Quinn

Amon Toph's page

90 posts. Alias of adsapiens.


Full Name

Amon Toph

Race

Undine (Mostly Human)

Classes/Levels

Spiritualist (Drowned Channeler) 7

Gender

Male

Alignment

Neutral Good

Deity

Atheist

Occupation

Expert Explorer

Strength 11
Dexterity 20
Constitution 14
Intelligence 13
Wisdom 16
Charisma 7

About Amon Toph

Background:

Raised by his single mother with his younger brother, Jangar, Amon had a humble yet happy childhood on the Varisian coasts. They would wake up early, help in the farm, and by early night get their rest. Their mother, Mardie, was already over three and a half decades when she had Amon, but still was healthy and active enough to work hard with her teenage sons. They barely if ever met their father, who left them a few months after Jangar was born.

Mardie got sick, though, and passed before they could come of age. However, her desire that her boys would have a better life burned strong at their hearts, and they both sought studies on the books from the nearby monastery. The monks would leave some books and scrolls outside - usually the ones missing pages or getting old - because they know the kids would grab them to read, and in their own way appreciated the knowledge being spread.

As much as he would study as his brother, however, Jangar wanted to be a fighter. He loved the martial feats of the epic warriors of old, and many times would see himself seeking trouble or training against the trees or other children their age. Amon loved his brother and, despite the single year of age difference, felt a natural responsibility towards him. Still, he encouraged him and even would eventually serve as a sparring partner, despite his total lack of strength.

It was on Jangar's 16th birthday that his luck ran out: he found trouble with local Chelish pirates, and ended up being taken to a ship. Amon tried for months to find him, until finally he heard the dire news: he had been thrown overboard to the sharks. His desire for vengeance couldn't be satisfied either; those pirates had all being captured and executed by corsairs, and all of them now slept with his brother and the fishes in the bottom of the seas.

Amon left it all behind and took the road. He became a scholar and historian, and to some level an explorer; more than wandering without fate, the young man actually wanted to find a way to bring his brother back to life. Not undead; alive. Even if all that he had were his memories. Amon studied the planes of existence and the intrincacies of life and death; went deep into the story of Golarion and the depths; in his ungrateful quest, traveled to the cold Avistan to the far Tian Xia, visited Varisian card readers and Ulfen Necromancers, until finally he found a specific ritual with the Orcs of Belkzen.

Believing he would be able to see his brother again - blinded with such possibility - Amon spent all his coins and hired an expedition to the seas where his brother was killed. There, in the midst of a lethally devouring storm, he lighted candles, sacrificed animals and screamed from the top of his lungs to the gods of the sea. There, he did his ritual, and there he failed. He wanted to bring back the lost, but instead saw himself surrounded by rain, winds, blood and despair, and by the end of the night the entire expedition shipwrecked never to be seen again. His eyes closed under the crying sounds of drowning men and women, and for a moment - a strange moment of peace - he felt as if he was going to be reunited to his brother in a different way he imagined.

But... It didn't happen. He didn't drown. He could breath underwater. Unbeknownst to him, he was actually an undine - he had a distant ancestor from the Planes of Water. He was a geniekin. As the realization started to hit him, he moves arms and legs, and saw himself swimming fast away from it, and hours later - tired, exhausted - he collapsed by the shores. He was still alive, and realized that, perhaps, his brother could be too. With all the information consuming his mind, he wanted to embrace sleeping as it would come; and, in that moment, he heard the maternal lullaby, and imagined himself on the arms of his mother once again.

He woke on the sand, pulled away from the sea. Still feeling all his muscles sore, he closed his eyes and prayed. Not to a specific deity, but asking for the gods of the sea to bring his mother back, one more time. Instead... The voice came. It wasn't his mother's voice, but yet he recognized it; it was the voice from the lullaby. That strange motherly presence was Enerphene, and again she manifested herself to his side. The crone looking woman, with her curved back, spit water as she had just drowned. She was skinny, almost cadaverous, covered in her soaking wet clothes. But if for moments he was afraid, as they engaged in conversation, things changed.

Enerphene was an Azlanti and had died many centuries ago. While she didn't remember much of her life, she could clearly say how she heard his calling. She had lost her sons to the same cataclysmic event that killed her and their entire civilization, but somehow felt now pulled - tethered - back to this plane. Their bond and their link grew naturally, and from that moment on it brought peace to the spiritualist.

Dedicating himself more to learn about the spirits, Amon became a true expert explorer. His travels and knowledge caught the attention of the Bountiful Venture Company, who contacted him to offer a potentially lucrative endeavor - and the very own nature of the quest immediately peaked Amon (and especially Enerphene's) interest... So, their boat travel to Talmandor's Bounty began.

Apperance and Behavior:

Amon is a rugged man, almost middle aged. He is bald, dark skinned, and a little shy; he carries with him the gravitas of the divine casters, but is actually more of a psychic and scientist. He is nimble and wise, preferring to assess a situation carefully before tackling danger.

In truth, he is an Undine - a Human with ancestry to creatures from the Plane of Water. The geniekin, however, didn't even know of his own ancestry, since he looks very much like a common human. He just realized it when he almost drowned in a shipwreck - the moment his entire life changed for good.

This was also the moment that tethered him to Enerphene. Enerphene was an Azlanti and looks very much like an older Human woman. She died during the Earthfall events - by then, she was an old seer who drowned when her temple sank to the depths. After centuries and centuries of meditation in other planes of existence, she received the attention and became tethered to Amon. Her memories of Azlant are scarce, random and unreliable.

