Shoanti Tribeswoman

Atzi's page

799 posts. Alias of Corerue.

Full Name

Atzi (The Rain) & Tlatoc (Strength of the Earth)


Human: Jambala Jaeg Descendent) and Deinonychus


Saurian Shaman LVL 4


Female / Female


Medium (Both)




Neutral Good and Neutral


Nature / None


Smuggler Shiv (complete?) -> Eledar


Common, Druidic, Polygot and Sylvan


Druid / Druids Companion

Strength 8
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 18
Charisma 14

About Atzi

DM's Questionnaire - More About Atzi (Read AYOR, I try to make my characters as real as possible. You have been warned :P:

1. Failing to accomplish something great before she dies.
2. Being Made a Slave
3. Companion's Dying
4. Apemen

1. Quetza and Tlatoc
2. Traveling through the Jungle in her bare feet
3. Her current Companions

1. How Weak she is (So she tends to be reckless and charge into a fight trying to prove herself, despite knowing she isn't of much use in close combat)
2. Her weak skills

1. Her Heritage
2. Her Magical abilities

1. The fact she adores other Women. (She acts like a tease to men she is friends with but its just a front to avoid suspicion from her female companions.)

Permanent Additions from survivors made friendly~:

Sasha: +1 To ini checks.

Aerys: Permanent +1 bonus on all Will saving throws against compulsion effects

Gerlik: Permanent +1 bonus to the save DC of any charm or language-dependent effect a PC uses.

Ishirou: +1 bonus to CMB and CMD while wielding a sword or similar weapon.

Jask: +2 bonus on concentration checks.

Atzi (The Rain)
Female Human (Mwangi) Druid (Saurian Shaman) 4
NG Medium Humanoid (human)
Init +2; Senses Perception +9

AC 16/(18 When Saurian Scales is Active), touch 11, flat-footed 17 (+3 armor, +2 shield, +1 Dex) (+2 natural)
Saurian Totemic Transformation: Standard Action (Saurian Scales +2 Natural Armor 4/Minutes per day)
hp 31 (4d8+8)
Fort +6, Ref +2, Will +8; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants

Speed 30 ft.
Melee Scimitar +2 (1d6-1/18-20/x2) and
. . Shortspear +2 (1d6-1/x2)
Ranged Sling +4 (1d4-1/x2)

Druid (Saurian Shaman) Spells Prepared (CL 4):

2 (3/day) Barkskin, Flaming Sphere, Animal Trance

1 (4/day) Charm Animal (DC 15), Entangle (DC 15), Produce Flame, Snowball (DC 16)

0 (at will) Mending, Create Water, Light, Purify Food and Drink (DC 14)

Str 8, Dex 13, Con 14, Int 10, Wis 18, Cha 14

Base Atk +3; CMB +2; CMD 13

Feats Combat Casting, Spell Focus (Conjuration), Uncanny Concentration

Traits Boarded In the Mwangi Expanse, Sacred Touch

Skills Climb +3, Craft (weapons) +4, Fly +5, Handle Animal +6, Heal +10, Knowledge (geography) +7, Knowledge (nature) +9, Perception +9, Perform (dance) +4, Ride +5, Spellcraft +4, Stealth +4, Survival +10, Swim +3

Languages Common, Druidic, Polyglot

SQ animal companion link, nature bond abilities (tlaloc [strength of the earth], giant creature dei), resist nature's lure, saurian wild shape (2/day), saurian's totem transformation (standard action) (, share spells with companion, spontaneous casting, totem transformations (saurian's scales), trackless step, wild empathy, woodland stride

Combat Gear Potion of cure light wounds, Potion of restoration, lesser, Healer's kit, Healer's kit; Other Gear Masterwork Wooden armor, +1 Darkwood Buckler, Scimitar, Shortspear, Sling, Sling bullets (50), Backpack, masterwork, Cooking kit, Grappling hook, Silk rope, Soap, Whetstone,
Special Abilities

Animal Companion Link (Ex) You have a link with your Animal Companion.

Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.

Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer

Saurian Wild Shape (2/day) (Su) Shapeshift into a dinosaur or reptile one or more times per day.

