Valeros

Atsu Tzolotl's page

135 posts. Alias of Jesse Heinig.


Full Name

Atsu Tzolotl

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

26

Alignment

Lawful Good

Deity

Silver Flame (Couatl cultist)

Location

Somewhere on Khorvaire

Languages

Common; Draconic, Quori, Riedran

Occupation

Psychic crusader

Homepage URL

Picture in ceremonial garb

Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 15
Charisma 14

About Atsu Tzolotl

Atsu Tzolotl
Male human (shulassakar) divine mind 7
LG medium humanoid (human)
Init +1; Senses Perception +4

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Defense
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AC 25, touch 12, flat-footed 24 (+10 armor, +3 shield, +1 Dex, +1 deflection)
HP 86 (7d10, +14 Con, +7 Con enhancement, +7 favored class, +12 Psionic Body feat)
Fort +10 (+5 base, +2 Con, +1 Con enhancement, +2 divine grace), Ref +7 (+2 base, +1 Dex, +2 feat, +2 divine grace), Will +9 (+5 base, +2 Wis, +2 divine grace)

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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 deep crystal terbutje +10 (1d8+5/19-20/x2; slashing) {+1 damage while psionically focused}
Melee Cold iron dagger +8 (1d4+4/19-20/x2; piercing or slashing) {+1 damage while psionically focused}
Powers Known (ML 2nd; concentration +4)
PSPs: 20 (11 Divine Mind 7, +7 Wis, +2 Psionic Talent feat)
• 2nd (3 PSPs)—deflect, empathic transfer
• 1st (1 PSP)—broker, deaden attack
• Talents (free while focused)—conceal thoughts, detect psionics, empathy, far hand, missive

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Statistics
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Str 16 (18 with enhancement), Dex 12, Con 14 (16 with enhancement), Int 13, Wis 15, Cha 14
Base Atk +5; CMB +8; CMD 19
Languages: Common; Draconic, Quori, Riedran

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Feats
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Level 1
Psionic Weapon (Psionic): You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: While you maintain psionic focus, your attacks with a melee weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an attack with a melee weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Human bonus feat
Snake Blood: The taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more—or less—than entirely human.
Benefit: You gain a +2 bonus on Reflex saving throws and a +2 bonus on Fortitude saves against poison.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
Note: This feat appears in the Player's Guide to Faerun, p. 43. This feat has been taken to represent the character's heritage as one of the shulassakar, who are snake-cultists related to the couatl.

Divine Mind 1
Psionic Talent (Psionic): You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

Divine Mind 2 bonus feat
Psionic Body (Psionic): Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

Level 3
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Terbutje

Level 5
Ghost Attack (Psionic): Your deadly strikes against incorporeal foes more frequently find their mark.
Prerequisite: Base attack bonus +3.
Benefit: You must be psionically focused to use this feat. When you make a successful melee attack or a ranged attack against an incorporeal creature, your attack deals 75% damage instead of the standard 50% damage. If you expend your psionic focus as part of the attack, your attack deals full damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend your psionic focus. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.

Divine Mind 6 bonus feat
Access Psionic Talent (Psionic): You are able to manifest minor psionic abilities.
Prerequisite: Manifester level 1st or Unlocked Talent.
Benefit: You gain five psionic talents.
Special: This feat may be selected more than once. Each time, you gain five additional psionic talents.

Level 7
Up the Walls (Psionic): You can run on walls for brief distances.
Prerequisite: Wis 13.
Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

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Adventuring Skills
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Total skill ranks: 28 (14 divine mind, +7 Int, +7 human)

Autohypnosis +8 (3 ranks, +2 Wis, +3 class skill)
Knowledge (psionics) +12 (7 ranks, +1 Int, +3 class skill)
Knowledge (religion) +12 (7 ranks, +1 Int, +3 class skill)
Perception +4 (2 ranks, +2 Wis)
Spellcraft +12 (7 ranks, +1 Int, +3 class skill)
Swim +9 [+4] (2 ranks, +3 Str, +1 Str enhancement, +3 class skill)

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Background Skills
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Appraise +3 (2 ranks, +1 Int)
Knowledge (geography) +4 (3 ranks, +1 Int)
Knowledge (history) +8 (7 ranks, +1 Int)
Linguistics +3 (2 ranks, +1 Int)

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Untrained Skills
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Bluff +2 (+2 Cha)
Climb +4 [-1] (+3 Str, +1 Str enhancement)
Diplomacy +2 (+2 Cha)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Sense Motive +2 (+2 Wis)

