About Akatsu Horami
The Horami family was banned from their lands by the common folk - associating them with onis - and fled to ships towards the Obari Ocean. While they ended up killed by the intolerance of the pursuers, Akatsu survived and washed ashore the large island-nation of Jalmeray. Taken by the local monks to serve carrying water and caring for the gardens, Akatsu from a very early age demonstrated talent for martial arts and an uncommon patience to deal with the adversities of life. Forced to use mask and long robes to hide his roots, he was constantly ridiculed by the young initiates on the Houses of Perfection, and yet managed to survive with unbeatable spirit.
It was a gardener that his love for farming - and the benevolent god Erastil - flourished. The pastoral roots of Old Deadeye perfectly met the conditions of the young gardener, and the tiefling deeply immersed himself on divine teachings. So he grew, and grew to become a monk himself - a zen archer, master of the Way of the Bow. When it became impossible for the monks to keep hiding Akatsu's inheritage, he was given the weapon, a holy book of Erastil, and told that fate would favor him if he was to gain the world and do the work of perfection - and, as much as he fully respected Irori, for him it also became the work of good.
Akatsu became a nomad, and for the next two decades traveled as an adventurer and peacemaker. He collected friends and foes, but he was specially able to bring the teachings of Erastil to small communities across Golarion, and eventually became an evangelist for the Old Deadeye. He wasn't one for speaking much - or to present much in the way of proper diplomacy - but his entire example of doing good, the ostentation of the bow, his mysterious nomadic habits (and clothing) and the entire legend that grew between the commonfolk was enough to propagate the good message.
Until, finally, the monk arrived by the devastated lands of Korvosa. Within lands infested by disease and intrigue, an entire conspiracy was folding that could threaten lands much beyond the ones he was stepping in. Yet, he saw himself stuck in bed, falling ill and seeing his health quickly deteriorate. His entire mission was put in jeopardy for the imminence of an uncalled, untimely meaningless death that felt uncomfortably closer. On the few cold sighs of what could be his last moments, however, he heard of a group of intrepid adventurers challenging destiny.
This gave him the strength for one strong prayer; weakened, he fell the bed and crawled to the outside of the decrepit nursing home, finding a sole twig of a living plant on the garden. With immense effort, he approached and cared for the plant, managing to nurse and water it, using his own body to protect the small leaves from the violent winds. He fell unconscious under a cold rain, and when he woke again - the plant wasn't there anymore but his forces were back, and he was cured! He stood up, collected his belongings and left the abandoned shaft, gaining the roads towards the Shoanti lands. Considered still sick - contagious - and harmless, he was left alone on his path, and so finally he arrived in Magnimar to find that band of heroes...
Appearance and Behavior:
Akatsu is an oni-spawn tiefling; a hungerseed, somewhat ashamed of his inheritance. Unfortunately for him, his physique also clearly shows his demonic roots, having dark red eyes, small horns barely hidden on his long pitch black hair, prominent sharp fangs in his mouth and a living prehensile tail to complete. Having even his skin in a darkish red tone, it's usual for the good evangelist to walk around covered in long hooded monk robes wearing a mask covering his face.
The tiefling has a truly pure heart, though, and he's fiercely loyal to companions and the few friends he made. He's very shy - a complete social misfit - without any interaction ability at all, preferring to stick to a monastic silence for most of the time. If his appearance and clothing give him the atmosphere of mystery, in truth he's very easy to decipher: he's a humble creature with a tragic story and a sincere will for doing good to people, and a strong protector of communities and nature.
Male oni-spawn tiefling evangelist 8/monk (qinggong monk, zen archer) 5 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 51)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +27
AC 29, touch 27, flat-footed 23 (+3 Dex, +3 dodge, +3 monk, +2 natural, +8 Wis)
hp 105 (13d8+31)
Fort +17, Ref +19, Will +23
Resist cold 5, electricity 5, fire 5
Speed 70 ft.
Melee unarmed strike +14/+9 (2d6+4) or
. . bite +9 (1d6+2)
. . +1 adaptive composite longbow flurry of blows +28/+28/+23/+23/+18/+13 (1d8+8/19-20/×3) or
. . +1 adaptive composite longbow +21/+16 (1d8+8/19-20/×3) or
. . dart +13 (1d4+4) or
. . dart +13 (1d4+4) or
. . dart +13 (1d4+4)
Special Attacks flurry of blows, perfect strike 12/day, trick shot, zen archery
Spell-Like Abilities (CL 13th; concentration +10)
. . 3/day—cure light wounds
. . 1/day—summon nature's ally V
Monk Spell-Like Abilities (CL 12th; concentration +9)
. . —barkskin (self only, 1 ki)[UM]
. . —restoration (self only, 2 ki)[UM]
Str 18, Dex 16, Con 14, Int 14, Wis 26, Cha 5
Base Atk +9; CMB +14 (+15 disarm, +15 steal); CMD 40
Feats Armor Of The Pit[ARG], Clustered Shots[UC], Crane Style[UC], Deadly Aim, Deific Obedience, Dimensional Agility[UC], Dodge, Improved Critical (longbow), Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, orphaned
Skills Acrobatics +22 (+38 to jump), Appraise +9, Bluff +4, Climb +11, Diplomacy +4, Disguise +4, Escape Artist +10, Fly +19, Heal +15, Intimidate +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +11, Linguistics +6, Perception +27, Profession (gardener) +27, Ride +10, Sense Motive +27, Sleight of Hand +14, Stealth +22, Survival +32 (+34 to avoid becoming lost), Swim +11
Languages Abyssal, Common, Draconic, Giant, Infernal, Polyglot, Shoanti
SQ abundant step, bullying, family’s bond, fast movement, ki archery, ki arrows, ki pool (14 points cold iron, lawful, magic, silver), prehensile tail[ARG], reflexive shot, twin fang, wholeness of body (12 hit points)
Other Gear +1 adaptive composite longbow (+10 Str), arrows (500), dart (8), dart, dart, belt of physical perfection +2, bracers of archery, greater, cloak of resistance +5, headband of inspired wisdom +6, pale green prism ioun stone, ring of evasion, stone of good luck (luckstone), wayfinder[ISWG], bandolier[UE], belt pouch, blanket[APG], hemp rope (50 ft.), masterwork backpack[APG], soap, trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 5 sp
Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bullying +1 racial bonus on combat maneuver checks to disarm or steal
Clustered Shots Total damage from full-round ranged attacks before applying DR
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Family’s Bond (Sp) cure light wounds 3/day, shield other 2/day, or prayer 1/day
Fast Movement (+40 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +16/+16/+11/+11/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (14/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (3d20, 12/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Reflexive Shot (Ex) Make AoO with bow.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Twin Fang (Ex) Cast summon nature's ally V as spell-like ability 1/day.
Wholeness of Body (12 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
This is how Akatsu starts his every morning. He forages for seeds, saves some, plants others (or leaves a good chunk behind for passerbies) and then draws the sign of Erastil, before starting praying. This probably takes around fifteen minutes to one hour.
Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Gain a +4 sacred bonus on Survival checks.
Infused Weapon Akatsu's bow became undead-bane. This effect functions only in Castle Scarwall.