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The Stinky Cellar


Blaeringr

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Deep Humus Under Rocks - Leshy Sorcerer 3


HP: 30/32 | AC: 17 | Speed: 25ft | Hero: 1/3 | Focus: 1/1

Perception: +6| Fort: +7 | Ref: +7 | Will: +8

Conditions| Consumables | Abilities | Skills


Hum glares at the groveling human. They growl at Darius, "What did you do with the leshies you kidnapped when they begged for mercy? Why should we show you any more mercy than you showed them?"

The sorcerer's eyes are narrowed in anger as they step toward Darius. Hum balls their hands into fists, which shake with rage. The other leshies know Hum as generally jovial and difficult to anger. Now that their ire is raised, however, the sorcerer finds it hard to forgive the human.


OOC/Actions

Other:

Action 1:

Action 2:

Action 3: 

Reaction:

Free: 

Exploration Activity:

Summon Statblock (Empty)

Empty

Spells

Primal Known Spells DC 19, attack +9;

2nd entangle, hideous laughter+, scorching ray* (2/3)

1st charm+, heal+, gust of wind, swampcall ( 3/4)

Cantrips dancing lights, electric arc, ghost sound+, produce flame, scatter scree

Focus Spells (1/1) faerie dust

 

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Darius.png.f17abc05442decacef8b476665c26a1f.pngHe raises a hand to shield his face.

"Please, I didn't hurt them. And she's not hurting them either! Lady Meliosa, Lady Constance Meliosa! She adores leshy, and she collects them. She promised me that leshy aren't smart enough to really suffer. She just keeps them in cages to show off to people."

He sobs a bit.

"When I saw you come I my lab here, I knew I was in trouble. I knew right away why you were here. She said she'd make me famous with her high class friends if I got her more leshy. Rich, elegant friends who would want to buy my perfumes and candles!"

You can make knowledge checks here to see if your characters know anything about some of the things Darius has just mentioned.

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Linny - Leshy Swashbuckler 3


HP: 38/60 | AC: 18 | Speed: 30ft | Hero: 1/3 | Panache: No

Perception: +7 | Fort: +9 | Ref: +10 | Will: +8 

Statistics | Equipment | Abilities | Skills
 
Conditions :
Barkskin


Linny pulled back his blade when the man yeilded. He might be a deadly protector of the woods, but he was not above showing mercy when it was called for. He frowned as he peeled the last of the hot wax from his leaves, keeping his blade at his side and ready to strike again if the man was not being honest.

 

"Not smart enough? That is a cheek! You will have to bring us to this Lady Melonseed at once! Keeping leshy in cages? Why their leaves will wilt and their stems will droop and they will be unable to frolick and play! Most unpleasant, but perhaps she is unaware and thinks we are like pets to keep? I will give her the benefit of the doubt, but if you speak untrue and she is hurting them, my sword will find its way into you again! And her too!

Linny wasn't sure what a perfume was, but it probably had something to do with all the stinky mulch around this building. He decided to keep quiet about that and instead gave himself a few minutes to trim his singed leaves to allow fresh ones to grow in stronger.

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Nourishing Ashes After a Wildfire - Vine Leshy Druid 3spacer.png
HP: 28/35 | AC: 20 (+2 w/ Shield) | Speed: 25ft | Hero: 1/3 | Focus: 1/1
Perception: +11 | Fort: +8 | Ref: +8 | Will: +11


Ash isn't much of a talker, not with the big-folk anyway. Their first priority is seeing to Smoke. The leshy scurries over to their bear companion and unleashes a wave of healing energy, while passively listening to Darius's feeble excuses for his crimes.

Smoke nuzzles Ash and offers a grunt in appreciation before glowering in Darius's direction.

 

 

OOC/Actions

Use Heal Animal, which heals Smoke up to full at minimum so I won't bother rolling (14 hp +18 -> 32);
I will roll some knowledge, however. Nature and Society checks below.

