Arcadian Tribesman

Morgan "Hoeroa" Randall's page

196 posts. Alias of Oceanshieldwolf.


Full Name

Morgan "Hoeroa" Randall

Race

Adopted Sugalo Tulita

Classes/Levels

Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

Gender

Male

Size

5'11

Age

32

Special Abilities

Tikiman, spellcasting

Alignment

Neutral Good

Deity

Tohoraha, the Whale

Location

Port Shaw

Languages

Tulita, Common

Occupation

Tribal Shaman, Trader, Hunter

Strength 14
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 12
Charisma 18

About Morgan "Hoeroa" Randall

Quick View Stats for Combat:
Status: Healthy
HP: 42/42
AC:17, 13 touch, 15 flat-footed
Saves: Fort: +6 Reflex +4 Will +6
BAB +4
CMB +6 CMD 18

Initiative: +2 (Dex +2)
Conditions:
Spells in Effect:
Currently wearing: +1 Light Fortification Sharkhide shirt
Items in Hand:
+6 Ieku (War Oar) 1d8+2, x3 (+2 str, +4 BAB)
(Two handed) +6 1d8+3, x4 (+2 str, +4 BAB) (reach)
(Power Attack) +4 1d8+7, x4 (+2 str, +4 BAB, -2 Power Attack) (reach)

SPELLS
DC 10 + (level) + 4 (Cha)
Spontaneous Spells/day: 4 / 2
1st level spell slots: ( )( )( )(_)
2nd level spell slots: ( )( )
(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Spells Known: 6 cantrips, 4 1st, 2 2nd.
Cantrips: create water, stabilize, detect magic, detect poison, know direction, purify food and drink
1st level: burning hands, enlarge person, shield, make whole
2nd level: bulls strength, haste

Morgan’s Background:

Morgan Randall's whaler was attacked by Disciples of Dajoba and subsequently foundered on the reef of a Kekouan atoll inhabited by a Sugalo Tulita tribe - the Tikarua. Two other shipmates survived with Morgan. The Tikarua were initially unsure of what to do with them feeling the colonist's tapu (taboo) was too powerful.

Morgan was taken in by the Tikaruan's Yohunga - Old Tama - who recognized the mark and aura of (ironically) Tohoraha, the whale god on the young whaler - this was also the Tikaruan deity. Thrust into a rite of passage and ritual cleansing Morgan emerged as the understudy of old Tama, and in time became a respected member of the tribe. His hatred of Dajoba-disciples, weresharks and sharks in general, exemplified by the shark tooth necklace he wears his tiki on, earned him the title Sharkbane - he has participated in at least one repulse of disciples of dajoba since joining the tribe. In the tribe and among Tulita however, Morgan is known (sometimes derisively) as "Hoeroa" - a Tulita word for the whalebone styled steel harpoon he carries - his past as a whaler and now champion of Tohoraha makes him a figure of some confusion - some Tulita see him as an abomination, others as the divine weapon of Tohoraha.

Morgan's original shipmates were not so lucky and lived as low-caste members of the tribe. This has made for some awkward social moments exacerbated by the "escape" of one of the men to Port Shaw - Morgan's loyalty to his former people and his current tribe pull at him endlessly.

Bearing the facial tattoos (moko) and other tattoos of his adopted people, he is a classic Pakeha (in name, not the prestige class) - "foreigner" - but also given a measure of high regard for his exploits within the tribe and is ability to speak for them and navigate the multitude of treacheries and effronteries occasioned by his former people.

Morgan's tikiman is also unconventional - highly stylized and simply formed in the manner of an anthropomorphic whale and carved out of one whaletooth with pounamu (greenstone/jade) eyes and whalebone teeth.

An attractive and well built man standing just under 6 feet tall, Morgan completely fits the aesthetic of his adopted people - his sharp nose not completely uncommon among the Tulita and his tattoos, bronzed skin and dark hair allowing him to blend in. His Tulita is flawless and his manners likewise. He is constantly challenged by native-born Tulita who wish to erase his (perceived) "stain" from true Tulita ways - his office of Yohunga spares him much stress, but headstrong tribesman still try him from time to time.

