Iomedae

Tokoyo's page

3 posts. Organized Play character for Thaumascourge.


Full Name

Tokoyo

Race

|F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)|

Classes/Levels

Quarry: |Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Investigating

Gender

Female Sailfish Merfolk Slayer 10 |♥️ 138/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21

Size

Medium

Age

30

Deity

Smiad (RIP) - Even Gods may die

Location

Xidao, Tian Xia ◆◇↺♥️♠✋□☑ම@➕➖

Languages

Common, Draconic, Thalassic, Tien, Fey, Jotun

Occupation

Pitiless Dragonslayer

About Tokoyo

Tokoyo

Merfolk slayer 10 Slayer 10

Medium Merfolk Sailfish Merfolk Humanoid

Perception +20; Low-Light Vision

Languages Common, Draconic, Fey, Jotun, Tien, Thalassic
Skills Acrobatics +13, Arcana +16, Athletics +22, Crafting +16, Diplomacy +12, Intimidation +15, Lore: Merfolk +20, Lore: Monster +20, Lore: Warfare +21, Medicine +15, Nature +15, Occultism +17, Religion +15, Society +21, Survival +15

Str +5, Dex +1, Con +3, Int +4, Wis +3, Cha +0

Items +1 Armor Resilient Lattice Armor, Backpack, Bedroll, Flint and Steel, Rations, Torch (5), Waterskin, Soap, Crowbar, Lifting Belt, Pristine Epaulets, Eye Slash (Greater), Pendant of the Occult, Healer's Toolkit

AC 28; Fort +18, Ref +16, Will +20 (S>CS)

HP 138

Instant Enmity Frequency once per day Trigger You see a creature take a hostile action against you or one of your allies. You focus your hunt on an unexpected but loathsome foe. If the triggering creature’s level is equal to or higher than yours, it temporarily becomes your quarry for 1 minute, replacing your previous quarry for the duration. If its level is lower than yours, the reaction is wasted, but you can use Instant Enmity again on the same day once 10 minutes have passed. You can’t Claim a Trophy from a quarry you declared using Instant Enmity.

On the Hunt Trigger You see your quarry be critically hit, or any creature within 60 feet be reduced to 0 Hit Points. You throw yourself into battle, redoubling your efforts. You gain the quickened condition until the end of your next turn, and you can use the extra action only to Step, Stride, or use an action with the relentless trait.

Reactive Strike Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Pristine Epaulets Activate I Meant to Say (concentrate, fortune) Frequency once per day; Trigger You critically fail a Diplomacy check; Effect The pristine epaulets are often worn to both tense military negotiations and social events and can help you recover from a misstep. You can reroll the check, but you must take the new result.

Speed 30 feet (Shore Gift), 10 + 25 feet (Tail)

Melee +2 Striking Wounding Fearsome Ghost Touch Fauchard +21 (Deadly d8, Reach, Sweep, Trip, Magical, Emotion, Fear, Magical, Mental, Magical), Damage 2d8+7 S + 1d6 Force from Time Dragon Trophy

[dice=DC 15 Battle Medicine]1d20 + 15[/dice]
[dice=Battle Medicine, Godless Healing]2d8 + 5[/dice]

[dice=Demoralize (Language: XXX)]1d20 + 15[/dice]

[dice=Society to Feint or Create a Diversion, Eye for Numbers]1d20 + 21 + 1[/dice]

[dice=Long Jump, Sailfish Merfolk, Long Jump]1d20 + 22 + 1[/dice] On Nat 1, check is failed. Tokoyo jumps 15 (Regular Leap) + 5 (Powerful Leap) = 20 feet. On any other result (2-20), Tokoyo succeeds, jumping 25 (25 to 29 rounded down) + 5 = 30 feet (2-6) or 30 + 5 = 35 feet (7-20). Powerful Leap increases the horizontal distance when she Leaps, including as part of a High Jump or Long Jump, by 5 feet.

[dice=Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard, Sudden Pounce so target is off-guard]1d20 + 21[/dice]

[dice=Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard]1d20 + 21[/dice]

[dice=Honed Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard]1d20 + 21 + 2[/dice]

[dice=Slashing Damage]2d8 + 7[/dice]
[dice=Force]1d6[/dice]
[dice=Bleed, Persistent]1d6[/dice]

Critical
[dice=Deadly]1d8[/dice] Target is also Frightened 1 and moved 5 feet in XXX direction

Shore Gift (Concentrate, Merfolk, Polymorph, Primal) Using old magic, you slip off your tail like an item of clothing and walk on two feet, resembling a humanoid ancestry, usually human but possibly elf, half-elf, or something stranger. You're still recognizably yourself, as the Shore Gift doesn't change your upper body. While transformed, you lose your swim Speed from your ancestry (though you might still have a swim Speed from other sources) but gain a land Speed of 25 feet. Using the Shore Gift also counts as creating a disguise when using Deception to Impersonate, and your transformation automatically defeats Perception DCs to determine if you're a normal member of whatever ancestry you appear to be; only creatures actively rolling Perception to examine you might notice the disguise. You can remain in your alternate form indefinitely and can shift back to your merfolk form by using this action again.