 

Edited by VennDygrem (see edit history)
Name
Nature
19
1d20+10 9
Society
9
1d20+5 4
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Dew Drips forming on Leaf Tips - Root Leshy, Herbalist, Plant Summoner


HP: 52/52 | AC: 16 | Speed: 25ft | Hero: 1/3

Perception: +9 | Fort: +10 | Ref: +6 | Will: +9 

Conditions-None| ItemsInvested:


Worn:


Stowed:
| AbilitiesFocus Spells:


Abilities


Actions:
| SkillsSkill Rank Total Bonus
Acrobatics U +1
Arcana U -1
Athletics U +0
Crafting U -1
Deception T +9
Diplomacy E +11
Intimidation T +9
Lore (Herbalism) T +4
Medicine U +2
Nature E +10
Occultism U -1
Performance U +4
Religion U +2
Society U -1
Stealth U +1
Survival T +7
Thievery U +1
 Strikes+1 Fist +7, Damage 1d4 B
Agile, Finesse, Nonlethal, Unarmed, Magical


Dew was a bit taken back with the violence that had erupted and how quickly it had ended. As relieving as that was. He beckoned Branch to come back to him and worked to close his wounds and repair the damage the violence had inflicted upon him.

OOC/Actions

Other: Healing Branch

Action 1: 

Action 2: 

Action 3: 

Reaction:

Free: 

Exploration Activity: Gather Information

Feats

Abilities: Act TogetherAct Together

SummonerTandem
Special Feature Level 1

Frequency once per round

You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.

For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
SoM
, Plant EidolonEidolon
Special Feature Level 1

You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting on page 54).

Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon’s type and general appearance, these features can’t be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can’t be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

Your eidolon is no mere minion. It doesn’t have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon. You coordinate your actions with your eidolon more efficiently when you Act Together.

Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.
SoM
Plant Eidolon
, Root LeshyRoot Leshy
Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
CRB
, Link SpellsLink Spells
Special Feature Level 1

Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300 of the Core Rulebook.
SoM
, Evolution FeatEvolution Feat
Special Feature Level 1

Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You gain an evolution feat for your eidolon at 1st level, representing the differences that make it unique from other eidolons of its type. If you retrain this feat, the feat you replace it with must also be an evolution feat.
SoM
, Manifest Eidolon, Plant NourishmentPlant Nourishment
Special Feature Level 1

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).
LO: CG
,Share SenseShare Senses

ConcentrateDivinationScryingSummoner
Special Feature Level 1

Requirements Your eidolon is manifested.

You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect.

Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
SoM
, Shared VigilianceShared Vigilance
Special Feature Level 3

You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon’s proficiency rank in Perception increase to expert.
SoM
, Tendril StrikeTendril Strike

Eidolon
Special Feature Level 1

Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.
SoM
, Unlimited Signature SpellsUnlimited Signature Spells
Special Feature Level 3

All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.
SoM

Ancestry: Root LeshyUncommonLeshyPlant
Hit Points 8
Size Small
Speed 25 feet
Ability Boosts Constitution Wisdom, Free
Ability Flaw Intelligence
Languages Common, Sylvan. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Leshy Plant Small
Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
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).
Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.
Leshies are “born” when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though it is not uncommon for leshies to maintain lifelong bonds with their creators.
Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.

Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
, Leshy SuperstitionLeshy
Feat Source Ancestry Feat Level 1

Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
LO: CG

General: ToughnessGeneral
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value

Skill: Natural MedicineGeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
CRB
, Bon MotAuditoryConcentrateEmotionGeneralLinguisticMentalSkill
Feat Source Skill Feat Level 1

Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is -2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
APG
, Alchemical CraftingGeneralSkill
Feat Source Awarded Feat Level 1

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.
CRB

Class: Advanced WeaponryEvolutionSummoner
Feat Source Summoner Evolution Feat Level 1

Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.
SoM
, Alacritous ActionEvolutionSummoner
Feat Source Class Feat Level 2

Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.
SoM

Archetype: Herbalist DedicationArchetypeDedication
Feat Source Archetype Feat Level 2

Prerequisites trained in Nature, Natural Medicine
You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.

