Aspis Consortium Agent

Emri's page

180 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Emri

Race

Deception +0, Diplomacy +0, Intimidation +5 | Acrobatics +11, Arcana +5, Athletics +6, Stealth +9 |

Classes/Levels

Active Conditions: None

Gender

| HP: 42/42, Temp HP: 0/5| AC 21 | F:+9 R:+11 W:+9 | Class DC: 19 | Hero Points: 0/3 | | Focus Points: 0/1 | Speed 35 ft. | Perc +6 (+2 vs. hidden, undetected)|

Size

Small

Languages

Common, Halfling

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

About Emri

Emri
Female Halfling (gutsy halfling) Warrior Monk 3
Home (Nomadic), Nationality (Rostlander), Birthplace (Brevoy)
NG Small Halfling, Humanoid

Languages Common, Halfling
Senses Perception +7 (Trained)
...+2 vs. undetected (keen senses)
Hero Points 1
Key Score Dexterity; Class DC 19 (trained)
Speed: 35 feet

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DEFENSE
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HP: 42 Temp HP 5 (stalwart's ring)
AC: 21 (+0 AC, +4 Dex/Cao, +7 Proficiency)
...not flat-footed when Balance or Climb
Fortitude: +9 Reflex: +11 Will: +9
...treat falls as 10 ft. shorter
...success against emotion becomes critical success

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OFFENSE
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Melee: Unarmed +9 (1d6+1 B)(agile, finesse, magic, nonlethal, unarmed) (brawler group; critical spec)
Ranged: Sling +9 (1d6 B)(Range: 50 ft.; Reload 1)(propulsive) (Ammo: 10/10) (sling group)

Ki Spells (Focus Points: 1)
1 Point: ki strike (V)

Other: keen eyes (better against concealment)

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REACTIONS
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Bracers of Missile Deflection (reaction)
Activate Interact
Frequency once per day
Trigger A ranged weapon attack hits you but doesn’t critically hit
Requirements You are aware of the attack and not flat-footed
Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.

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ACTIONS
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Flurry of Blows: 1>
Traits: Flourish, Monk
Effect: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

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KI SPELLS
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Ki Strike: 1> (verbal)
Traits uncommon, monk, transmutation
Effect: You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.
Heightened (+4): The extra damage increases by 1d6.

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SKILLS
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Acrobatics: +11 (Expert) Balance: treat success as critical success
Arcana: +5 (Trained)
Athletics: +6 (Trained) Climb: treat success as critical success
Crafting: +0 (Untrained)
Deception: +0 (Untrained)
Diplomacy: +0 (Untrained)
Intimidation: +5 (Trained)
Lore (Dragon): +5 (Trained)
Lore (Warfare): +5 (Trained)
Medicine: +2 (Untrained)
Nature: +2 (Untrained)
Occultism: +0 (Untrained)
Performance: +0 (Untrained)
Religion: +2 (Untrained)
Society: +0 (Untrained)
Stealth: +9 (Trained)
Survival: +2 (Untrained)
Thievery: +4 (Untrained)

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STATISTICS
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STR 12 DEX 18 CON 14 INT 10 WIS 14 CHA 10

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FEATS
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Ancestry: gutsy halfling, keen senses, sure feet
Background: intimidating glare
Class: brawling focus, flurry of blows, ki strike, incredible movement, mystic strikes, powerful fist
General: skill training
Skill cat fall

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FEAT AND ABILITY DETAILS
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Brawling Focus: You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.
Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.

Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Gutsy Halfling: Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

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

Ki Strike: Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point.

Powerful Fist: You know how to wield your fists as deadly weapons. The damage die for your fist changes to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

Sure Feet Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Balance or Climb.

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EQUIPMENT
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Armour: None
Weapons: sling, sling bullets (10),
Alchemical Items lesser smokestick (1), minor healing potion (1), lesser healing potion (1)
Magical Items bracers of missile deflection, stalwart's ring
Containers: Backpack (Bulk 0/4), Badolier (Objects 0/8), Belt Pouch (Bulk 0/4L), Belt Pouch (Bulk 0/4L), Waterskin
Equipment: Bedroll, chalk (5 pieces), flint and steel, grappling hook, rope (50 feet), rations (2 weeks worth), soap, tent (pup), torches (5)

Gold: 1
Silver: 4
Copper: 4

Bulk 2B 5L
Encumbered 5; Maxiumum 10

Trait Information:

AGILE The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

BACKSWING You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

FLOURISH Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

STANCE A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can’t use another one for 1 round. You can enter or be in a stance only in encounter mode.

Defense Proficiencies:

HP: 10+Con
AC: Expert

FORT: Expert
REF: Expert
WILL: Expert

Light Armor: Untrained
Medium Armor: Untrained
Heavy Armor: Untrained
Shields: Untrained
Unarmored: Expert

Offense Proficiencies:

Simple Weapons: Trained
Martial Weapons: Untrained
Unarmed Trained

Special Proficiencies:

Arcane Magic Untrained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level

Background:

Emri is a nomadic halfling from Brevoy. A Rostlander at heart, she's brave, hard-working, and independent. Emri got in plenty of fights as a kid, but never for the wrong reasons. As a teen she trained to become an Aldori Swordlord, but soon found a blade just didn't suit her. Instead, her parents sent her north to visit an old family friend they wouldn't tell her a word about. Curious, Emri set out to meet this 'friend' only to discover it was a gold dragon. The dragon, named Avagarveth, became her mentor, training her in unarmed combat, and teaching her to centre herself and focus her determination. In time, Emri left, excited to travel the world and embark on adventure!

Unknown to Emri, her family line is tainted by the blood of a red dragon, Vorthex, that was slain long ago by Avagarveth. The gold dragon watches over the descendants of her enemy, ensuring they never follow the path of destruction, as their red dragon progenitor did.

Appearance and Personality:

Emri is an enthusiastic, curious, and hardworking soul. She's always ready to prove herself against tougher opponents, but doesn't fight just for the sake of fighting.

Emri is incredibly pale, with red markings across her face, hands, and shoulders. Although they appear to be tattoos or decorative markings, they're actually birthmarks with the consistency of a snake's scale.