Characters/Lini (Level 1)
Lini (Level 1)
| Lini (Level 1) | |
|---|---|
![]() |
|
| Level | 1 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 18/18 |
| AC | 16 |
| Saving Throws | Fort +5, Ref +5, Will +9 |
| Perception | +7 |
| Speed | 25 ft. |
| Attributes | |
| STR -1 | |
Details
- Ancestry: Gnome
- Heritage:
Sensate Gnome - Background: Herbalist
- Class:
Druid - Key Ability: STR
- Hero Points: 1
Biography
In her many explorations and journeys, Lini encountered numerous large animal predators, with whom she seemed to possess a certain affinity. More than once, Lini's traveling companions or enclave came under threat from some great bear or razor-clawed cat, but with a series of soothing noises and precise motions Lini always tamed the beast and sent it on its way.
Lini's success at calming animals came to an end one day when a snow leopard bound out of the trees and pinned her to the ground before she could react. Her friends scattered, leaving Lini alone to face the beast. Although fascinated by the cat's power and speed, and appreciative of the animal's beauty, Lini trembled under her massive paw and tears leaked from her eyes. She knew she faced her doom, and she found it cruelly ironic how death came to claim her.
Yet the leopard did not strike.
"Your friends have abandoned you," a calm feminine voice intoned out of Lini's sight. "Despite the times you saved them, they left you to die." Although Lini could not see the woman, Lini knew of the Norn of the forest and suspected she was one of them.
"Please help me," Lini whispered, her chest struggling to rise under the great cat's crushing paw.
"You do not need my help, little one. You need hers."
Lini looked at the snow leopard, deep into her eyes. She saw neither hunger or malice. Still struggling just to breathe, Lini stared into the great cat's eyes and asked, "Will you help me?"
Inexplicably, the snow leopard lifted her paw from Lini's chest. A coughing fit then overcame the small gnome, and when she finally recovered she looked around her. The snow leopard was gone and Lini saw no sign of the Norn. She looked around frantically, suddenly alone and scared. A small gnome in a large world.
"Come back," Lini cried. "Don't go! Please don't go. Don't leave me alone." She sank to her knees, tears afresh on her face, until she heard the sound of approaching footsteps.
The snow leopard had returned. With the delicateness of a mother tending to her cubs, the great cat licked gently at Lini's face, whisking away her tears. Lini threw her arms around the leopard's neck. "You are my friend, aren't you? I will call you Droogami. That is what we call good friends."
Lini looked down then and picked up a stick from the forest floor before clambering up the cat's side to perch on its back.
"Let us go, then, Droogami. We have no need for this place."
In the years since her departure from the Lands of the Linnorm Kings, Lini has collected more than a dozen sticks—one from each forest or wood she visits. In her resting time after long days of travel, she sits at Droogami's side and peels the bark from the sticks, smoothing and polishing them incessantly.
⚔ Defense & Saves
- HP: 18/18
- AC: 16
- Perception: +7 (Trained)
- Speed: 25 ft. (land)
- Fortitude: +5 (Trained)
- Reflex: +5 (Trained)
- Will: +9 (Expert)
🗡 Attacks
| Weapon | Traits | Attack Bonus | Damage | |
|---|---|---|---|---|
| Sling (Trained) | Propulsive | +5/+0/-5 | 1d6-1 bludgeoning | |
| Sickle (Trained) | Agile, Finesse, Trip | +5/+1/-3 | 1d4-1 slashing |
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| -1 | +2 | +2 | +0 | +4 | +2 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +2 | Untrained |
| Arcana | +0 | Untrained |
| Athletics | +2 | Trained |
| Crafting | +0 | Untrained |
| Deception | +2 | Untrained |
| Diplomacy | +5 | Trained |
| Forest Lore | +3 | Trained |
| Herbalism Lore | +3 | Trained |
| Intimidation | +2 | Untrained |
| Medicine | +4 | Untrained |
| Nature | +7 | Trained |
| Occultism | +0 | Untrained |
| Performance | +2 | Untrained |
| Religion | +4 | Untrained |
| Society | +0 | Untrained |
| Stealth | +5 | Trained |
| Survival | +7 | Trained |
| Thievery | +2 | Untrained |
💰 Wealth & Carry
| Coin | Total Value | Bulk | Invested |
|---|---|---|---|
| 4 SP, 9 CP | 15.5 gp | 2.6 / 4 enc / 9 max | 0/10 |
✨ Feats & Features
Heritage
Sensate Gnome- You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind.
- In addition, you gain a +2 circumstance bonus to Perception checks whenever you're trying to locate an undetected creature that is within the range of your scent.