Special You can't select another dedication feat until you have gained two other feats from the herbalist archetype.
APG

Branch (Eidolon)

Branch - Guardian Plant 3


Medium, Eidolon, Guardian, Plant

Perception +8; Low-Light Vision
Languages None selected
Skills Acrobatics +2, Athletics +4, Deception +5, Diplomacy +7, Intimidation +5, Nature +8, Survival +6
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
Items Unarmored


AC 19; Fort +10, Ref +7, Will +8
HP 52/52


Speed 35 feet + 20ft (1min)
Melee Primary Attack +9 (Trip, Grapple), Damage 1d8+4 B
Melee Secondary Attack +9 (Agile, Finesse), Damage 1d6+4 B
Tendril Strike action_single_black.pngStretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.

Spells

Primal Known Spells DC 19, attack +9;

2nd BarkskinAbjuration Plant
Source Core Rulebook pg. 320 4.0
Traditions primal
Deity Gendowyn
Cast somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes
The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness increases by 3.
(0/1)

1st HealHealing Necromancy Positive
Source Core Rulebook pg. 343 4.0
Traditions divine, primal
Bloodlines angelic, psychopomp
Cast to
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.
(somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
(material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
, Hydraulic PushAttack Evocation Water
Source Core Rulebook pg. 344 4.0
Traditions arcane, primal
Spell List elemental
Deities Besmara, Dagon, Hanspur, Lysianassa, Ragadahn, Sobek
Cast somatic, verbal
Range 60 feet; Targets 1 creature or unattended object
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.
, CharmEmotion Enchantment Incapacitation Mental
Source Core Rulebook pg. 322 4.0
Traditions arcane, occult, primal
Bloodlines diabolic, fey, nymph
Deities Ardad Lili, Asmodeus, Belial, Calistria, Conqueror Worm, Hathor, Nalinivati, Ravithra, Sturovenen, The Green Mother, Zura
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
(2 /2)

Cantrips Electric ArcCantrip Electricity Evocation
Source Core Rulebook pg. 335 4.0
Traditions arcane, primal
Mystery tempest
Cast 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 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
, Gouging ClawAttack Cantrip Morph Transmutation
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast somatic, verbal
Range touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.
, GuidanceCantrip Divination
Source Core Rulebook pg. 342 4.0
Traditions divine, occult, primal
Mystery ancestors
Cast verbal
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
, Healing PlasterCantrip Earth Transmutation
Source Secrets of Magic pg. 109 1.1
Traditions primal
Spell List elemental
Cast somatic
Range 5 feet; Targets a handful of dirt or mud
Duration 10 minutes
You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
, Ray of FrostAttack Cantrip Cold Evocation
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.

Focus Spells (1/1) Boost EidolonBoost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice., Evolution SurgeEvolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.

 

Edited by allefgib (see edit history)
Name
Casting 2-action heal on branch at 2nd level
25
2d8+16 4,5
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image.png.3127279fd4050881cb0811d30e6f8c64.png

Deep Humus Under Rocks - Leshy Sorcerer 3


HP: 30/32 | AC: 17 | Speed: 25ft | Hero: 1/3 | Focus: 1/1

Perception: +6| Fort: +7 | Ref: +7 | Will: +8

Conditions| Consumables | Abilities | Skills


Hum frowns at Darius. "Not smart enough to really suffer? We're obviously more intelligent than you are, since you believed her," they say. "You're going to take us to see this lady, like Linny said."


OOC/Actions

Other:

Action 1:

Action 2:

Action 3: 

Reaction:

Free: 

Exploration Activity:

Summon Statblock (Empty)

Empty

Spells

Primal Known Spells DC 19, attack +9;

2nd entangle, hideous laughter+, scorching ray* (2/3)

1st charm+, heal+, gust of wind, swampcall ( 3/4)

Cantrips dancing lights, electric arc, ghost sound+, produce flame, scatter scree

Focus Spells (1/1) faerie dust

 

Name
Intimidation
29
1d20+9 20
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Darius.png.f17abc05442decacef8b476665c26a1f.pngThe leshy learn from Darius that Lady Constance Meliosa owns an estate in Rosentry.