STATS:

Ability Scores Score (bonus) [point buy]
Str : 14 (+2) [5]
Dex: 14 (+2) [5]
Con: 14 (+2) [5]
Int: 11 (+0) [1]
Wis: 12 (+1) [2]
Cha: 18 (+4) [7] +2 Human, +1 Advancement

DEFENSE:

AC: 17, touch 13, flat-footed 15 (+4 armor, + 2 Dex, +1 natural, +0 size)
HP: 42 (Full first level = 10, +4 Favored Class, +18 rolled, +10 Con)
Fort +6, Ref +4, Will +6

OFFENSE:

Initiative: + 2
Speed 30 ft
Melee:
+6 Ieku (War Oar) 1d8+2, x3 (+2 str, +4 BAB)
(Two handed) +6 1d8+3, x4 (+2 str, +4 BAB) (reach)
(Power Attack) +4 1d8+7, x4 (+2 str, +4 BAB, -2 Power Attack) (reach)
+6 Harpoon 1d8 x3 (+2 str, +4 BAB) (grappling)
+6 Musket 2d6, x3 (+2 Dex, +4 BAB)

Base Atk: +4

CMB: +6 (+4 BAB, +2 str) CMD: 18 (10, +4 BAB, +2 str, +2 dex)

Favored Class Bonus Yohunga - Hit points

FEATS:

Alertness: +2 to Perception and Sense Motive (only while tikiman is within arm’s reach)

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Two Handed thrower: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.

Extra Tikipower
You have increased your focus on your bond with your tikiman.
Prerequisite: Tikiman class feature
Benefit You can select one extra tiki power.

Extra Tikipower

ORGANIZATION TRAITS:

Uncanny Stealth: +1 trait bonus to stealth and stealth is a class skill for you (Freebooter’s Guide)

Revered Brother: Your facial tattoos reveal your affiliations. Whenever you encounter Tulita who have not given their loyalty to the colonial powers, you can make a Diplomacy check to sequester aid either in food, basic equipment, lodging, or transportation of a value qual to 5gp multiplied by your character level.(Freebooter’s Guide)

Languages: Tulita, Colonist

CLASS ABILITIES:

Whaler : At 1st level, a harpoonist gains both the Quick Draw and the Two Handed Thrower feats as bonus feats (Freebooter's Guide)

Mana Pool : 7 (Equal to ½ level + Cha modifier, +1 at 3/5/7/9/11/13/15/17/19)

Tikiman see tikiman, below

Tiki Powers : Hit Die Increase, Hit Die Increase, Hit Die Increase, Hit Die Increase, Merge WIth Tikiman, Tough Tiki.

TIKIMAN:

Alignment NG; Tiny Construct

Init +6; Senses darkvision 60ft., low-light vision;
Perception +1

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 58 (5d10 - Hit Die, +10 - feat, +21 - yohunga)
Fort +2; Ref +5; Will +6
Defensive Abilities improved evasion
Immune construct traits

OFFENSE
Speed 20 ft.
Melee bite +11 (1d3 -1), dagger +8 (1d2-1/19-20)
Space 2-1/2 ft; Reach 0 ft.

STATISTICS
Str 9, Dex 15, Con -, Int 1*, Wis 12, Cha 7
*assumes the yohunga has at least 1 point of mana in his mana pool.
Base Atk +5; CMB +2 (5 -1 - 2); CMD 14 (10 + 5 - 1 + 2 - 2)

Feats Improved Initiative

Skills Stealth +11, Climb +3

SQ alertness, improved evasion, empathic link, share spells, spark of intelligence

SPECIAL ABILITIES
Alertness (Ex): While an animate tikiman is within arm’s reach , the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a fmiliar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Empathic Link You have an empathic link with your tikimen that extends up to a mile distance. You can communicae empathically with the tikiman, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
Share Spells: A yohunga may cast a spell with a target of “you” on his tikiman (as a touch spell) instead of on himself. A yohunga may cast spells on his tikiman even if the spells do not normally affect creatures of the tikiman’s type (construct).
Spark of Intelligence (Su) : If a yohunga has at least 1 mana point in his mana pool, the tikiman becomes animate and gains a single point of intelligence. If the yohunga exhausts his mana pool, the tikiman loses his intelligence and becomes inanimate.