Saurian's Totem Transformation (Standard Action) (4 minutes/day) (Su) Adopt aspect of the saurian while in normal form.

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.

Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks

Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex) Move through undergrowth at normal speed.

Carrying Capacity
Light 26 lb. or less Medium 27–53 lb. Heavy 54–80 lb.
Currently in medium load, will calculate all the weight soon.

Wealth: 1550 gold and 3 silver


Spare Gear:
Leather Armor +2 AC +6 DEX 0 ACP 15lbs
Masterwork, Leather Armor +2 AC +6 DEX 0 ACP 15lbs

Darkwood Buckler +1 AC +2 2.5 lbs
MW Wood Armor +3 AC +3 Dex 25 lbs

1x Waterskin, 1 gp 4 lbs
2x day's rations, 1 gp 2lbs
5 tindertwigs -, 5 gp
Bedroll, 1 sp 1lb
Fishing Net 4 gp
Belt Pouch .5 lbs., 1 gp
Travelers Outfit 1 gp 5 lbs
Flint and Steel 1 gp - lbs
Sack 1 sp .5 lb
Silk Rope 10 gp 5 lbs


Atzi is mysterious and alluring with her ebony skin and light green eyes, which have the slightest tinge of blue in the center. She is tall and light weight at six foot one inches tall with an athletic build and weighing in at one hundred and twenty pounds. She bears an almost feral look because of her clothes, made of an assortment of barely concealing animal skins and tight leather armor. Her fascination with small trinkets is very apparent from all the predator claws, teeth and feathers from large birds dangling from her hair.

Other than her masterwork leather armor she wears a large Serpent skull like a grim helmet on her head. Its empty eyes unable to tell the story of its destruction as its jaw bone hangs broken in two and settled on either side of her head. She sports a darkwood buckler that remains strapped to her back with three shortspears strapped to her back as well. Other than that she carries a pack that is slung over her shoulder and a scimitar hangs loosely at her side.


Atzi is good at heart, and believes in the stories of courage and change that her family taught her, trying desperately to live by example. She does her best to calm situations if she can but she can also display a predator like grace when things turn violent, often focusing her attacks on either those who are directly threatening an ally or striking down those who appear the strongest while her companion protects her from harm. She does not support xenophobic behavior among anyone and will try to convince people to get along instead of fighting one another.

She also respect's what civilization can accomplish but doesn't support blatant destruction of natural habitat or species for the advancement of civilization. She believes in an organized and controlled approach where both sides benefit instead of wanton destruction by those who do not care about nature. Those type of people will feel the full brunt of her wrath when she comes for them.


Atzi originally hails from the city of Kibwe, her family was among the many of Zenj tribesman who originally traveled to the fledgling city to find work. Although her family were humble miners and tradesmen they often spoke of their proud history, as descendent's of the long extinct Jambala Jaeg tribe, Atzi immersed herself in the stories her family often told. The tales of powerful shamans and heroic warriors fighting against the demons of the great jungle filled her with pride.

As she grew into adulthood she found it more and more difficult to fit in among the diverse populace of Kibwe and the tension in the town scared her. Most of her family were gone now, either dying of old age, in accidents or disappearing without a trace. She always believed that the Bekyar slavers parading through town with their 'trade goods', were to blame for the disappearance of some of her family, mainly her sisters. Even though slavery was forbidden by the council it only mean't that the Bekyar hunters were restrained while within the city walls, outside those walls the council had little to no power. Often times many of the slaves brought through Kibwe were bound, gagged and hooded making it impossible to identify who those poor souls were.

On those dark days Atzi found it hard to stop staring after the Bekyar tribesmen as they arrogantly moved through town. Many times she found herself remembering the stories that her family had told and she found herself wishing she had the power to do something to wipe that ugly smile off the faces of those slavers. One day she would do something to stop them.

