Against the Cult of Chaos
|Speed||30 ft.||Hit Dice||1d8|
|Str||11 (+0)||Dex||18 (+4)||Con||13 (+1)|
|Int||11 (+0)||Wis||13 (+1)||Cha||11 (+0)|
Quarterstaff: +5. Hit: 1d8/1d6 + 4 bludgeoning damage.
Unarmed Strike: +5. Hit: 1d6 + 4 bludgeoning damage.
Light Crossbow: +5 (range 80/320). Hit: 1d8 + 4 piercing damage.
Sling: +5 (range 30/120). Hit: 1d4 + 4 bludgeoning damage.
Armor & Shield Proficiencies: None.
Weapon Profiencies: Club, dagger, handaxe, light crossbow, longspear, quarterstaff, sling, spear.
Mindful Defense: While wearing no armor and not using a shield, Armor Class equals 10 + Dexterity modifier + Wisdom modifier.
Way of the Fist: Unarmed strike functions as finesse weapon with which she has proficiency. It deals 1d6 bludgeoning damage.
Undaunted Strike: Unarmed strike counts as being magical, adamantine, cold iron, and silver for the purposes of overcoming resistance.
Combat Expertise – Weapon Attack Bonus: +1 bonus to attack roll when using a weapon with which she has proficiency.
Combat Expertise – Martial Damage Dice: 1d6.
Combat Expertise – Flurry of Blows Maneuver: As an action, may spend one or two martial damage dice and make an unarmed melee attack. If one die was spent, make second unarmed melee attack as part of same action. If two dice were spent, make two additional unarmed melee attacks as part of same action.
Combat Expertise – Step of the Wind Maneuver: When start to move, may spend martial damage dice to increase speed. Roll all martial damage dice spent, but take only highest die result and multiply it by 5. Increase speed for that move by number of feet equal to total. If at least two dice are spent, can magically walk along vertical surfaces as part of move. If at least three dice are spent, can magically walk across any liquid as part of move.
Ki: Once per day, may activate a ki ability.
The Path of Four Storms Tradition – Warrior’s Gale Ki Ability: In place of movement and before taking action, can expend use of ki to magically fly up to 40 feet. If flight ends in midair, she does not fall until the end of turn.
Size: Medium (5 ft., 4 in. tall; 112 lbs).
Guide: Excellent memory for maps and geography, and can always recall general layout of terrain, settlements, and other surrounding features. Can find food and fresh water for herself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Skill Die: 1d6.
Skills: Balance, climb, spot, survival, swim, track.
Durable: Whenever rolling die to increase hit point maximum or to regain hit points by spending Hit Die, can roll twice and use higher result.
Alchemist’s fire, backpack, ball bearings, bell, caltrops, chalk, crossbow bolts (10), fishing tackle, flask, grappling hook, healer’s kit (20 uses), hempen rope (50 ft.), hunting trap, light crossbow, mess kit, potion of healing (2d4 + 2 hit points), pouch, quarterstaff, rations (10 days), sling, sling bullets (10), tinderbox, torches (10), traveler’s clothes, waterskin, whistle, winter blanket