Druid

Savannah Huo-Fa's page

37 posts. Alias of UncleFroggy.


Full Name

Savannah Huo-Fa

Race

HP 148/148 | AC 29 | F/R/W/P: 19/18/18/18 | 40 feet (45 in Stoked Flame Stance) | Class DC 25 | Cleric Spell DC 28 | Exploration Activity: Scout | Hero Points: 1/3 |

Classes/Levels

Medicine(M)/Acrobatics(M): +20, Athletics: +15, Arcana/Crafting/Nature/Religion/Stealth/Survival/Warfare Lore: +14 | ◈◇↺

Gender

Female Half Elf | Field Medic | Monk Lvl 10 | Eldritch Archer Dedication | Cleric Dedication | Arcane Spells: -/1/1/-/ | Divine Spells: -/1/-/-/ |

Strength 16
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 18
Charisma 12

About Savannah Huo-Fa

Female Aiuvarin Monk 10
Medium, Human, Humanoid
Heritage: Aiuvarin (Half-Elf)
Background: Field Medic
Perception: +18, Low-Light Vision
Languages: Common, Elven, Draconic, Dwarven
STR 16 (+3), DEX 18 (+4), CON 16 (+3), INT 14 (+2), WIS 18 (+4), CHA 12 (+1)
AC 29, HP 148, F/R/W:19/18/18
Class DC: 28
Speed: 40 feet (45 in stoked flame stance)

Skills/Offense:

Please see the botting spoiler

Feats and Abilities:

Ancestry Feats:
Natural Ambition - Gain a 1st level Class Feat
* Qi Spells - gain Qi spells
Elven Weapon Familiarity - Gain access in all common/uncommon weapons with the elf trait, including longbows, shortbows, rapiers, composite long/shortbows. Critical hits gain Crit Specialization
Multitalented - Gain a 2nd level Multiclass Dedication Feat
* Cleric (Irori) Dedication - Cast Divine Spells like a cleric

Heritage:
Versatile Heritage - Gain a general feat. Must meet prereqs

Class Features:
** Flurry of Blows - Make 2 unarmed strikes, combining damage if vs same target
** Path to Perfection (Fortitude) - Success becomes a Critical Success
** Mystic Strikes - Unarmed strikes become magical for the purpose of overcoming resistances
** Metal Strikes - Unarmed strikes are considered Cold Iron and Silver
** Eldritch Shot - Cast 1 or 2 action spell, strike with bow/crossbow and add the effect of the spell

Skill Feats:
** Ward Medic - Treat up to 4 Patients with Treat Wounds
** Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour.
** Cat Fall - Treat falls as 50 feet shorter
** Advanced First Aid - Use first aid to reduce Frightened or Sickened by 2 (DC per cause)
** Acrobatic Performer - Use Acrobatics for Performance actions

General Feats:
** Assurance (Medicine) - Forego skill check to use a result of 26
** Toughness - Gain extra HP equal to level. DC for recovery check is 9 + dying value. (Bonus)

Class Feats:
** Stoked Flame Stance - 1d8 slashing damage, +5 movement
** Monastic Archer Stance - Can use flurry of blows with bows w/in the first range increment
** Monastic Weaponry - Can use melee monk weapons with feats/abilities that require unarmed attacks
** Eldritch Archer Dedication
** Basic Eldritch Archer Spellcasting
** Basic Cleric Spellcasting

Other Abilities: Radiant Oath Champion

Focus Spells:

Focus Points: 1/1
Focus Spells:
Inner Upheaval
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 2d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, spirit, vitality, void.

Arcane Spells:

Spell DC: 25
Spell Attack: +15

Cantrips: Gouging Claw
1st: Hydraulic Push **
2nd: Laughing Fit
3rd: Fireball
** Signature Spell

Divine Spellcasting:

Spell DC: 28
Spell Attack: +18

Cantrips: Needle Darts, Stabilize
1st: Heal
2nd: Heal
3rd: Heal

Equipment:

Combat Gear: +2 Striking Corrosive Composite Longbow (35 arrows), +1 Striking Vitalizing Kusarigama, +1 Striking Handwraps of Mighty Blows
Armor: +1 Explorer's Clothing
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Healers tools
Magic Items: Spacious Pouch Type 1, Battle Medic's Baton
Bulk: 5 (Encumbered at: 8; Maximum at: 13)
Coins: 91.05

Botting:

SAVES / PERCEPTION
[dice=Fortitude(M)]d20+19[/dice]
[dice=Reflex(E)]d20+18[/dice]
[dice=Will(E)]d20+18[/dice]
[dice=Perception(E)]d20+18[/dice]

