Harrow Reading

Valena Imoroa's page

17 posts. Organized Play character for Tom G.


Full Name

Valena Imoroa

Race

| HP 20/20 | AC 17 / 13 T / 14FF | CMD +0 CMD 13 | F +3, R +5, W +5 | Init +3 | Perc +2 SM +1

Classes/Levels

|Speed 30ft | Spells 1st: EPS, SG, SG; 2nd: ToI, ToI Harrow Deck 49/52 Wand Mage Armor 47/50 Wand CLW 47/50 | Active Conditions:

Gender

“Valena Imoroa” | Female N Medium Human Witch (cartomancer) 3

Size

5'9''

Age

28

Alignment

True Neutral

Deity

Pharasma

Location

Varisia

Languages

Common, Dwarven, Halfling, Shoanti, Thassilonian, Varisian

Occupation

Apothecary

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Valena Imoroa

In any Varisan caravan, the coveted position of harrower is one of status, and of mystery. Even when the harrower is your grandmother as Valena's was, you are not immune to the draw of the cards.

As a child Valena was obsessed with the Harrow deck, often sneaking into her grandmother's wagon to play with her cards and drape herself with the colourful scarves of the harrower. Even then she felt the frission and the charge of magic when she held them.

She expected that in time she would become the Caravan's harrower, but eventually after long years toiling as the apothecary her grandmother took an apprentice to replace her, and it wasn't Valena.

Flooded with rage she broke in to steal the cards she knew so well, but she was confronted by her grandmother. In the ensuing scuffle Valena ended up with the deck and her grandmother ended up dead, scorched by lightning that had seemed to come through her from the cards somehow.

Valena Imoroa
Female human (Varisian) witch (cartomancer) 3 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Advanced Player's Guide 65)
N Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 20 (3d6+6) (currently 16)
Fort +3, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +4 (1d8/19-20) or
. . mwk dart +5 (1d4-1)
Special Attacks hexes (cackle[APG], evil eye[APG])
Witch (Cartomancer) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—touch of idiocy (2)
. . 1st—ear-piercing scream[UM] (DC 15), shocking grasp (2)
. . 0 (at will)—daze (DC 14), detect magic, light, stabilize
. . Patron Elements
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Statistics
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Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +0; CMD 13
Feats Deadly Dealer, Extra Hex[APG], Point-Blank Shot, Precise Shot
Traits clever wordplay, librarian
Skills Craft (alchemy) +9, Heal +5, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +10, Linguistics +11, Perception +2, Spellcraft +10, Use Magic Device +10
Languages Common, Dwarven, Elven, Gnome, Halfling, Orc, Shoanti, Thassilonian, Varisian
SQ deliver touch spells, witch's familiar
Combat Gear scroll of cure light wounds, scroll of ill omen, wand of comprehend languages (6 charges), wand of cure light wounds, wand of mage armor (50 charges), drow poison (2); Other Gear haramaki[UC], crossbow bolts (10), dagger, light crossbow, mwk dart, cloak of resistance +1, backpack, bedroll, gunsmithing tools, harrow carrying case, harrow deck[UE], harrow deck[UE], scroll case, trail rations (2), wrist sheath, spring loaded, 105 pp, 569 gp, 6 sp, 5 cp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deliver Touch Spells (Su) Cards thrown w/ Deadly Dealer aren't destroyed, gain returning quality, and deliver touch spells.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

She fled with them and hasn't looked back, and each day her connection with the Harrow grows stronger. Not just a fortune teller, Valena Imoroa is something stronger, and she's keen to explore her connection to the magic of the Harrow