Rosentry is not so much a small town on the border of the Verduran forest, so much as it is a collection of summer garden estates for well to do Taldorans; upper class folk and even some nobles, like the Meliosas. And the proper pronunciation is meli-OH-sa, not melio-SAH.

Lady Meliosa often hosts garden parties at her estate, and will be doing so tomorrow starting at noon to show off her newest adorable little prizes which are on their way there now via crates on a wagon.

Darius assures Hum that he will be "happy", "thrilled" even to escort them to Rosentry - he has deliveries to make there anyways. But those plans are soon interrupted.

militia.JPG.181fff24072ed6c64ceeae16bbb73b26.JPGFour humans wearing matching jingling outfits, with metal helmets and polearms descend into the cellar, led by Galen, who still looks at Hum with a glimmer of awe in his eyes.

"Ya Sargeant," he says, his voice still cracking, "I saw him with my own eyes bringing little plant creatures into and outta the shop for the past few weeks. You talk to these plant folk here, especially the one that looks like the most glorious cortinarius austrovenetus I ever did lay eyes on, and you'll see they are clearly upright thinking, talking folk like you or I."

The one called "Sargeant" speaks up, "Darius, Darius, Darius...we all know the rules here, specially living so close to the Verduran. You're under arrest Darius, for egregious violation of the Wildwood Treaty, a treaty we been keeping here for centuries."

As the other three put shackles on Darius, who scowls at his young shopkeeper, Sargeant turns to the leshy and says, "Hope you won't hold this against us. We're mostly good folk here, just like yourselves, I'm sure. Darius here got a bit too ambitious for his own good though. Is there anything else you need to discuss with us?"

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Dew Drips forming on Leaf Tips - Root Leshy, Herbalist, Plant Summoner


HP: 52/52 | AC: 16 | Speed: 25ft | Hero: 1/3

Perception: +9 | Fort: +10 | Ref: +6 | Will: +9 

Conditions-None| ItemsInvested:


Worn:


Stowed:
| AbilitiesFocus Spells:


Abilities


Actions:
| SkillsSkill Rank Total Bonus
Acrobatics U +1
Arcana U -1
Athletics U +0
Crafting U -1
Deception T +9
Diplomacy E +11
Intimidation T +9
Lore (Herbalism) T +4
Medicine U +2
Nature E +10
Occultism U -1
Performance U +4
Religion U +2
Society U -1
Stealth U +1
Survival T +7
Thievery U +1
 Strikes+1 Fist +7, Damage 1d4 B
Agile, Finesse, Nonlethal, Unarmed, Magical


Dew relaxed visibly as the wicked Darius was taken into custody.

"Thank you, Sargeant was it? It is good to see this wicked thing is an exception but that most of you grow green in the light of day. What can you tell us of Lady Constance Meliosa? This Darius has told us she holds our friends who he had kidnapped!"

OOC/Actions

Other: Healing Branch

Action 1: 

Action 2: 

Action 3: 

Reaction:

Free: 

Exploration Activity: Gather Information

Feats

Abilities: Act TogetherAct Together

SummonerTandem
Special Feature Level 1

Frequency once per round

You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.

For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
SoM
, Plant EidolonEidolon
Special Feature Level 1

You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting on page 54).

Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon’s type and general appearance, these features can’t be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can’t be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

Your eidolon is no mere minion. It doesn’t have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon. You coordinate your actions with your eidolon more efficiently when you Act Together.

Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.
SoM
Plant Eidolon
, Root LeshyRoot Leshy
Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
CRB
, Link SpellsLink Spells
Special Feature Level 1

Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300 of the Core Rulebook.
SoM
, Evolution FeatEvolution Feat
Special Feature Level 1

Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You gain an evolution feat for your eidolon at 1st level, representing the differences that make it unique from other eidolons of its type. If you retrain this feat, the feat you replace it with must also be an evolution feat.
SoM
, Manifest Eidolon, Plant NourishmentPlant Nourishment
Special Feature Level 1

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).
LO: CG
,Share SenseShare Senses

ConcentrateDivinationScryingSummoner
Special Feature Level 1

Requirements Your eidolon is manifested.