Her last remaining sister, Xoco, was set to get married soon to a man she didn't approve off, his only attribute was that he was a wealthy merchant from Nantambu. His name was Jassym, he was a fat and jovial person, his hands were not calloused the way Atzi's fathers were, he was a soft and charismatic man. Sadly her sister Xoco was taken with him for reasons Atzi couldn't fathom. Because of the constant presence of the Bekyar in town she often stay close to her sister, remaining unseen to make sure she remained safe.

As her sisters masai came ever closer she found herself having to follow Xoco farther and farther away from the protection of the city walls as she searched for the perfect flowers for her wedding wreath. Atzi began hating these forays into the jungle as each trip imperiled them to the being found by the Bekyar. The morning before her masai, Xoco rose early and left Atzi undisturbed in their families small hut, that was the day Xoco disappeared. Atzi tore Kibwe apart trying to find her sister, her sisters fiancé was beside himself with grief and with his bodyguards looking all over the city with no sign of Xoco it seemed she too had simply vanished.

Grief stricken Atzi returned to the empty hut of her family and, remembering a ritual of 'seeing' her grandmother had taught her as a child, she recklessly performed the ritual in the hopes of seeing her sister. Her grief deepened when nothing happened, she sat there with nothing to show for her effort other then a cut in the palm of her hand and several candles burned down to the wick. When she awoke the next day she found the bodyguard still searching in vain for Xoco, as she wandered the streets filled with grief she barely noticed the Bekyar cart lumbering its way through Kibwe full of slaves for trade and Atzi stared after them in disbelief. Not because of how many they had caught that day. Not because of the gagged sobbing or panting of those poor souls as they were transported through town.

She stared at the nude girl, pressed against the bars of the cage, with an unfinished flower wreath clasped in her shaking hands. Atzi felt powerless as the Bekyar moved through town, what could she do, they were many and she not only would it be foolish but against custom to attack them in plain sight. Then as they moved to leave town on their usual path through the jungle she thought of a mad plan. That was when she approached her sisters fiancé and begged him to send his bodyguard after the Bekyar but he wouldn't believe her story of what she saw. His grief had blinded him, so she struck out alone with what little tools she could scavenge from her families hut.

As she stalked the Bekyar through the jungle she realized that the many times she followed her sister into the jungle had taught her the skills to move unseen, and without noise through the thick jungle. She followed them for many hours before they made camp, as she watched some of them drink themselves into a stupor she mentally prepared herself. As she moved toward the camp she felt a strange feeling of comfort to the way the plants moved about her, as if parting to allow her to pass. She silently killed several of the Bekyar on watch, they all seemed to stand in a daze as she slit their throats from behind.

Finally making it to the holding pin, she searched desperately for Xoco. After several long moments Atzi found her and began cutting the ropes binding her cage together, as she worked feverishly to free Xoco several of the Bekyar started to stir from the noise of the excited slaves. Atzi finished cutting the last rope as a Bekyar club came down on her from behind, she barely had enough time to block it and was knocked to the ground by the strength of its wielder. He kicked her dagger away and raised his club again, with a sneer set into his ugly, broken features, intent on knocking her unconscious.

Raising her hands in an attempt to block, Atzi was surprised when fire leaped from her fingertips and the man went down screaming completely ablaze. As more of them began to recover from the stupor and came to investigate the sudden burst of light, along with the horrid screams of the dying man. She panicked, as they approached she raised her dagger in a pathetic defense to their spears and blowguns. As she dodged several darts and spear thrusts she was forced slowly away from the cage where her sister huddled fearfully with the other slaves. With her thoughts racing and breath coming in panicked gasps she almost didn't notice the cries of the Bekyar warriors as the jungle seemed to rise up against them.

As the plants entangled the amassed men a terrible cry pierced the sky above, reflexively Atzi looked to the sky as a dark shadow swooped in and struck the clustter of entangled Bekyar. With the light from the burning corpse barely illuminating the winged Quetzalcoatlus tearing through the terrified Bekyar she found herself unable to look away. As another slaver fell the Quetzalcoatlus looked back at her with narrowed slits and screeched at her in annoyance, its screech brought her out of her fear induced daze. She moved back to the cages and started hacking away at the other cages, she shouted for the others she freed earlier to help her.

