Harrow Bloodline

Yuzuki Kamo's page

322 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Yuzuki Kamo

Race

HP 98/98 | AC 27 | F +14 R +14 W +15 | Perc +17 (+19 to Ini.) |

Classes/Levels

speed 25 ft | focus 1/1| Hero 0 | Active Conditions:

Gender

CG male human investigator 9

About Yuzuki Kamo

Yuzuki Kamo
Human Investigator 9

Back Story:
"Yuzuki Kamo you should know better!"

It's true that Kamo knew many things. Mostly he learned them by reading books that his parents said were too old for him, or by poking around Willowshore until adults exasperated by his questions shooed him away. His father certainly knew enough to trundle him out of the family bakery as soon as possible. (His friend Pagma was very impressed with flour's explosive properties, though.) On certain trying days, Kamo's mother said that Daikitsu was testing her priestess by sending a fox to steal her son's good sense.

Still, he managed to survive his childhood and his parents cared for him very much. When he was 10, they welcomed Sakura into the family. He did his best to show her how to stay out of trouble, but--more often than not--she was the one who pulled him out of ritcky trees or untangled his hair from neighbors' fences. The played together when young, and trained with weapons as they became older, though Kamo was more interested in the theory behind the martial forms and a fairly lazy duelist. Still he was the first to back up his sister in a brawl, and together they made a formidable team--even if they were bickering the whole time.

Kamo hasn't quite figured out what he wants to do with his life, so he spends most of his time in short-term apprenticeships with people are town or reading outside. It's typical to find him flopped down somewhere with a book in his lap and no regard for the fact that he's sitting in the dirt.

Traits
Knows a little about everything, and is quick to share his knowledge because he thinks everything is interesting.

Willingness to be helpful

Flaws
Insatiable curiosity
Lack of forethought
Indifference about appearance

Quirks
Talks to animals like they're people
Cannot sit in a chair correctly

Physical Description
Yuzuki Kamo is a tall, well-buit Tian-Shu man with long dark hair and dark eyes. His hair is probably brushed in the morning, but it looks like strands promptly fall out and are pushed out of his face all day. He carries a thin walking stick and wears comfortable clothes under a sensible breastplate.

Perception +17 (+19 for Initiative);

Languages Abyssal, Aklo, Common, Elven, Infernal, Kitsune, Necril, Sylvan

Skills Acrobatics +12, Arcana +17 (E), Athletics +21 (M), Crafting +15, Deception+9, Diplomacy +9, Intimidation +9, Lore: Art Lore +15, Medicine +19 (M), Nature +15 (E), Occultism +20 (E), Performance +9, Religion +15 (E), Society +15, Stealth +12, Survival +13, Thievery +12

Str +4, Dex +1, Con +1, Int +4*, Wis +2, Cha +0

Items +1 Breastplate, Healer's Tools, pendant of the occult, cape of justice, cantrip deck (full pack), feather token (ladder), moderate ghost charge, greater healer's gloves, ghost scarf, bag of holding II, armbands of athleticism, retrieval belt[/i]
AC 25; Fort +10, Ref +12, Will +13
HP 78

↺Clue In Frequency once per 10 minutes, Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead (+2). The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Speed 25 feet

Melee
+1 striking fighting fan +17 (agile, backstabber, deadly d6, finesse, monk), Damage 2d4+4 S
+1 disrupting Whipstaff +17 (Uncommon, Agile, Finesse, Monk, Parry, Sweep), Damage 1d6+4 B
+1 striking silver dagger +17 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 2d4+4 P
+1 striking fiend bane silver shortswrod (agile, finesse, versatile S), Damage 2d6+4

Ranged
Sling +13 (Propulsive), Damage 1d6+1 B

Arcane Innate Spells DC 24, attack roll +14, Cantrip (4th): Scatter Scree (3d4+4)

Focus Spells Scholarly Recollection: Cast [reaction] verbal; Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in.
Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.

Spirit Power: Curiosity, Obsession, and Sap Life

Actions:

◆Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

◆Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round. You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy.
Choose a creature you can see and roll a d20.
Attack Stratagem If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Skill Stratagem You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.


Specials: Strategic Strike 2d6, Forensic Medicine, On the Case, Pursue a Lead (+2), Close Family

Ancestry Feat
Cooperative Nature
Natural Skill
Clever Improviser

Class Feat
Known Weakness
Shared Stratagem
Eldritch Researcher Dedication
Strange Script
Seeker of Truth: Knowledge
Person of Interest
Dualist Dedication
Quick Draw
Blind-Fight
Dueling Parry

General Feats
Armor Proficiency
Natural Skill (Thievery, Acrobatics)
Toughness

Skill Feats
Battle Medicine
Forensic Acumen
Continual Recovery
Multilingual: Celestial, Abyssal
Ward Medic
Assurance: Medicine
Robust Recovery
Paragon Battle Medicine
Untrained Improvisation
Disturbing Knowledge