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Gear
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Total starting wealth: 33,000 gp

Traveler's outfit (free)
+1 deep crystal terbutje (3,320 gp, 4 lbs.)
Cold iron dagger (4 gp, 1 lb.)
+1 full plate armor (2,650 gp, 50 lbs.)
+1 heavy darkwood shield (1,257 gp, 5 lbs.)
+2 belt of physical might (Str & Con) (10,000 gp, 1 lb.)
+1 ring of protection (2,000 gp)
Boots of striding and springing (5,500 gp)
Muleback cords (1,000 gp)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Crowbar (2 gp, 5 lbs.)
Expedition pavilion (6,400 gp, 10 lbs.)
• Holy text (100 gp, 1 lb.)
• Poncho (5 sp, 2 lbs.)
• Rope, spider's silk, 50 ft. (100 gp, 4 lbs.)
• Shaving kit (1 gp 5 sp, ½ lb.)
• Shovel (2 gp, 8 lbs.)
• Soap (1 cp, ½ lb.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• 598 gp, 9 sp, 9 cp
]

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Special Abilities
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Human (shulassakar)

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Divine Mind 6

Campaign-specific divine mind rules

Weapon and Armor Proficiency: Divine minds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Wild Talent: A divine mind gains Wild Talent as a bonus feat. This class feature provides the character with the psionic power he needs to call down a mantle's special power, even if he otherwise has no power points.

Psychic Aura (Su): All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You choose one aura to manifest, and its benefits take effect in a radius around you as given on Table 1—3. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you choose which aura to manifest when you meditate. You can spend an hour in meditation to change your aura.
At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras.
Attack: You and all allies within your aura gain a +1 morale bonus on attack rolls and damage rolls. This bonus increases by 1 for every five class levels you have.
Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have.
Perception: You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have.

Mantle (Ex): At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity's assigned mantles (see Table 1—4, page 11), picking one that he adopts and learns to manifest powers from.
You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not immediately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle's list of powers. At 6th level, you gain a second mantle; at 12th, you gain your third and final mantle. The mantles and their aura powers are given below.
Good: While this aura is active, the weapons of affected allies are treated as good-aligned for the purpose of overcoming damage reduction.
Guardian: You can grant allies in range damage reduction 1/— while you are psionically focused. This damage reduction increases by 1 for every five class levels you have (DR 2/— at 5th level, 3/— at 10th level, and so on).

Divine Grace (Su): Beginning at 4th level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws.

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Backstory
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Description: Atsu has an odd appearance by the standards of most humans of Khorvaire: He has reddish-brown skin that has a coppery hue along his hairline and down the sides and back of his neck. His eyes are deep-set and penetrating, dark brown, and his hair is black, thick, and generally tied into a topknot (he sometimes shaves all but a queue). He is wiry and wide-set, with a powerful torso.
His gear is likewise odd: He carries a terbutje studded with chunks of deep crystal, and he wears dyed blue cotton clothing that has accents of feathers and beadwork.

Hair: Black
Eyes: Brown
Height: 5' 10"
Weight: 178 lbs.
Age: 26

Background: Trained in Krezent since his birth there, Atsu is a rare member of the human cultists who follow in the path of the ancient couatl that sacrificed themselves to imprison the Lords of Dust. He blends martial training and devotion with psychic talent and education.
Unlike many of the common folk of Khorvaire, Atsu was never taught a professon, though he did occasionally do labor or farm-work around the fortress. Instead he was trained as a defender of the ancient beliefs of the shulassakar, and as a weapon against evil.
Though Atsu thought that he would be another guardian of Krezent, matters have taken a different path.

Personality Traits: Atsu is generally terse and not much of a talker. When he speaks up, it is usually out of a sense of conviction. Thus, on the occasions when he does talk, it generally carries a sense of weight that makes people pay attention.
Though he lived a very isolated life, Atsu is not unintelligent; he simply considers much of the outside world fairly corrupt, absurd, or pointless.
Atsu tends to be single-minded in his dedication and he can sometimes come across as rigid or uncompromising. He has learned to loosen his standards a bit, but he often seems very stubborn on matters of principle.
Atsu takes his role as shulassakar guardian seriously. His knowledge of the history of psychic powers has led him to the notion that there may be a connection between the Dreaming Dark and the Lords of Dust, or that at the very least the agents of evil in Sarlona are enemies of the shulassakar.