You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect.

Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
SoM
, Shared VigilianceShared Vigilance
Special Feature Level 3

You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon’s proficiency rank in Perception increase to expert.
SoM
, Tendril StrikeTendril Strike

Eidolon
Special Feature Level 1

Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.
SoM
, Unlimited Signature SpellsUnlimited Signature Spells
Special Feature Level 3

All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.
SoM

Ancestry: Root LeshyUncommonLeshyPlant
Hit Points 8
Size Small
Speed 25 feet
Ability Boosts Constitution Wisdom, Free
Ability Flaw Intelligence
Languages Common, Sylvan. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Leshy Plant Small
Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
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).
Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.
Leshies are “born” when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though it is not uncommon for leshies to maintain lifelong bonds with their creators.
Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.

Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
, Leshy SuperstitionLeshy
Feat Source Ancestry Feat Level 1

Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
LO: CG

General: ToughnessGeneral
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value

Skill: Natural MedicineGeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
CRB
, Bon MotAuditoryConcentrateEmotionGeneralLinguisticMentalSkill
Feat Source Skill Feat Level 1

Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is -2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
APG
, Alchemical CraftingGeneralSkill
Feat Source Awarded Feat Level 1

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.
CRB

Class: Advanced WeaponryEvolutionSummoner
Feat Source Summoner Evolution Feat Level 1

Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.
SoM
, Alacritous ActionEvolutionSummoner
Feat Source Class Feat Level 2

Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.
SoM

Archetype: Herbalist DedicationArchetypeDedication
Feat Source Archetype Feat Level 2

Prerequisites trained in Nature, Natural Medicine
You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.

Special You can't select another dedication feat until you have gained two other feats from the herbalist archetype.
APG

Branch (Eidolon)

Branch - Guardian Plant 3


Medium, Eidolon, Guardian, Plant

Perception +8; Low-Light Vision
Languages None selected
Skills Acrobatics +2, Athletics +4, Deception +5, Diplomacy +7, Intimidation +5, Nature +8, Survival +6
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
Items Unarmored


AC 19; Fort +10, Ref +7, Will +8
HP 52/52


Speed 35 feet + 20ft (1min)
Melee Primary Attack +9 (Trip, Grapple), Damage 1d8+4 B
Melee Secondary Attack +9 (Agile, Finesse), Damage 1d6+4 B
Tendril Strike action_single_black.pngStretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.

Spells

Primal Known Spells DC 19, attack +9;

2nd BarkskinAbjuration Plant
Source Core Rulebook pg. 320 4.0
Traditions primal
Deity Gendowyn
Cast somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes
The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness increases by 3.
(0/1)

1st HealHealing Necromancy Positive
Source Core Rulebook pg. 343 4.0
Traditions divine, primal
Bloodlines angelic, psychopomp
Cast to
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.
(somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
(material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
, Hydraulic PushAttack Evocation Water
Source Core Rulebook pg. 344 4.0
Traditions arcane, primal
Spell List elemental
Deities Besmara, Dagon, Hanspur, Lysianassa, Ragadahn, Sobek
Cast somatic, verbal
Range 60 feet; Targets 1 creature or unattended object
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.
, CharmEmotion Enchantment Incapacitation Mental
Source Core Rulebook pg. 322 4.0
Traditions arcane, occult, primal
Bloodlines diabolic, fey, nymph
Deities Ardad Lili, Asmodeus, Belial, Calistria, Conqueror Worm, Hathor, Nalinivati, Ravithra, Sturovenen, The Green Mother, Zura
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
(2 /2)

Cantrips Electric ArcCantrip Electricity Evocation
Source Core Rulebook pg. 335 4.0
Traditions arcane, primal
Mystery tempest
Cast 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 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
, Gouging ClawAttack Cantrip Morph Transmutation
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast somatic, verbal
Range touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.
, GuidanceCantrip Divination
Source Core Rulebook pg. 342 4.0
Traditions divine, occult, primal
Mystery ancestors
Cast verbal
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
, Healing PlasterCantrip Earth Transmutation
Source Secrets of Magic pg. 109 1.1
Traditions primal
Spell List elemental
Cast somatic
Range 5 feet; Targets a handful of dirt or mud
Duration 10 minutes
You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
, Ray of FrostAttack Cantrip Cold Evocation
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.

