Ameiko

Hooli Jinowarui's page

192 posts. Organized Play character for motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Hooli Jinowarui

Race

HP 58, AC 22, F +9, R +13, W +10

Classes/Levels

Kitsune rogue 5

Languages

Tien

Strength 12
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Hooli Jinowarui

[ spoiler=Quick stats]
HP 58/58
AC 22
Fort +9, Ref +13, Will +10
Hero points: 3
Seasonal Boon: summer []; fall []; winter []; spring []
Spells: 1st []
Effects:
[/spoiler]

[ ooc]◈ xxx, ◈◈ Twin Feint (two Strikes, second is vs. off-guard), ◈ xxx, Invigorating Fear reaction [/ooc]
[dice=Fiend's hunger - +1 low-grade silver dagger (agile, finesse, thrown 10 feet)]1d20+14[/dice]
[dice=Piercing / Slashing]1d4+1[/dice]
[dice=Sneak Attack]2d6[/dice]
Activate [free-action] command (divine, enchantment, mental); Frequency once per day; Trigger You score a critical hit against a fiend; Effect Vengeful echoes of the fallen lance out into the psyche of the fiend struck. After the normal effects of the critical hit, the target must roll a DC 18 Fortitude save.

[dice=+1 ghost touch cold iron dagger (agile, finesse, thrown 10 feet), iterative]1d20+14-4[/dice]
[dice=Piercing / Slashing]1d4+1[/dice]
[dice=Sneak Attack]2d6[/dice]
[ ooc]Twin Distraction: Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn. [/ooc]

[dice=Claws (agile)]1d20+13[/dice]
[dice=Slashing]1d4+1[/dice]
[dice=Sneak Attack]2d6[/dice]

[dice=Claws (agile), iterative]1d20+13-4[/dice]
[dice=Slashing]1d4+1[/dice]
[dice=Sneak Attack]2d6[/dice]

[dice=Needle darts spell attack roll]1d20+10[/dice]
[dice=Piercing, cold iron]3d4[/dice]
[dice=Sneak Attack]2d6[/dice]
Crit? Double damage, plus 1 persistent bleed

[dice=Produce Flame spell attack roll]1d20+10[/dice]
[dice=Fire]1d4+3[/dice]
[dice=Sneak Attack]2d6[/dice]

[ ooc]Invigorating Fear reaction (once/hour); Trigger A creature within 60 feet gains the frightened condition. Effect: You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute.[/ooc]

Hooli Jinowarui
Birthplace: Willowshore
Gender & Pronouns: Female, she/her
Ancestry: kitsune (dark fields)
Background: close ties / outgoing foundling
Class Rogue (scoundrel); Level: 5
Traits Medium, Humanoid, Kitsune
Alignment CG; Deity: Kofusachi, Daikitsu, Tsukiyo
Languages: Tien
____________________
SENSES
Perception: [dice=Perception (expert)]1d20+9[/dice]
Special Senses: low-light vision
____________________
DEFENSES

Hit Points: 58 (8 class + 2 Con +8 ancestry)
AC: 22 (+1 armor, +4 Dex, +7 trained)
Armor Leather armor (+1 AC, +4 Dex cap, -1 check penalty, 10 Str req)
Armor proficiencies trained in light armor, unarmored

SAVING THROWS
Fortitude: [dice=Fortitude (trained)]1d20+ 9 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 13 [/dice]
Will: [dice=Will (expert)]1d20+ 10[/dice]
Notes:
____________________
OFFENSE
Class DC: 21 (trained)

Speed: 25 ft.

Weapon proficiencies expert in simple weapons, rapier, sap, shortbow, shortsword, unarmed; When you critically succeed at an attack roll against an off-guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.

____________________
SPELLS
DC: 20 (trained)
Spell attack rolls: +10 (trained)
Primal Cantrips: produce flame, needle darts
Divine Cantrips: daze, divine lance

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SKILLS

Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 11 [/dice]

Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 0 [/dice]

Athletics (T, Str)
[dice=Athletics (trained)]1d20+ 8 [/dice]

Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 0 [/dice]

Deception (E, Cha)
[dice=Deception (expert)]1d20+ 13[/dice]

Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 11+1 [/dice]
+1 item bonus from glasses of sociability
+1 item bonus to checks while in Willowshore for deities whose blessings relit the Eternal Flame.

Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 11 [/dice]

Lore (tea) (T, Int)
[dice=Lore (tea) (trained)]1d20+ 7 [/dice]

Lore (Willowshore) (T, Int)
[dice=Lore (Willowshore) (trained)]1d20+ 7 [/dice]

Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 1[/dice]
+1 item bonus to checks while in Willowshore for deities whose blessings relit the Eternal Flame.

Nature (T, Wis)
[dice=Nature (trained)]1d20+ 8 [/dice]

Occultism (U, Int)
[dice=Occultism (untrained)]1d20+ 0 [/dice]
+1 item bonus to checks while in Willowshore for deities whose blessings relit the Eternal Flame.

Performance (T, Cha)
[dice=Performance (trained)]1d20+11 [/dice]

Religion (T, Wis)
[dice=Religion (trained)]1d20+ 8 [/dice]

Society (T, Int)
[dice=Society (trained)]1d20+7 [/dice]

Stealth (E, Dex)
[dice=Stealth (expert)]1d20+13[/dice]

Survival (T, Wis)
[dice=Survival (trained)]1d20+8[/dice]

Thievery (T, Dex)
[dice=Thievery (trained)]1d20+11[/dice]
____________________
FEATS:

Ancestry Feats and Abilities
* Feature 1st: Change Shape [one action] (Concentrate, Divine, Polymorph, Transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
* Heritage 1st: You can exert your unsettling presence to subtly Demoralize others. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. You also gain the Invigorating Fear reaction. Your alternate form is a fox, which has the statistics of 1st-level pest form.
* 1st: Retractable Claws
* 5th: Shapechanger's Intuition: A lifetime of experience helps you see through disguises. When you come within 10 feet of a creature that is transformed into another form or is Impersonating a specific creature, the GM rolls a secret Perception check for you to realize that the creature is transformed, even if you didn't spend an action to Seek against that creature.

Class Feats and Abilities
Feature 1st: Sneak Attack 1d6
Feature 1st: Surprise Attack
* 1st: Twin Feint [two actions] You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.
* 2nd: Distracting Feint: Your Feints are far more distracting than normal. While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
* 3rd: Deny advantage: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
* 4th: Twin Distraction: Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.

Archetype Feats
* 2nd: Sorcerer Dedication (fey)
* 4th: Basic sorcerer spellcasting: Get a 1st-rank spell. At 6th level, get a 2nd rank spell, and a 3rd rank at 8th level.

General Feats
* 3rd: Incredible Initiative: You gain a +2 circumstance bonus to initiative rolls.

Skill Feats
* Background: Outgoing Foundling: Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
* 1st: Pickpocket
* 2nd: Shadow Mark: You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.
* 3rd: Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
* 4th: Lie to Me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
* 5th: Dirty Trick: You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check against the target's Reflex DC.
Critical Success The target is clumsy 1 until they use an Interact action to end the impediment
Success As critical success, but the condition ends automatically after 1 round.
Critical Failure You fall prone as your attempt backfires.

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EQUIPMENT

Magic items: flask of fellowship, glasses of sociability
Gear: cold iron dagger, leather armor, shortbow and 20 arrows, thieves tools, adventurer’s pack, climbing kit, disguise kit, predictable silver piece, vial containing one dose of oil of potency
Coins: 2 gp, 8 sp
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CAMPAIGN NOTES
Hooli was left as a young child at the Thrice‑Blessed Brothel by her father, who simply disappeared in the morning. She was raised by the women of the brothel, and remains close with Mother Otis -- who even offered her a job shortly before it shut down, an offer that Hooli found hilarious. She does help out now that it's an inn to earn the occasional silver, though Mother Otis tends to find her less than helpful due to her tendency to play jokes and make light of guests (something Mother Otis despairs of and tries to get Hooli to grow up).
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CAMPAIGN NOTES
* We learn some noppera-bo worship something named “Kugaptee”
Governor Heh and Fan Hongrui
Ugly Cute explains some of what's going on
The Willowshore Curse, Shinzo arrives in town
Meeting Old Matsuki, reclaiming Willowshore
Granny Hu's missions to secure Willowshore