TIKI POWERS
Hit Die Increase x4:

Hit Die Increase (Ex):
You increase your tikiman’s total hit dice by +1. Adjust the tikiman's ability scores, hit points, saving throws, skills and feats according to the monster advancement rules in the Pathfinder Roleplaying Game Bestiary. However, because the tikiman is a construct, its size does not change.
If (the tikiman) gain an ability score boost you cannot apply the boost to the tikiman’s Constitution or Intelligence.
You can take this power more than once, each time increasing the tikiman’s Hit Die by +1.

Merge into Tikiman (Su):
As a full round action you can spend a point of mana to place yourself inside one of your tikimen, taking control of the construct as if under the effects of a magic jar spell. This transformation includes all of your gear. While merged in this way, you are protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting you are suspended until you emerge from the tikiman (although durations continue to expire).

You can cast spells while inside the tikiman by taking control of the construct for the duration of the casting. Any material components used for these spells are taken from your gear, even though they are otherwise inaccessible. You can direct all of the tikiman's actions while merged, can perceive through its senses, and can speak through its voice.

You can remain within the tikiman for a number of rounds per day equal to your yohunga level. You can end this effect at any time as a swift action, emerging in a square adjacent to the tikiman if able. If the tikiman is destroyed while you are merged with it, you are immediately ejected, take 4d6 points of damage, and are stunned for one round.

Tough Tiki (Ex):

Your tikiman is unorthodox and crafted from jade, stone or other more durable materials. It gains an extra 2 hp per hit dice. You can select this power multiple times but only once for each tikiman.

SKILLS:

Skills: (23 ranks – 2 Fighter /16 Yohunga/5 Human)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/0/+2 = +2
Appraise/No/0/+0 = +0
Bluff/No/0/+4 = +4
Climb/Yes, +3/1/+2 = +6
Craft (tattoo)/Yes, +3/1/+0 = +4
Diplomacy/No/2/+4 = +6
Disable Device/No/0/+2 = +2
Disguise/No/0/+4 = +4
Escape Artist/No/0/+2 = +2
Fly/Yes, +3/0/+2 = +2
Handle Animal/Yes, +3/0/+4 = +4
Heal/Yes, +3/3/+1 = +7
Intimidate/Yes, +3/5/+4 = +12
Knowledge (all)/Yes, +3/0/+1 = +1
Knowledge (local)/Yes, +3/1/+1 = +5
Knowledge (nature)/Yes, +3/1/+1 = +5
Linguistics/Yes, +3/1/+1 = +5
Perception/Yes, +3/1/+1 = +5 (+7 when tikiman nearby)
Perform/No/0/+4 = +4
Profession (trader)/Yes, +3/1/+1 = +5
Ride/Yes, +3/0/+2 = +2
Sense Motive/No/1/+1 = +2 (+4 when tikiman nearby)
Sleight of Hand/No/0/+2 = +2
Spellcraft/Yes, +3/1/+0= +4
Stealth/Yes, +3/1/+2 = +7 [+1 Trait bonus]
Survival/Yes, +3/1/+1 = +5
Swim/Yes, +3/1/+2 = +6
Use Magic Device/Yes, +3/1/+4 = +7

GEAR:

Weapons
+1 Ieku (War oar) 1d8 x3 (THx4) 8 lbs. (TH- reach (2015 gp)
+1 alchemical silver Steel Harpoon 1d8 x3 10 ft 16 lbs. grappling (2095gp)
Long Barreled Musket 2d6 x3 60ft 15 lbs. (120 gp)

Armor
+1 Light Fortification Sharkhide shirt +4 AC, +4 MDB, 0 ACP, 18 lbs (2050 gp)

Skill Equipment:

Miscellaneous
+1 Amulet of Natural Armor (2,000 gp) (integrated into tiki necklace)
+1 Cloak of Resistance (1,000 gp)

Total equipment cost: 9,280 gp
Remaining gold: (10,500 - 9,280) = 1,220 gp

Weight:
xx (x lbs), xx (x lbs), xx (x lbs), xx (x lbs)
57 lbs Capacity: 58 lbs. or less = light load. Load: Light