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About HoprahResource Tracker:
* GM Reroll once/scenario - 0/1 * Metamagic Adept (1/day) (Ex) - 0/1 * Level 2 spell slots (5/day) - 0/5 * Level 1 spell slots (8/day) - 6/8 Consumables:
Antiplague - 0/1 Antitoxin - 0/1 Potion of touch of the sea (in potion sponge) - 0/1 Wand of burning hands (4 charges) - CL 3 (3d4 fire) - 0/4 Wand of cure light wounds (50 charges) - 1/50 Wand of mage armor (50 charges) - 9/50 Wand of magic missile (50 charges) - 28/50 Wand of endure elements (50 charges) - 9/50 Wand of Lesser Restoration (UMD DC 20) - 0/10 Wand of Protection From Evil - 0/10 Scarab Sages Faction Journal Goals:
* Faction Journal Mission Completed this scenario: none so far Note to self: during level 4, devote one scenario to checking boxes for Possess number of ranks... (min. 4), so don't worry about the other goals right now. Goals Needed (Season 8, Main card):
Goals Needed (Season 9, Secondary card):
PFS # 100198-6
Hoprah 4.2
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_________________________________________________________________ Current Active Buffs:
For Mage Armor: use wand; when I get higher level, cast it from my spell slots for hours/level duration. __________________________________________________________________ Common Dice Expressions:
__________________________________________________________________ First appearance text:
Appearance:
Very attractive. Lots of tattoos. Personal Background:
Hoprah was from a noble family in Minata whose territory was usurped, forcing them to flee to Varisia. National/Regional origin:
Minata, then displaced to Varisia. __________________________________________________________________ Offense
Ranged
Spells
Spell-like abilities:
(CL 4th; concentration +12)
[ ] [ ] [ ] 3/day http://www.d20pfsrd.com/magic/all-spells/d/dancing-lights/ From Varisian Tattoo feat Spontaneous Casting:
Sorcerer (Tattooed Sorcerer) Spells Known (CL 4th; concentration +12) . . Bloodline Arcane Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level. Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. [spoiler=Metamagic options]
Level 2
Level 1
Level 0
[/spoiler] Spells from items:
Item, uses, [/url] Spells from boons:
Boon, uses, [url=Spell Name] __________________________________________________________________ Statistics
Traits (including Additional Traits):
Skills:
Acrobatics +0 [ooc] Appraise +1 [/ooc] Bluff +5 [ooc] Climb +0 [/ooc] Craft (tattoo) +7 [ooc] Diplomacy +5 +2 circ in Irrisen (Ch. 1); ONE TIME USE (one mission): +2 circ anywhere (Ch. 1) Disguise +5 [/ooc] Escape Artist +0 [ooc] Fly +0 [/ooc] Heal +0 [ooc] Intimidate +5 [/ooc] Knowledge Arcana +8 [ooc]+1 in Grand Lodge (Friend of Janira, Ch. 1) Knowledge History +7 +1 in Grand Lodge (Friend of Janira, Ch. 1) Knowledge Planes +10 +1 in Grand Lodge (Friend of Janira, Ch. 1) Linguistics +x [/ooc] Perception +2 [ooc] Perform +x [/ooc] Profession +x [ooc] Ride +0 [/ooc] Sense Motive +2 [ooc] Spellcraft +5 [/ooc] Stealth +0 [ooc] Survival +0 [/ooc] Swim +0 [ooc] UMD +9 [ooc][/ooc] Languages:
Common, Minatan, Tien, Varisian SQ:
bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, familiar tattoo, metamagic adept (1/day) Familiar Special Abilities:
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Gear:
Weapons Has: spiked gauntlet [Spoiler=To Get] Armor Has: To Get:
Shield Has: To Get:
Potions Has: potion of touch of the sea To Get:
Scrolls Has: To Get:
Wands Has: wand of burning hands (CL 3, 4 charges), wand of cure light wounds (50 charges), wand of mage armor (50 charges), wand of magic missile (50 charges) wand of endure elements (50 charges) To Get:
Rods Has: To Get:
Wayfinder Has: To Get:
Ioun Stones Has: To Get:
Head slot Has: To Get:
Headband slot Has: Headband of CHA +2 To Get:
Eyes slot Has: To Get:
Shoulders slot Has: cloak of resistance +2 To Get:
Neck slot Has: To Get:
Chest slot Has: To Get:
Body slot Has: To Get:
Belt slot Has: To Get:
Wrists slot Has: To Get:
Hands slot Has: To Get:
Ring 1 slot Has: To Get:
Ring 2 slot Has: To Get:
Feet slot Has: To Get:
Slotless magical items Has: To Get:
Alchemical Gear Has: antiplague, antitoxin To Get:
Mundane items Has: earplugs, masterwork tattooing tools, smoked goggles, spring loaded wrist sheath, spring loaded wrist sheath, water skins (3) To Get:
[/spoiler] Temp Gear:
Want to Buy:
Bot Me (still need to add this)[/spoiler:
[spoiler=Misc. Notes]
Notes to self: Situational Tactics: Tracker for misc resources: Relevant Rules Reminders:
Note to self: still need to add boons for Ch. 7-12 Combat Boons:
Faction Journal Card: Soul Warden: "Treat your Con score as 4 points higher for the purposes of determining when hp damage kills you." Ch. 1 Ice Jewel Recovery - ONE TIME USE - Either: +2 bonus on a saving throw (after rolling) or +1 Caster Level for a spell or SLA. Can also spend 300 gp for a version that gives +3 to the save or +2 to CL (but need to decide this in advance). Ch. 2 Explore, Report, Cooperate - ONE TIME USE
Ch. 3 Fortune's Return -
Ch. 4 Ley Line Access - +1 CL for “fire” or “curse” descriptor spells. THREE USES. Can use once/adventure for free in OSIRION. Ch. 5 Queen of Thorns - Desperate Bargain - “As an immediate action when you are reduced to fewer than 0 HP, you gain a number of temporary HP equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hp are lost and you resume dying if your hp total remains below 0.” ONE TIME USE. Ch. 6 Secrets Beyond Sight - ONE TIME USE - choose one of the following 4 options:
Ch. 13 Mythic Legacy - ONE TIME USE
Ch. 13 Savior of the Sages
Non-Combat Boons:
Ch. 1 Warm Friend in a Cold Land - can bring Uliyara along on one mission, giving me a +2 on Diplomacy for that mission (but then lose the boon). Ch. 3 Draconic Sidekick - can take Pseudodragon familiar (with Improved Familiar feat) at 5 instead of 7 [which helps if I want to take a prestige class; and also get it 2 levels early which is nice]. Or, alternatively, gain a pseudodragon for 1 adventure. Ch. 6 Veshtahz’s Favors - if I have Improved Familiar feat and minimum level 7, can gain a Doru Div as a familiar but must put 3 ranks/level into Knowledge skills. Alternatively, ONE TIME USE to treat result of a gather information check as being a 30.
After Scenario Boons:
Elemental Affinity Boons:
Chronicle items to possibly buy:
Ch. 1 Greater Ice Diamond shard - 300 gp. Improves the ONE TIME USE boon that is described on Ch. 1. Ch. 1 Wand of Ill Omen (25 charges, 375 gp). Need UMD (only on witch list) but could be a good purchase for an Improved Familiar with hands, once it has UMD +19. Ch. 2 - can get a Wayfinder for 1pp (but cheaper to just pay 250, no? Also, want to save prestige for Scarab Sages boon that needs 30 pp) Ch. 6 Circlet of Persuasion, Lesser (2000 gp) Ch. 6 Dagger of Venom, Lesser (2602 gp) Ch. 6 Wand of Resist Energy (6 charges, 540 gp) Ch. 13 Dust of Disjunction 2500 gp, ONE TIME USE
Paperwork:
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