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About Atsadi TongaDaily Use Abilities:
Channel Energy: 4/6 Bound Nexus 3/4 [Current souls: 3] Sphere Points: 2/5 Power Points: 0/5 Psionic Focus: Expended Atsadi Tonga
Gear(expanded)
Class Abilities
Collective As a standard action, a zealot can join any number of willing targets into his collective (up to his limit, see below). The zealot must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (110’) The collective can contain up to 5 people.
Hollow Faith You may add unwilling members as a move action instead of as a standard. If you use PF, use as swift. Preach the Silence (Su) Whenever a creature fails its save to be added to the collective, allies in the collective gain +1 morale bonus to attacks and saves for 3 rounds. Channel Energy 6/day may heal all allies within 30’ for 1d6. Bound Nexus May possess 6 souls (3+Cha). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 4 (1+cha). Once summoned, the spirits remain until used, and either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a move action. A soul weaver may move as many souls as she wishes with each move action, and souls have a fly speed of 40 ft and always succeed at fly checks. These souls are only projected into the Material plane and as such are immune to damage of any kind. A soul must remain within Medium range of the soul weaver, or disappear back to the nether.
Maneuvers
R Body of Delusion Sleeping Goddess 1; Counter (Immediate); Personal or 60’; Self or ally. Initiate when you take damage from a melee or ranged attack. Make an Autohypnosis skill check opposing enemy’s attack roll. On success, take half damage and resolve all other effects normally. A: 1pp/+1 Autohypnosis, 3pp/No damage, 5pp/No damage, ignore all other effects, PF: Use on ally within 60’ R Strength of Hell Black Seraph 1; Boost (Swift); Self.. Your next attack before start of next turn gains +2 profane bonus to hit and inflicts +1d6 profane damage. R Guard’s Oath Eternal Guardian 1; Strike[Curse](standard); Melee; One creature. You make an attack and if it hits deal damage as normal. Target must make Will save (DC 14) or be cursed and unable to move within your threatened area without provoking an attack of opportunity. Curse lasts 24 hours. It can attempt another save by dropping all of its weapons. It may only do this once per round. R Terrifying Blow Eternal Guardian 1; Strike[Fear](standard), Melee or Ranged, one creature. Make an attack as normal and target makes a will save (DC 14) or becomes frightened for one round. If target is cursed, inflict +1d6 damage. R Spilled Salt: Cursed Razor 1; Counter/Immediate, 1 creature, Range: Medium (100' + 10/level), This unsubtle counter disrupts an opponent with a curse. When a creature makes an attack roll or skill check, that creature takes a -4 penalty to the attack roll or skill check. Stances
Black Seraph’s Glare: Make an intimidate check to demoralize a foe if you have damaged it this combat and gain a +4 profane bonus to this intimidate check. Unbroken Stride Sleeping Goddess: You can walk and stand on liquids and other unfirm surfaces as if they were solid ground. You can move at your normal speed, but can not run. You are not protected from the negative effects such as the heat of lava or the stickiness of a spider web. At 5th, you may move along walls and ceilings as spider climb but you do not need to use your hands. At 10th you gain a fly speed equal to land speed with good maneuverability. At 15th, you gain perfect flying and may hover. Miscellaneous
Spheres
Alteration
Darkvision 60 ft
----Aquan Transformation Lose arms and legs, gain fins. Gain low light vision and 20ft swim speed. Gain amphibious subtype and breathing underwater. Also gain Bite attack (1d6), blindsense 30 ft (only in water), and +2 natural AC. May grant following traits to any form
Death
---Reanimate As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. Divination
You detect the strength and location of all magical auras within Medium range. You may sense the general strength according to the chart below. To determine spell school or sphere of effect, you make a Knowledge (Arcana) check with a DC equal to 15 + ½ caster level. Aura Strength Table:
Due to other spheres, Atsadi can also divine shapechangers and undead. Tremor Sense
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