Arcadian Tribesman

Atsadi Tonga's page

207 posts. Alias of DMRaven.


Full Name

Atsadi Tonga

Race

Human (Arcadian)

Classes/Levels

Zealot(Void Prophet) 2|| Soul Weaver 2 | HP: 10+1/24 | AC: 13(+1 Dex, +2 Natural) / T: 11 / FF: 12 | Fort: +5, Ref: +1, Will: +2 | M. Atk: +5, R. Atk: +3, M. Touch: +5, R. Touch: +3 | CMB: +5, CMD: 16 | Init: +5, Perception: +4

About Atsadi Tonga

Daily 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
Male Human Zealot (Void Prophet) 2 // Soul Weaver 2
CN Medium Humanoid (human, Arcadian)
Init +5; Senses none; Perception +4
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Defense
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AC 16 (+1 Dex, +5 scale), touch 11, flat-footed 15
HP 24 (2d10+4)
Fort 5, Ref 1, Will 2
Defensive Abilities None
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Offense
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Speed 30 ft.
Melee Greatsword +5 2d6+4, 19-20/x2
Trident +5 1d8+3 x3
Kukri +5 1d4+3 18-20/x2
Ranged
Spheres (CL 2):
Alteration (Aquan Transformation)
Death (Sickening)
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative(1st), Extra Readied Maneuver(human), Expanded Collective, Unwilling Participant
Traits Besmara's Blessing,Unorthodox Method (Black Seraph)
Skills Autohypnosis +5, Bluff +7, Diplomacy +7, Intimidate +8, Knowledge (Arcana) +4, Perception +4, Perform (Oratory) +7, Profession (Sailor) +4, Swim +7 (+3 in armor)
Languages Common
SQ Hollow Faith (Su), Preach the Silence (Su), Channel Positive Energy 6/day, Maneuvers, Bound Nexus (4/day), Divine Aura, Divine Undead, Divine Shapechangers
Gear Greatsword, Scale Mail, Trident, Kukri, Fighter’s Kit, Air bladder

Gear(expanded)
Currency: +275 GP

Class Abilities
Power Points: 5/5
Weapon and Armor Proficiencies: Proficient with Light, Medium, Heavy and shields. Proficient with all martial and simple weapons.

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.
Unwilling Participant: You may use a standard action to force someone into your collective. Will save DC 14. If you expend PF, the action is instead a move action.

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.
----Aid the Dead: Expend soul. A single undead creature gains +1 profane bonus to attacks, saves, turn resistance. Also 1 temporary hit points per level. Duration 1 hour
----Lovelorn Soul Expend soul. Ally in negative hit points stabilizes and gains 2x level (2) in temporary hit points for 1 minute.
----Siphon Health Expend Soul. Target adjacent to soul takes 1d6 damage per 2 levels (Fort save DC 14 for half) Atsadi gains half that number in temporary hit points.

Maneuvers
Maneuvers
Disciplines Known Black Seraph, Cursed Razor, Eternal Guardian, Riven Hourglass, Sleeping Goddess
Readied/Known: 6 / 5
Harmony-Shattering Strike: Sleeping Goddess 1; Strike (Standard); Melee or Ranged; One Creature. Make an attack. If it hits, inflict weapon damage as normal and target makes a Will save (DC 14) or for one round any attacks from allies inflict an additional 1d6 damage. A: 2pp/+1d6 damage for allies, PF:No saving throw.

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
Stances Known 1: 2

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
Background Skill: Profession (Sailor) 2 ranks
Favored Class: Zealot | +2 pp/day

Spheres
Spell Points: 5/5 daily
Talents 5
Casting Tradition:
---Lycanthropic: May only target self with alteration shapeshifts. Cannot gain mass alteration or ranged alteration.
---Magical Signs: Atsadi’s magic is accompanied by tortured, misty faces appearing around him that let whisper into anyone’s mind who is within 30’.

Alteration
Shapeshift Standard action, Concentration only or spend spell point for 1 minute per caster level. Polymorph effect. Must choose a form and traits. May grant 1 trait +1 per 5 caster levels.
---Blank Form Grants any of the following traits:

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.

----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
Amphibious
Swim speed as above
Blindsense 30ft in water

Death
You gain Ghost Strike, Exhausting Strike and Reanimate.
---Ghost Strike Throw negative energy at target in medium range as ranged touch attack. Fatigues on hit (DC 14) for 1 minute per caster level or 1 round (if save succeeds)

---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 gain the ability to divine information. To do so, spend 10 minutes meditation. You amy spend a spell point to decrease this to a standard action. You are flat-footed while divining, must spend a full-round action, and can take no other action including walking.

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:
Caster level-------------Aura Strength
1-5------------------Faint
6-11---------------Moderate
12-20-------------Strong
20+--------------Overwhelming

Due to other spheres, Atsadi can also divine shapechangers and undead.

Tremor Sense
--You may spend a spell point to gain tremorsense 30' for 24 hours. You can automatically pinpoint the location of anything that is in contact with the ground, or, if underwater, you can instead pinpoint the location of a creature moving through the water.