INITIATIVE
[dice=Savannah Init; Scout]d20+18[/dice]

SKILLS
[dice=Acrobatics(M)]d20+20[/dice]
[dice=Arcana(T)]d20+14[/dice]
[dice=Athletics(T)]d20+15[/dice]
[dice=Crafting(T)]d20+14[/dice]
[dice=Medicine(M)]d20+20[/dice]
[dice=Nature(T)]d20+16[/dice]
[dice=Performance (via Acrobatic Performer)]d20+20[/dice]
[dice=Stealth(T)]d20+16[/dice]
[dice=Survival(T)]d20+16[/dice]

[dice=Warfare Lore(T)]d20+14[/dice]

MELEE

[dice=Flashing Spark, Forceful, Sweep]d20+18[/dice] for [dice=Slashing Damage]2d8+5[/dice]
[dice=Flashing Spark, Forceful, Sweep]d20+13[/dice] for [dice=Slashing Damage]2d8+7[/dice]
[dice=Flashing Spark, Forceful, Sweep]d20+8[/dice] for [dice=Slashing Damage]2d8+9[/dice]
[ooc]Critical Hit: Double Damage + 1d6 Persistent Fire[/ooc]

[dice=+1 Striking Vitalizing Kusarigama, 10' reach]d20+18[/dice] for [dice=Slashing/Bludgeoning]2d8+5[/dice] plus [dice=Persistent Vitalizing vs Undead]d6[/dice]
[dice=+1 Striking Vitalizing Kusarigama, 10' reach, MAP]d20+13[/dice] for [dice=Slashing/Bludgeoning]2d8+5[/dice] plus [dice=Persistent Vitalizing vs Undead]d6[/dice]
[dice=+1 Striking Vitalizing Kusarigama, 10' reach, MAP 2+]d20+8[/dice] for [dice=Slashing/Bludgeoning]2d8+5[/dice] plus [dice=Persistent Vitalizing vs Undead]d6[/dice]
[dice=+1 Kusarigama, Trip/Disarm, 10' reach vs Reflex DC]d20+15+1[/dice]
[ooc]Critical Hit: Double Damage + Double Persistent vs Undead + Critical Specialization (1d6+1 Persistent Bleed)[/ooc]

RANGED
[dice=+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley]d20+20[/dice] for [dice=Piercing]2d8+3[/dice] plus [dice=Acid]1d6 [/dice]
[dice=+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley, MAP]d20+15[/dice] for [dice=Piercing]2d8+3[/dice] plus [dice=Acid]1d6[/dice]
[dice=+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley, MAP 2+]d20+10[/dice] for [dice=Piercing]2d8+3[/dice] plus [dice=Acid]1d6 [/dice]
[dice=Deadly]d10[/dice]
[dice=Acid Damage vs Armor/Shield before hardness]3d6[/dice]
[ooc]Critical Hit: Double Damage + Deadly d10 + 3d6 Acid to armor/shield (before Hardness) + Critical Specialization)[/ooc]

SPELLS
[dice=Needle Darts]d20+18[/dice] for [dice=Piercing]7d4[/dice] [ooc]Critical Hit: Double Damage + 5 Persistent Bleed[/ooc]
[dice=Gouging Claw]d20+15[/dice] for [dice=Piercing/Slashing]6d6[/dice] plus 6 Persistent Bleed [ooc]Critical Hit: Double Damage + Double Persistent[/ooc]

[dice=Hydraulic Push R1]d20+15[/dice] for [dice=Bludgeoning]3d6[/dice] plus Knocked back 5 feet [ooc]Critical Hit: 6d6 damage + 10' forced movement[/ooc]
[dice=Fireball, Fire Damage, 20' burst; DC 26 Basic Reflex]6d6[/dice]

[dice=Hydraulic Push Damage R2]5d6[/dice] [ooc][ooc]Critical Hit: 8d6 damage[/dice]
[dice=Hydraulic Push Damage R3]7d6[/dice] [ooc][ooc]Critical Hit: 10d6 damage[/dice]

[dice=Heal, R1 (1 action)]d10[/dice]
[dice=Heal, R1 (2 action)]d10+8[/dice]
[dice=Heal, R1 (3 action); 30' burst]d10[/dice]

MEDICINE
[dice=Battle Medicine, DC 20, Assurance]2d8+10[/dice]

[dice=Battle Medicine/Treat Wounds, DC 30]d20+20[/dice]
[dice=Healing, DC 30]2d8+30[/dice]
[dice=Extra Healing]2d8[/dice]