Traditions: arcane, primal
Cast: Two Actions somatic, verbal
Range 30 feet; Targets 1 creature

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.

Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.

1st Level Spells (2):

Burning Hands Spell 1
Traits: Evocation, Fire
Source: Core Rulebook pg. 322
Traditions: arcane, primal
Cast: Two Actions somatic, verbal
Area 15-foot cone
Saving Throw basic Reflex

Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.

Shattering Gem Spell 1
Traits: Abjuration, Earth
Source: Gods & Magic pg. 109
Traditions: arcane, primal
Cast: Two Actions somatic, verbal
Range: touch; Targets 1 creature
Duration 1 minute

A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target.