Sudden Pounce (Flourish, Relentless, Slayer, 3rd Party) You leap into the fray with abandon. Make a Long Jump. If you land within melee reach of at least one enemy, you can make a melee Strike against that enemy. If you leaped at least 15 feet, the enemy is off-guard to this Strike.

Bloodscent (Relentless, Slayer, 3rd Party) With a glance, you can judge how close your target is to falling. You Recall Knowledge about a single creature you can see. If you succeed, for the next minute you know all conditions that creature has and an approximate percentage of its remaining Hit Points.
You can use this ability as a free action if the creature you target is your quarry or is taking persistent bleed damage.

Blood Rush (Slayer, 3rd Party) Trigger You roll initiative, and you can see your quarry. The adrenaline of entering combat with your target pushes you forward. You go On the Hunt as a free action.

Eye for Numbers (General, Skill) Prerequisites trained in Society You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check. You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.

Honed Strike (Concentrate, Relentless, Slayer, 3rd Party) You center yourself and calm your breathing, then strike. Make a Strike with your bloodseeking blade signature tool. You gain a +2 circumstance bonus to your attack roll and ignore the target’s concealed condition (if any).

Lifting Belt (Invested, Magical) Activate Assisted Lift (manipulate) Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes - you just ignore that weight. The effect lasts until the end of your next turn.

The Bloodseeking Blade also comes with Critical Specialisation, my choice of the effects of a Shifting, Returning or Fearsome rune on her weapon (choosing Fearsome), the ability to ignore 1+2 = 3 damage resistance that her quarry may have, as well as 1d6 additional damage of the type of a trophy she attaches to the blade.

Speaking of trophies, I thought I'd go for a Dragon-slaying theme, so here they are:
Base - Horn of Cinder Dragon (Primal, Dragon, Fire)
Level 2 - Fang of Empyreal Dragon (Divine, Dragon, Spirit)
Level 4 - Eye of Rime Dragon (Primal, Dragon, Cold)
Level 6 - Claws of Dragon Turtle (Primal, Dragon, Slashing)
Level 8 - Tail of Sky Dragon (Divine, Dragon, Electricity)
Level 10 - Head of Time Dragon (Arcane, Dragon, Force)

Marking a Quarry is a 10 minute exploration activity which requires her to designate a single creature and learn about it. If the creature is higher level then her, then it is a quarry. She gains a +2 Circumstance bonus to Survival checks to Track it, Monster Lore and Society checks to RK on it and she can only have 1 creature at a time as her Quarry.

On the Hunt is a reaction that lets her become quickened if she sees her Quarry become critically hit or if any creature within 60 feet is reduced to 0 hp. She gains the quickened condition till the end of her next turn, and can only use the extra action to Step, Stride or use an action with the Relentless Trait.

She can also Blood Rush to go On the Hunt as a Free Action when she sees her Quarry. She also always has a reaction to go On the Hunt with Ever Vigilant. This is important since I poached Blackjacket dedication at level 4 to let her have Reactive Strike at level 6. It also makes her passable at Intimidation and Demoralize, which I probably won't use but it's nice to have.

Additional Feats Additional Lore, Adopted Ancestry, Assurance, Automatic Knowledge, Blackjacket Dedication, Dubious Knowledge, Ever Vigilant, Fleet, Merfolk Lore, Powerful Leap, Reactive Striker, Sailfish Merfolk, Unmistakable Lore, Battle Medicine, Godless Healing

Additional Specials Adopted Ancestry (Human), Assurance (Lore: Monster), Automatic Knowledge (Lore: Monster), Bloodseeking Blade, Bloody Fuller, Claim Trophy, Mark Quarry, Monster Lore, Monster Lore (Expert), Monster Lore (Master), Persistent Focus, Reinforce Arsenal, Slayer's Arsenal (Bloodseeking Blade), Slayer's Quarry, Slayer's Sight, Specialized Arsenal, Tip of the Tongue, Trophies

Spells: Guidance (Pendant of the Occult)