Focus Spells (1/1) Boost EidolonBoost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice., Evolution SurgeEvolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.

 

Name
diplomacy to make a request
19
1d20+11 8
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Linny - Leshy Swashbuckler 3


HP: 38/60 | AC: 18 | Speed: 30ft | Hero: 1/3 | Panache: No

Perception: +7 | Fort: +9 | Ref: +10 | Will: +8 

Statistics | Equipment | Abilities | Skills
 
Conditions :
Barkskin


Linny nodded to the men, he seemed pleased they were eager to keep the treaty.

"It is good that you continue to hold to the terms of the Treaty. It has helped keep the peace for generations. This Lady Melonseed needs to be taught the same lesson as Darius here. We must free our friends and she must be reminded why the treaty has stood so long.

 

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Deep Humus Under Rocks - Leshy Sorcerer 3


HP: 30/32 | AC: 17 | Speed: 25ft | Hero: 1/3 | Focus: 1/1

Perception: +6| Fort: +7 | Ref: +7 | Will: +8

Conditions| Consumables | Abilities | Skills


Hum nods as Dew addresses the guards. "We are most curious about Lady Constance," they say in agreement. "We'd appreciate any information you can provide."


OOC/Actions

Other:

Action 1:

Action 2:

Action 3: 

Reaction:

Free: 

Exploration Activity:

Summon Statblock (Empty)

Empty

Spells

Primal Known Spells DC 19, attack +9;

2nd entangle, hideous laughter+, scorching ray* (2/3)

1st charm+, heal+, gust of wind, swampcall ( 3/4)

Cantrips dancing lights, electric arc, ghost sound+, produce flame, scatter scree

Focus Spells (1/1) faerie dust

 

Name
Aid Another (Diplomacy)
22
1d20+9 13
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The sargeant listens to the leshy, and in the end agrees.

"We don't need the kind of trouble Darius and his patron are stirring up. We can contact the authorities in Rosentry, but I imagine things will move slowly given Lady Meliosa's social standing."

He pauses as he considers the situation.

"The problem is that while we have evidence and a solid case against Darius, we have only his word against that of a highborn lady. It will take time to get authority to enter her estate and search for evidence, and she can use that time to hide or destroy any evidence. I'm afraid there is a goid chance that will lead to your little friends being burned as inconveniences."

He holds up his hand dramatically, gesturing for the leshy to let him continue.

"But you are not members of Taldoran society, and the Wildwood Treaty gives you leeway to operate outside of our laws in this situation. Tomorrow morning, one of my men will escort your group to Rosentry, and from afar indicate Lady Meliosa's estate. You should get there just in time for this garden party Darius mentioned. How does that work for you?"

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Linny - Leshy Swashbuckler 3


HP: 38/60 | AC: 18 | Speed: 30ft | Hero: 1/3 | Panache: No

Perception: +7 | Fort: +9 | Ref: +10 | Will: +8 

Statistics | Equipment | Abilities | Skills
 
Conditions :
Barkskin


Linny was about the start an argument with the man as he described his friends being burnt! But he kept his cool and listened. The man knew how the human world worked, and it seemed he had a plan to work around it!

"I have always wanted to crash a garden party, you have a deal sir. But I do hope you can trust your men enough not to forewarn this lady! If my friends are burnt up, the treaty means we may have to do like for like. And I feel that will only escalate things and lead to terrible woe on both sides!"