While loyal and friendly, Enerphene is still unnerving: she isn't undead, but she died; her ectoplasmic body drips with water and seems to bleed off watery droplets even its incorporeal form. She is a terrifying manifestation of her fate. Yet, she cares for Amon as an old mother would do, lovingly and fiercely protective. Enerphene is a Phantom with the Kindness Emotional Focus.

Role and Mechanics:

Amon is a healer and buffer. He's not as proficient as a cleric or bard in either these roles, but his flexibiity and hybrid approach makes him still competent enough to be useful in combat. Enerphene, the Phantom, is a protector and off-healer herself, and complement his combat tool kit.

Out of combat, besides healing, Amon can also help with skills - especially knowledge. I plan on getting more utility for him in the future, specially with his spells and feats. As for Enerphene, I plan to continue investing on her protection capabilities and, maybe, add more damage via things like Piranha Strike.

Character Sheet:

Amon Toph
Male undine spiritualist (drowned channeler) 7 (Pathfinder Campaign Setting: Aquatic Adventures 52, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 72)
NG Medium outsider (aquatic, native)
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 59 (7d8+21)
Fort +7, Ref +7, Will +8; +4 bonus vs. mind-affecting, Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Defensive Abilities spiritual interference; Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Melee scythe +5 (2d4/×4) or
. . unarmed strike +5 (1d3 nonlethal)
Special Attacks bonded manifestation (10 rounds/day), phantom recall 1/day
Spiritualist Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—hydraulic push[APG], slipstream[APG] (DC 10)
Spiritualist (Drowned Channeler) Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—dispel magic, life current (DC 16)
. . 2nd (4/day)—cure moderate wounds, invisibility, lesser restoration, ride the waves[UM]
. . 1st (5/day)—chill touch (DC 14), cure light wounds, hydraulic push[APG], mage armor, shield
. . 0 (at will)—detect magic, guidance, mending, message, open/close (DC 13), read magic
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Statistics
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Str 11, Dex 20, Con 14, Int 13, Wis 16, Cha 7
Base Atk +5; CMB +5; CMD 20
Feats Deny The Reaper, Healer’s Hands (+7), Incredible Healer, Lastwall Phalanx, Skill Focus (Diplomacy), Skill Focus (Heal)
Traits expert explorer, undine loyalty
Skills Acrobatics +7, Diplomacy +1, Heal +18, Knowledge (dungeoneering) +12, Knowledge (history) +11, Knowledge (planes) +11, Linguistics +11, Perception +10, Sense Motive +7, Spellcraft +5, Survival +8, Swim +11
Languages Aboleth, Aklo, Aquan, Azlanti, Celestial, Common, Draconic, Giant, Sylvan
SQ amphibious, drowned phantom, drowned powers, etheric tether, mostly human, phantom (Enerphene, kindness), shared consciousness
Other Gear studded leather, scythe, flint and steel, masterwork backpack[APG], trail rations (5), waterskin, 3 gp, 10 sp
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Tracked Resources
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Bonded Manifestation (10 rounds/day) (Su) - 0/10
Healer’s Hands (+7, 7/day) (Su) - 0/7
Hydraulic Push (1/day) - 0/1
Phantom Recall (1/day) (Su) - 0/1
Shared Consciousness (1/day) (Su) - 0/1
Slipstream (1/day) - 0/1
Trail rations - 0/5
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Bonded Manifestation (10 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Darkvision (60 feet) You can see in the dark (black and white only).
Deny the Reaper First aid as move action, no pen to treat deadly wounds without Healer Kit.
Drowned Phantom Phant gains 30 ft swim, water st, eth tether x2/.5 water/not, no shared conc bon > 25 ft from water.
Drowned Powers (Sp) Gain hydraulic push[APG], slipstream[APG] as sla.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Healer’s Hands (+7, 7/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
Incredible Healer 1/creature/day, when using Heal to treat deadly wounds, heal normal amount or check result.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phantom Recall (1/day) (Su) Dimension door your phantom to your side or into your consciousness.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Spiritual Interference (Ex) In reach of ectoplasmic phantom, +2 to AC and saves or in 30 ft. of ethereal phantom +2 vs. mind-affecting.
Swim (30 feet) You have a Swim speed.

Phantom:

Enerphene CR –
Phantom (Pathfinder RPG Occult Adventures)
NG Medium outsider (phantom, water)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 39 (6d10+6)
Fort +6, Ref +5, Will +5 (+4 morale bonus vs. enchantment spells and effects)
DR 5/magic, 5/slashing
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Offense
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Speed 30 ft., swim 30 ft.
Melee unarmed strike +7/+2 (1d3+1 nonlethal) or
. . 2 slams +7 (1d8+1)
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Statistics
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Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 16
Base Atk +6; CMB +7; CMD 20
Feats Bodyguard[APG], Combat Reflexes, Virtuous Creed (protection)
Skills Acrobatics +6, Diplomacy +12, Heal +9, Perception +4, Stealth +7, Swim +9, Use Magic Device +7
Languages Common
SQ benevolent, devotion, ectoplasmic phase lurch, lay on hands (3d6, 6/day), magic attacks, opening strike
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Tracked Resources
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Lay on Hands (3d6, 6/day) (Su) - 0/6
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Special Abilities
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Benevolent Increase aid another bonuses granted by 1, or 2 for master.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Lay on Hands (3d6, 6/day) (Su) You can heal 3d6 damage, 6/day
Magic Attacks (Su) Slams count as magic for overcoming DR.
Opening Strike (Su) Standard action melee attack, on hit grants ally imm act attack vs. same foe.
Swim (30 feet) You have a Swim speed.
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.