UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision
Gender
active effects:
mage armour, pfe
Female
About Halali Skyseeker
"Why does anyone imagine that the Quest for Sky stops at the surface? The Sky is still above us! Dwarves are meant to fly!"
BOT ME:
If possible enter melee and flurry with your sansentsukon.
If you can't get into melee flurry with shuriken, or fire a sling bullet.
You have an axe if you need to do slashing damage. Shuriken are piercing damage. The dan bong is silvered and the sansetsukon is cold iron. The Kusarigama has reach and can be used to grapple and trip.
You have a couple of grenade weapons for swarm killing.
You have a wand of CLW and a hex, as well as a couple of buff spells if you can't make useful attacks. (Current hex: hampering - debuffs enemy AC).
You can ignore many of the effects of severe weather. In rainy conditions, your visibility is reduced by only one-quarter (not by half ) and you take only a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty on Perception checks caused by high winds. Finally, you gain a +2 bonus on saving throws against effects with the electricity descriptor or that deal electricity damage.
Traits:
Sky Quester (racial) (+1 k.geography and k.history, k.g is a class skill)
Magical Knack: Shaman (magic)
Wandering Spirit:
Heavens
Hexes:
Fortune (roll one attack, skill check, ability check or saving throw twice and take the better result, range 30', 1/day/creature)
Combat Gear
weapons as above
6 shuriken
2 cold iron shuriken
8 sling bullets
2 alchemist fire
alkali
tanglefoot bag
holy weapon balm
Other Gear
flint&steel
backpack
bandolier
familiar satchel
caltrops
crowbar
holy symbol (wooden) (Gozreh)
5 oil flasks
silk rope 50'
torch
waterskin
whetstone
earplugs
smoked goggles
antitoxin
antiplague
cloak of resistance +1
ioun torch (equipped by Grim)
2 spring loaded wrist sheath (contents: scroll of magic weapon, scroll of enlarge person)
Potions and scrolls
potion clw
scroll comprehend languages x2
scroll magic weapon x2
scroll monkey fish
scroll obscuring mist
scroll remove fear
scroll 5x lesser restoration
scroll enlarge person
scroll enlarge person
Wands
clw (45)
mage armour (46)
Coin
4 CP; 7 SP; 2128GP + 1186GP
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TRACKED RESOURCES:
gm reroll 1/1
stunning fist 1/1
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Special Abilities:
racial abilities:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lorekeeper: +2 Know (history) about Dwarves and their enemies.
Sky Sentinel: +1 racial bonus to hit and +2 dodge bonus to AC vs flyers. Enemies gain no bonus to hit for being on higher ground. +2 Perception vs flyers.
Stability: Dwarves receive a +4 racial bonus to their Combat Manoeuvre Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
orisons + spells (see above)
minor spirit: each day when Halali prepares spells she gains a witch or shaman hex of her choice, until she next prepares spells. She may choose a hex from her wandering spirit.
spirit animal (familiar): Halali's familiar gains the spirit animal ability from her wandering spirit.
wandering spirit: Halali can choose one shaman spirit when she prepares spells. Until the next time that she prepares spells, she gains that spirit's range of special abilities.
spirit magic: Halali gains one spontaneous slot per spell level which she may only use to cast spirit spells provided by her wandering spirit(s).
Faction Journal Card:
familiar (spirit animal):
Grim Stormcrow, Sage Familiar
Chronicles:
8 XP 13 Fame 9 Prestige
1. The Wounded Wisp; 1xp, 2PP
2. The Confirmation; 1xp, 2PP
3. Master of the Fallen Fortress; 1xp, 1PP
4. The Godsmouth Ossuary; 3xp, 4PP
5. Call of the Copper Gate; 1xp, 2PP (booned)
6. Temple of Empyreal Enlightenment; 1xp, 2PP
Boons:
Explore, Report, Cooperate: 21 only, get a clue about a secondary success condition
Prized Find: if you would miss your second PP on a mission, expend this boon to gain 1PP.
Confirmed Field Agent: can get a wayfinder for 1PP
Friend of Janira Gavix: +1 to Knowledge checks in the Grand Lodge
Pharasma's Blessing: 1 only, reroll an attack roll vs undead or a saving throw vs an undead's ability or effect, taking the better result.
Wary of Space: 2 only, +2 to save vs effect created by an aberration or a creature from the Dark Tapestry. Use this boon after rolling but before you know the result.