 

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Dew Drips forming on Leaf Tips - Root Leshy, Herbalist, Plant Summoner


HP: 52/52 | AC: 16 | Speed: 25ft | Hero: 1/3

Perception: +9 | Fort: +10 | Ref: +6 | Will: +9 

Conditions-None| ItemsInvested:


Worn:


Stowed:
| AbilitiesFocus Spells:


Abilities


Actions:
| SkillsSkill Rank Total Bonus
Acrobatics U +1
Arcana U -1
Athletics U +0
Crafting U -1
Deception T +9
Diplomacy E +11
Intimidation T +9
Lore (Herbalism) T +4
Medicine U +2
Nature E +10
Occultism U -1
Performance U +4
Religion U +2
Society U -1
Stealth U +1
Survival T +7
Thievery U +1
 Strikes+1 Fist +7, Damage 1d4 B
Agile, Finesse, Nonlethal, Unarmed, Magical


The concept of a garden itself sat uncomfortably with Dew. He was also aware of humanoid 'zoos'. Places where creatures from the natural world were caught, restrained and put on display. A garden felt little better despite the face they typically used non-sentient plants. Now was not the time for a philosophical debate however. The world was the way it was and he saw his role in it was to bend and change with the winds as they blew. But not at the cost of his friends llives.

"Thank you, Sargeant. We will indeed appreciate being pointed the way to look into our friends given your own customs prevent you from helping us directly."

Dew and Branch prepared to move out when the others were ready.

OOC/Actions

Other: Healing Branch

Action 1: 

Action 2: 

Action 3: 

Reaction:

Free: 

Exploration Activity: Gather Information

Feats

Abilities: Act TogetherAct Together

SummonerTandem
Special Feature Level 1

Frequency once per round

You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.

For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).

This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
SoM
, Plant EidolonEidolon
Special Feature Level 1

You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting on page 54).

Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon’s type and general appearance, these features can’t be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can’t be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

Your eidolon is no mere minion. It doesn’t have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon. You coordinate your actions with your eidolon more efficiently when you Act Together.

Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.
SoM
Plant Eidolon
, Root LeshyRoot Leshy
Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
CRB
, Link SpellsLink Spells
Special Feature Level 1

Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300 of the Core Rulebook.
SoM
, Evolution FeatEvolution Feat
Special Feature Level 1

Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You gain an evolution feat for your eidolon at 1st level, representing the differences that make it unique from other eidolons of its type. If you retrain this feat, the feat you replace it with must also be an evolution feat.
SoM
, Manifest Eidolon, Plant NourishmentPlant Nourishment
Special Feature Level 1

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).
LO: CG
,Share SenseShare Senses

ConcentrateDivinationScryingSummoner
Special Feature Level 1

Requirements Your eidolon is manifested.

You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect.

Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
SoM
, Shared VigilianceShared Vigilance
Special Feature Level 3

You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon’s proficiency rank in Perception increase to expert.
SoM
, Tendril StrikeTendril Strike

Eidolon
Special Feature Level 1

Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.
SoM
, Unlimited Signature SpellsUnlimited Signature Spells
Special Feature Level 3

All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.
SoM

Ancestry: Root LeshyUncommonLeshyPlant
Hit Points 8
Size Small
Speed 25 feet
Ability Boosts Constitution Wisdom, Free
Ability Flaw Intelligence
Languages Common, Sylvan. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Leshy Plant Small
Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
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).
Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.
Leshies are “born” when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though it is not uncommon for leshies to maintain lifelong bonds with their creators.
Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.

Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone.
, Leshy SuperstitionLeshy
Feat Source Ancestry Feat Level 1

Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
LO: CG

General: ToughnessGeneral
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value

Skill: Natural MedicineGeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
CRB
, Bon MotAuditoryConcentrateEmotionGeneralLinguisticMentalSkill
Feat Source Skill Feat Level 1

Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is -2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
APG
, Alchemical CraftingGeneralSkill
Feat Source Awarded Feat Level 1

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.
CRB

Class: Advanced WeaponryEvolutionSummoner
Feat Source Summoner Evolution Feat Level 1

Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.
SoM
, Alacritous ActionEvolutionSummoner
Feat Source Class Feat Level 2

Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.
SoM

Archetype: Herbalist DedicationArchetypeDedication
Feat Source Archetype Feat Level 2

Prerequisites trained in Nature, Natural Medicine
You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.