Some did, but many grabbed fallen weapons and either attacked their captors or fled into the forest. The Bekyar, now free of the grabbing plants, began to fight back the beast and armed slaves with a ferocity born of desperation. The Quetzalcoatlus was wounded badly and was forced back along with the armed slaves as the fight slowly turned in favor of the Bekyar slavers, then as if by a miracle several of the Bekyar collapsed suddenly, riddled with darts and arrows. As a great whooping battle cry came from the forest, the Quetzalcoatlus took to the air, just as several well armed warriors surged from the forest and smashed into the flagging lines of the Bekyar, It wasn't long before the last of them fell leaving the ragged survivors standing bloodied and victorious. The warriors were Jassym's bodyguard, he had changed his mind and sent mercenaries, to accompany his men, in attacking the Bekyar to reclaim his kidnapped betrothed.

Things went quickly after that, Xoco was married to Jassym, who ended up being a better man then Atzi had first thought. Together her and her sister gathered up their families things and left Kibwe behind, lest the Bekyar seek their revenge, and traveled to Nantambu. During their travel Atzi found that she was being stalked by what appeared to be the same Quetzalcoatlus that had protected her, it screeched menacingly at any but her for some reason and its wounds needed treatment. By the time their caravan arrived in Nantambu she realized that she hadn't performed a ritual of seeing, she had performed the ritual of summons and the Quetzalcoatlus had answered her summons. It was bonded to her now and her to it, the realization took her breath away she had taken the first steps to becoming a shaman like the ones in her families stories.

Atzi spent several weeks with her sister as Xoco became settled into her new life in Nantambu. Before long Atzi realized that it was time she moved on, lest she intrude on her sisters new life, Xoco was upset by this at first until Atzi convinced her. She decided to follow in the footsteps of her families stories, exploring where ever the wind would take her and would hopefully become something inspiring for her people.

As rumors of the festering troubles in Sargava found her ear she decided to head to Senghor and from their take a ship to Eledar. She hoped that she could find someway to calm the fighting among her people and the Sagravan colonials. With her faithful Quetza at her side she started her journey, filled with hope that she could make a difference for her peoples sake.

Animal Companion

Tlaloc (Strength of the Earth)
Giant Creature Deinonychus
N Medium Animal
Init +3; Senses low-light vision, scent; Perception +5
AC 20, touch 14, flat-footed 16 (+3 Dex, +6 natural, +1 dodge)
hp 42 (+24)
Fort +10, Ref +7, Will +2
Defensive Abilities evasion
Speed 60 ft.
Melee Bite (Giant Creature Deinonychus) +6 (1d6+3/x2) and
. . Talon x2 (Giant Creature Deinonychus) +6 x2 (1d8+3/x2)
Str 16, Dex 16, Con 22, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +6; CMD 20
Feats Dodge, Power Attack -1/+2
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Acrobatics +7 (+19 jump), Perception +5, Stealth +7, Swim +7
SQ attack any target [trick], combat riding [trick], track [trick]
Other Gear Pack saddle, exotic, You have no money!
Special Abilities
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.


Former Companion QUETZA - Location Smuggler's Shiv:

Male Quetzacoaltus
NN Medium Animal
Init +10; Senses Low-Light Vision, Scent; Perception +6
AC 18, touch 16, flat-footed 12. . (+6 Dex, +2 natural)
hp 16
Fort +3, Ref +9, Will +3
Spd 10 ft., Flight (50 feet, Clumsy)
Melee Bite +1 (2d6-1/20/x2) and
. . Unarmed Strike +1 (1d3-1/20/x2)
. . 2 Wings +1 (1d4-1/20/x2)
Str 9, Dex 22, Con 10, Int 2, Wis 14, Cha 12
Base Atk +2; CMB +1; CMD 17
Feats Improved Initiative, Wingover
Tricks Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Fly +2, Perception +6, Survival +3
SQ Attack Any Target [Trick], Defend [Trick], Down [Trick], Evasion (Ex), Guard [Trick], Heel [Trick], Seek [Trick], Track [Trick]

Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Clumsy) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Wingover You can turn in place while flying.