Ameiko

Hooli Jinowarui's page

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


Full Name

Hooli Jinowarui

Race

HP 35, AC 20, F +6, R +11, W +8

Classes/Levels

Kitsune rogue 3

Languages

Tien

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Hooli Jinowarui

[ spoiler=Quick stats]
HP 35/35
AC 20
Fort +6, Ref +11, Will +8
Hero points: 2
Seasonal Boon: summer []; fall []; winter []; spring []
Effects:
[/spoiler]

[ ooc]◈◈ Twin Feint (two Strikes, second is vs. flat-footed), ◈ xxx, Invigorating Fear reaction [/ooc]
[dice=+1 dagger (agile, finesse, thrown 10 feet)]1d20+10[/dice]
[dice=Piercing / Slashing]1d4[/dice]
[dice=Sneak Attack]1d6[/dice]

[dice=Cold iron dagger (agile, finesse, thrown 10 feet), iterative]1d20+9-4[/dice]
[dice=Piercing / Slashing]1d4[/dice]
[dice=Sneak Attack]1d6[/dice]

[dice=Claws (agile)]1d20+9[/dice]
[dice=Slashing]1d4[/dice]
[dice=Sneak Attack]1d6[/dice]

[dice=Claws (agile), iterative]1d20+9-4[/dice]
[dice=Slashing]1d4[/dice]
[dice=Sneak Attack]1d6[/dice]

[dice=Needle darts spell attack roll]1d20+8[/dice]
[dice=Piercing, cold iron]3d4[/dice]
[dice=Sneak Attack]1d6[/dice]
Crit? Double damage, plus 1 persistent bleed

[dice=Produce Flame spell attack roll]1d20+8[/dice]
[dice=Fire]1d4+3[/dice]
[dice=Sneak Attack]1d6[/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 (eldritch trickster); Level: 3
Traits Medium, Humanoid, Kitsune
Alignment CG; Deity: Kofusachi, Daikitsu, Tsukiyo
Languages: Tien

10 Str
18 Dex 1a 1b 1c 1f
12 Con 1f
10 Int
12 Wis 1f
16 Cha 1a 1b 1f
____________________
SENSES
Perception: [dice=Perception (expert)]1d20+8[/dice]
Special Senses: low-light vision
____________________
DEFENSES

Hit Points: 35 (8 class + 1 Con +8 ancestry)
AC: 20 (+1 armor, +4 Dex, +5 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+ 6 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 11 [/dice]
Will: [dice=Will (expert)]1d20+ 8[/dice]
Notes:
____________________
OFFENSE
Class DC: 19 (trained)

Speed: 25 ft.

Weapon proficiencies trained in simple weapons, rapier, sap, shortbow, shortsword, unarmed

____________________
SPELLS
DC: 18 (trained)
Spell attack rolls: +8 (trained)
Primal Cantrips: produce flame, needle darts
Divine Cantrips: daze, divine lance

___________________
SKILLS

Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 9 [/dice]

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

Athletics (T, Str)
[dice=Athletics (trained)]1d20+ 5 [/dice]

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

Deception (E, Cha)
[dice=Deception (expert)]1d20+ 10[/dice]

Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 8 [/dice]
+1 item bonus to checks while in Willowshore for deities whose blessings relit the Eternal Flame.

Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 8 [/dice]

Lore (tea) (T, Int)
[dice=Lore (tea) (trained)]1d20+ 5 [/dice]

Lore (Willowshore) (T, Int)
[dice=Lore (Willowshore) (trained)]1d20+ 5 [/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+ 6 [/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+8 [/dice]

Religion (U, Wis)
[dice=Religion (untrained)]1d20+ 1 [/dice]

Society (T, Int)
[dice=Society (trained)]1d20+5 [/dice]

Stealth (E, Dex)
[dice=Stealth (expert)]1d20+11[/dice]

Survival (U, Wis)
[dice=Survival (untrained)]1d20+1[/dice]

Thievery (T, Dex)
[dice=Thievery (trained)]1d20+9[/dice]
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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

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: Minor Magic: Gain two cantrips.
* 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.

Archetype Feats
* 1st (racket): Sorcerer Dedication (fey)
* 2nd: Magical Trickster: Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.

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.

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EQUIPMENT

Magic items: flask of fellowship
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
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