Special You can't select another dedication feat until you have gained two other feats from the herbalist archetype.
APG

Branch (Eidolon)

Branch - Guardian Plant 3


Medium, Eidolon, Guardian, Plant

Perception +8; Low-Light Vision
Languages None selected
Skills Acrobatics +2, Athletics +4, Deception +5, Diplomacy +7, Intimidation +5, Nature +8, Survival +6
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
Items Unarmored


AC 19; Fort +10, Ref +7, Will +8
HP 52/52


Speed 35 feet + 20ft (1min)
Melee Primary Attack +9 (Trip, Grapple), Damage 1d8+4 B
Melee Secondary Attack +9 (Agile, Finesse), Damage 1d6+4 B
Tendril Strike action_single_black.pngStretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.

Spells

Primal Known Spells DC 19, attack +9;

2nd BarkskinAbjuration Plant
Source Core Rulebook pg. 320 4.0
Traditions primal
Deity Gendowyn
Cast somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes
The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness increases by 3.
(0/1)

1st HealHealing Necromancy Positive
Source Core Rulebook pg. 343 4.0
Traditions divine, primal
Bloodlines angelic, psychopomp
Cast to
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.
(somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
(material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
, Hydraulic PushAttack Evocation Water
Source Core Rulebook pg. 344 4.0
Traditions arcane, primal
Spell List elemental
Deities Besmara, Dagon, Hanspur, Lysianassa, Ragadahn, Sobek
Cast somatic, verbal
Range 60 feet; Targets 1 creature or unattended object
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.
, CharmEmotion Enchantment Incapacitation Mental
Source Core Rulebook pg. 322 4.0
Traditions arcane, occult, primal
Bloodlines diabolic, fey, nymph
Deities Ardad Lili, Asmodeus, Belial, Calistria, Conqueror Worm, Hathor, Nalinivati, Ravithra, Sturovenen, The Green Mother, Zura
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
(2 /2)

Cantrips Electric ArcCantrip Electricity Evocation
Source Core Rulebook pg. 335 4.0
Traditions arcane, primal
Mystery tempest
Cast 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 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
, Gouging ClawAttack Cantrip Morph Transmutation
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast somatic, verbal
Range touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.
, GuidanceCantrip Divination
Source Core Rulebook pg. 342 4.0
Traditions divine, occult, primal
Mystery ancestors
Cast verbal
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
, Healing PlasterCantrip Earth Transmutation
Source Secrets of Magic pg. 109 1.1
Traditions primal
Spell List elemental
Cast somatic
Range 5 feet; Targets a handful of dirt or mud
Duration 10 minutes
You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
, Ray of FrostAttack Cantrip Cold Evocation
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.

Focus Spells (1/1) Boost EidolonBoost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice., Evolution SurgeEvolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.

 

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Nourishing Ashes After a Wildfire - Vine Leshy Druid 3spacer.png
HP: 35/35 | AC: 20 (+2 w/ Shield) | Speed: 25ft | Hero: 1/3 | Focus: 1/1
Perception: +11 | Fort: +8 | Ref: +8 | Will: +11


Ash nods alongside their companions' words. This 'Lady Meliosa' seemingly has the twins, and who knows how many other Leshies or other creatures. It seems the party is gearing up to become party-crashers.

 

 

OOC/Actions

If I have time, I'll refocus for 10 minutes to get my focus point back.

I can also perform medicine to try and heal the group where needed. Linny in particular looks to need some help, and Ash could use some basic care.

Rolling against Expert DC (20) for Linny: 1d20(20)+11=31 A Crit! 4d8+10 healing
Rolling against Expert DC (20) for Ash: 1d20(15)+11=26 Success 2d8+10 healing

 

Edited by VennDygrem (see edit history)
Name
Medicine
31
1d20+11 20
Medicine
26
1d20+11 15
Linny HP restored
22
4d8+10 1,8,2,1
Ash HP restored
19
2d8+10 5,4
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