AC 17, touch 12, flat-footed 15
(+2 dex)
hp 14 (1d12+2);
Fort +4, Ref +2, Will +2;
OFFENSE
Spd 30 ft.
Melee spear +3 (1d8+7/x3) OR handaxe and klar +2/+2 (1d6+3/x3), (1d6+1/x2)
Ranged spear +3 (1d8+3/x3; 20ft.), javelin +3 (1d6+3/x2; 30ft.), bolas -1 (1d4+3 or ranged trip/x2; 10ft.)
Special Attacks power attack, two-weapon fighting
STATISTICS
Base Atk +1; CMB +4 CMD 16
Feats Power Attack, Two-Weapon-Fighting
SkillsACP -3 Handle Animal +3, Linguistics (Shoanti) +0, Ride +2, Sense Motive +7, Survival +6
Combat Gear ; Other Gear bird (hawk), handaxe, klar, dagger, spear, javelin, bolas (3), hide armour, (or scale, -35gp), whetstone, roughrider's outfit (as peasants outfit), furs, flint, waterskin, sack, healer's kit, haunch of smoked venison and dead rabbit (as chunk of meat), torch (3), bird feed (5 days), 390gp in assorted coinage
Traits: Suspicious, Friends and Enemies
STATISTICS WHEN RAGING:
DEFENSE
AC 15, touch 10, flat-footed 13
(+5 armour, +2 dex, -2 rage)
hp 16 (1d12+4);
Fort +6, Ref +2, Will +4;
OFFENSE
Spd 30 ft.
Melee spear +5 (1d8+10/x3) OR handaxe and klar +4/+4 (1d6+5/x3), (1d6+2/x2)
Ranged spear +3 (1d8+5/x3; 20ft.), javelin +3 (1d6+5/x2; 30ft.), bolas -1 (1d4+5 or ranged trip/x2; 10ft.)
Special Attacks power attack, two-weapon fighting
STATISTICS
Base Atk +1; CMB +6 CMD 18
Feats Power Attack, Two-Weapon-Fighting
SkillsACP -3 Handle Animal +3, Linguistics (Shoanti) +0, Ride +2, Sense Motive +7, Survival +6
Combat Gear ; Other Gear bird (hawk), handaxe, klar, dagger, spear, javelin, bolas (3), hide armour, (or scale, -35gp), whetstone, roughrider's outfit (as peasants outfit), furs, flint, waterskin, sack, healer's kit, haunch of smoked venison and dead rabbit (as chunk of meat), torch (3), bird feed (5 days), 390gp in assorted coinage
Traits: Suspicious, Friends and Enemies
CHARACTER: Concept: Stoic, superstitious Shoanti outrider in self-imposed exile.
Background:Young members of the Shundar-Quah (The Spire Clan) must journey into the world and spend three years among the members of the other quahs. This rite is called The Great Journey. Kojan, the young brave, set out on his Great Journey twelve years ago. In this time he has visited six of the seven Quah's, learning their ways and growing into an experienced, world-wise warrior. First, he journeyed eastward, to the Sklar-Quah, The Sun Clan. The journey alone nearly killed him, and he spent three years battling constant incursions from the marauding orcs of Belkzen, hardening the young lad into a fierce warrior that can match the fury of any orc warlord. From there he learned to hunt among the Moon Clan, ride with the Hawk Clan, sail among the Axe Clan and climb among the Wind Clan. The seventh quah, the Skull Clan, the young brave boasts (almost managing to mask his fear of the mysterious Skoan-Quah), he will visit upon his death, carried to the Kallow Mounds a hero after a glorious death in battle.
Several months ago, Kojan returned to his Quah, expecting to be hailed as a champion. He was distraught to find that none remained who recognized or remembered him. The young warriors he had grown up with had been slain by the encroaching giants of the Kodar Mountains, the predators of the wastes, drought, starvation, and the burning fury of the Cinderlands. He remained among his tribesmen for a time, recieved his first tattoos, the rune Drimiir, the guardian heart, and joined his brothers in skirmishes against the ogres. However, Kojan never quite felt at home among his old Quah. He remembered tales of Shoanti that left their clans and found glory among the colonists in the south. Perhaps it was time for one last Journey...
Campaign Ties:
Kojan is more widely traveled than most Shoanti, even among those of his own clan. After all, few of The People wander this far south. However, he still carries the deep distrust and fear of magic, as well as a long, oral history of oppression at the hands of the Azghat, cruel god-mages that ruled over the. Kojan will fight any remaining horrors of the Thassilonian Empire and likely swear a blood-oath and see to it that they remain buried, fighting anything he thinks may threaten his people.
Kojan feels outnumbered and alienated in Sandpoint, but respects its citizens for their tenacity and courage, particularly The Sheriff Hemlock.
Kojan has learned there is no bond greater than that formed in combat, and will fight to the death for those he has shed blood with, following them to whatever end.
Shoanti Expressions:
The Shoanti are a proud and aloof people. When dealing with
outsiders, their words are likely to be colored by the basic
greetings and most fiercely held truths of their people.
Storval dharanok ekbit roark Shoanti.
Our thunder rolls across the Storval Plateau.
(The Shoanti defend the Storval Plateau.)
Kel-grish!
Greetings!
(A common welcoming.)
Sharatok… tshamek.
Be received… stranger.
(A colder, more formalized greeting for outsiders.)
Ferik niklit forenk skoans.
Until our skulls are gathered.
(We fight until our death.)
Ahk Storval—rel abeshk!
Away from our lands!
(A final territorial warning.)
Irok devit fendrik swork.
By blood it is sworn.
(An iron-clad vow.)
Storval ekbitel nalharest!
We walk the land as brothers!
(An oath accepting someone not of one’s quah as a brother.)