Queen Esmyra

Tzacol's page

47 posts. Alias of Decimus Observet.

Full Name



| HP: 28/28 | AC: 19 | Inv +0, Per +3, Rel +0, Stl +2, Srv +3 | Saves: Str +6*, Dex +2, Con +4*, Int +0, Wis +1, Cha -1 | Init: +2 | Passive Perception 13


| Speed 30ft | Inspiration: 0 | Hit Dice: 1d10, 3/3 | Spell Slots: None. | Active conditions: None.


Female LE Togani (Sunwatcher) Fighter 3 (Champion)


Medium, 6' 7"




Common, Togani

Strength 18
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 12
Charisma 8

About Tzacol

Female Togani (Sunwatcher) Fighter 3
Lawful Evil
Height: 6' 7", Weight: lbs, Age 19
Init +1; Passive Perception 13
XP: 0
Inspiration: 0
Armor: Breastplate and shield with Defense fighting style
AC: 19
HP: 28
Speed 30 ft.

Silver Warhammer +6 1d8+4 bludgeoning Versatile (1d10+4)
Handaxe +6 1d6+4 slashing 20/60 light, thrown

Handaxe +6 1d6+4 slashing 20/60 light, thrown
Longbow +4 1d8 piercing Ammunition (range 150/600), heavy, two-handed

Str 18 (+4), Dex 14 (+2), Con 15 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)

Hit Dice: 1d10 per fighter level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiency Bonus +2

Armor: All armor, shields
Weapons: All weapons
Tools: Patolli Gaming Set, Vehicle (land)
Saving Throws: Strength, Constitution
Skills: Athletics, Insight, Intimidation, Perception, Survival

Saving Throws: Strength, Constitution
Skills Acrobatics +2, Animal Handling +1, Arcana +0, *Athletics +6, Deception -1, History +0, *Insight +3, *Intimidation +1 / +6, Investigation +0, Medicine +1, Nature +0, *Perception +3, Performance -1, Persuasion -1, Religion +0, Sleight of Hand +2, Stealth +2, *Survival +3

Languages: Common, Togani

Gear: Breastplate, a silver warhammer and a shield, two handaxes, an explorer's pack, a simple puzzle box, a scroll containing the basic teachings of the gods, a gaming set, a set of common clothes.

Holy symbol 5g
Grappling Hook 2gp
Sledge Hammer 2gp
Crowbar 2gp
2 x manacles 4gp
2-person tent 2gp
Bullseye Lantern 10gp
5 flasks oil 0.5gp 27.5
Longbow 77.5

Coin: 0 PP, 12 GP, 0 EP, 5 SP, 0 CP
Three-Eyed Vision
Thanks to your third eye, you are proficient in the Perception skill.

Unerring Accuracy
In terms of archery, the Togani are without peer on Aurus. When you score a critical hit with a short bow or a long bow, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Relentless Training
Togani train from a young age in the use of certain weapons. No matter your class, you are proficient in the use of longbows, shortbows, hammers and warhammers.

Consume Power
Togani that make their home in Altepetl Tonaltzintli are infamous for consuming the flesh of their enemies. When you consume the flesh of a fallen foe (or ally) as an action, roll 1d12 and add your Constitution modifier to the number rolled. You regain that many hit points. Also, once within the next hour, you gain a 1d4 Inspiration Die that may be used on any ability check, attack roll, or saving throw. After you use this trait, you cannot use it again until you finish a short or long rest.

Fighting Style
Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype: Champion

Improved Critical
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

None yet.

BACKGROUND - Initiate (modified)
You are an initiate, on the path to completing the Trials of the Sun in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, and your teachers’ assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicle (land)
Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned.

Feature: Trials of the Sun
Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by the Temple. You can enjoy these benefits only as long as you obey the societal norms of training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter.

Suggested Characteristics
An initiate’s life is focused on the trials, but it doesn’t need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate’s mind, but it is the culmination of a life well-lived—not a replacement for it.

Personality Trait: I’m constantly sizing up everyone around me, thinking about what kind of opponent they’ll be in the final Trial.

Ideal: Zeal. Anything worth doing is worth throwing my whole self into. (Any)

Bond: I carry a memento of my time as an acolyte, and I treasure it above all other things.

Flaw: I think I’ve figured out that this world is not what it seems. Something dark is going on here.


Tzacol stands a lean, slender, but muscled 6' 7", towering over most other people, and with more reach granted by long limbs and digits. Her skin is pale with the barest tint of blue. Her elongated head shows prominent brows and the Togani third eye in her lower forehead). All three eyes have dark brown, almost black irises. Her long black hair is tied off with golden bands. A golden sheen emanates from her breastplate and sun-emblem shield, while her warhammer is coated in silver.


Tzacol is a picture of restrained fury. She is calm and approachable - until she is in battle or other danger. She strictly abides by a contract once explained clearly to her. Enthusiastic in battle and not shy about her zealous branch of her people's faith. She saw other initiates during her training as competition, but was open to alliances even then. So she's used to allying with other people, and respects ability.


Altepetl Tonaltzintli has many branches of the Faith of the Sun. Tzacol was born into a group who believe in trials, endlessly testing their initiates before allowing them to progress. She battled against other Togani, and their enemies, making sure that no weakness found purchase in her.

One day, the elders told her she was to be sent out into the world on a task to "ready her for her final Trial". In this case, she would be told the details in stages, similarly to her prior tasks. While she relishes the challenge of joining a martial group of outsiders and preparing herself to battle a great enemy of the Sun in the future, a part of her is coming to realise that things are very different outside of the Trials of the Sun.

Tzacol is a fairly recent addition to the Azure Wakes Enterprises roster. And an enthuastic one.