Background Features
- Herbalist
- As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You're adept at collecting the right natural cures in all sorts of environments and preparing them properly.
- Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
- You're trained in the Nature skill and the Herbalism Lore skill. You gain the Natural Medicine skill feat.
Feats
Additional Lore (general, skill)- Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
- Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
Anathema (Druid) (druid)- As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an Atone ritual. The following acts are anathema to all druids.
- Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids.
- Your choice of druidic order adds further anathema, as detailed in the order's entry.
Animal Companion (druid)- You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
Animal Empathy (druid)- You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
Animal Order (druid)- You have a strong connection to beasts, always feeling like you understood them (and they you) better than your own people. You stand for the animals of nature, a powerful animal companion at your side.
- Order Skill Athletics
- Druid Feat Animal Companion
- Order Spell Heal Animal
- Anathema Commit wanton cruelty to animals or kill animals unnecessarily. (This doesn't prevent you from defending yourself against animals or killing them cleanly for food).
Assurance (Forest Lore) (fortune, general, skill)- Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
- Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Druid Spellcasting (druid)- The power of the wild world flows through you. You are a spellcaster and can cast spells of the primal tradition using the Cast a Spell activity. As a druid, your spellcasting incantations might be pleas to the environment around you or the invocation of ancient vows; your hands might sway like willows or curl into clawlike shapes as your gestures direct your magic. At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.
- As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Druid Spells per Day table.
- Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
- === Heightening Spells ===
- When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
- === Cantrips ===
- Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-rank spells, and a 5th-level druid's are 3rd rank.
Druidic Order (druid)- Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.
- Order 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 commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.
- 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. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.
- Order Skill You become trained in the listed skill. If you're already trained in that skill, you become trained in a different skill of your choice.
- Druid Feat You gain this 1st-level druid feat as a bonus feat.
- Order Spell You automatically gain the listed order spell at 1st level.
- Anathema Add this anathema to those for all druids.
- Animal Order
- Flame Order
- Leaf Order
- Stone Order
- Storm Order
- Untamed Order
- Wave Order
Gnome Obsession (gnome)- You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.
Natural Medicine (general, skill)- You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn't replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
- 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.
Shield Block (general)- Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
- You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Shield Block (champion, druid, fighter)- You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Voice of Nature (druid)- You gain your choice of the Animal Empathy or Plant Empathy druid feat.
Wildsong (druid)- You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.
🎒 Inventory
Weapons
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Sickle | 1 | 0.1 | 0 | 2 sp | |
| Sling | 1 | 0.1 | 0 | — |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Buckler | 1 | 0.1 | 0 | 1 gp | |
| Padded Armor | 1 | 0.1 | 0 | 2 sp |
Consumables
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Antidote (Lesser) | 1 | 0.1 | 1 | 3 gp | |
| Healing Potion (Minor) | 1 | 0.1 | 1 | 4 gp |
Ammunition
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Sling Bullets | 10 | 0.1 | 0 | 1 cp |
Equipment
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Healer's Toolkit | 1 | 1 | 0 | 5 gp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Copper Pieces | 9 | 1 | 0 | 1 cp | |
| Silver Pieces | 4 | 1 | 0 | 1 sp |
🔮 Spellcasting
Primal Prepared Spells (Primal) — Prepared
- DC 17 | Attack +7
Rank 1 (0/2 slots)
Detect Magic [cantrip, concentrate, detection, manipulate]
Description
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 rank than the rank 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.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Electric Arc [cantrip, concentrate, electricity, manipulate]
Description
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.
Heal [healing, manipulate, vitality]
Description
You channel vital 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 vitality 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.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital 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.
Ignition [attack, cantrip, concentrate, fire, manipulate]
Description
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.
Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.
Scaling Persistent Fire Damage
Scaling Persistent Fire Damage (Melee)
Runic Body [concentrate, manipulate]
Description
Glowing runes appear on the target's body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are +2 greater striking.
Heightened (9th) The unarmed attacks are +3 major striking.
Spell Effect: Runic Body
Stabilize [cantrip, concentrate, healing, manipulate, vitality]
Description
Life energy shuts death's door. The target loses the Dying condition, though it remains Unconscious at 0 Hit Points.
Tangle Vine [attack, cantrip, concentrate, manipulate, plant, wood]
Description
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.
Spell Effect: Tangle Vine
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.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.
Primal Focus Spells (Primal) — Focus
- DC 17 | Attack +7
Rank 1
Heal Animal [druid, focus, healing, manipulate, vitality]
Description
You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.
Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.
Last synced: 2026-08-03 04:00
