Efni Raan

Halali Skyseeker's page

129 posts. Organized Play character for supervillan.


Race

Dwarf

Classes/Levels

UnMonk 1 / Unsworn 1| hp 20/20 | AC 17 T 16 FF 14 (+2 dodge vs flyers) | F:+4 R:+4 W:+5; hardy | CMD 20 | Init +2 | Perc +8 (+2 vs flyers), darkvision |

Gender

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.

You have a couple of grenade weapons for swarm killing.

Use your CLW potion to revive a comrade or to enable yourself to re-enter a close fight.

Halali

Female Dwarf Unchained Monk
LN Medium Humanoid (Dwarf)
Init +2; Senses darkvision; Perception +8 (+10)

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Defense
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AC 17, touch 16, flat-footed 14 (+2 Dex, +3 Wis, +1 natural, +1 dodge)
hp 20 (1d10+1d8+4+1)
Fort +4, Ref +4, Will +5; +2 vs spells, SLAs, poison
Stability, Sky Sentinel

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Offense
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Base Atk +1; CMB +4; CMD 20
Speed 20ft
Melee
masterwork cold iron sansetsukon flurry, +5/+5 1d10+4 19-20/x2
unarmed flurry, +4/+4 1d6+3
silvered dan bong flurry, +4/+4 1d3+3/19-20x2
handaxe, +4 1d6+3/x3
kusarigama flurry, +4/+4 (1d3 or 1d6)

Ranged
shuriken flurry, +3/+3 1d2+3
sling bullet, +3 1d4+3
silvered dan bong, +3 1d3+3/19-20x2

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Spells Prepared
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CL2; Concentration +5

Level 0: (3) Detect Magic, Read Magic, Stabilise

Level 1: (2) Magic Weapon, Protection from Evil

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Statistics
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Abilities:

Str 16 Dex 14 Con 14 Int 12 Wis 16 Cha 5

Feats:

Iron-hide, Dodge, IUS, Stunning Fist

Traits:

Sky Quester (racial) (+1 k.geography and k.history, k.g is a class skill)
Magical Knack: Shaman (magic)

Hexes:

Healing (1d8+1 as per CLW, Will DC13)

Skills:

10 ranks + 0 fcb
[1] Climb 1+3+3 = 7
[1] Knowledge (geography) 1+1+1+3 = 6
[1] Knowledge (history) 1+1+1+3 = 6, +2 re: dwarves and their enemies
[2] Knowledge (nature) 2+1+3 = 6
[2] Perception 2+3+3 = 8, +2 vs flyers
[1] Spellcraft 1+1+3 = 5
[2] Swim 1+3+3 = 7

ACP -0

Languages:

Common, Dwarven, Terran

Equipment:

Gear from current scenario
potion clw
holy water

Combat Gear
weapons as above
7 shuriken
5 cold iron shuriken
9 sling bullets
2 alchemist fire
alkali
tanglefoot bag
holy weapon balm

Other Gear
flint&steel
backpack
bandolier
caltrops
crowbar
holy symbol (wooden) (Gozreh)
5 oil flasks
silk rope 50'
torch
waterskin
whetstone
earplugs
smoked goggles
antitoxin
antiplague

Potions and scrolls
potion clw
scroll comprehend languages
scroll monkey fish
scroll obscuring mist
scroll remove fear
scroll 5x lesser restoration

Wands
clw (50)

Coin
4 CP; 7 SP; 701GP

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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.

class abilities:
Unchained monk

Monk unarmed strike
Stunning Fist
AC bonus
Unchained flurry (bonus attack)
Bonus feat

Unsworn shaman

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
spirit animal (familiar)

Faction Journal Card:

familiar (spirit animal):

Chronicles:

3 XP 5 Fame 3 Prestige

1. The Wounded Wisp; 1xp, 2PP
2. The Confirmation; 1xp, 2PP
3. Master of the Fallen Fortress; 1xp, 1PP

Boons:

Explore, Report, Cooperate: 2 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