Shoanti Tribesman

Windsight's page

154 posts. Alias of The Wyrm Ouroboros.


Full Name

Hudok 'Windsight' Tamiirrik, Tamiir-Quah

Race

HeroPts: 1 | Gear: Arrows/15, trail rations/2 |+Lng Shoanti, Varisian | Atk: UnA +4:1d6+2, MCLBw +6/+6:1d8+2/x3

Classes/Levels

Skills:
Acrobatics +7, Climb +6, Escape Artist +6, Fly +6, Heal +5, KS: Nat +2, Perception +9, Ride +2, Sense Motive +9, Stealth +7, Survival +4, Swim +6, Cft: Bows +4/6, KS: Geo +2, KS: Relig +5

Gender

Male LN human (shoanti) UC zen archer monk 2 | HP: 17/13 | AC 17 (T 17, F 14) | CMB: +4, CMD: 21 | F:+5 R:+5 W:+4 | INI: +2 (+4 surp) | PER: +9 | MV 30' | Perf. Stk: 2*2d20 |

Size

5'8", 168 lbs

Age

23

Special Abilities

flurry of blows (ranged)

Alignment

LN

Deity

Erastil

Languages

Common, Shoanti, Varisian

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

About Windsight

Description:

At first glance, most people do not think Hudok Tamiirrik (meaning 'Windsight' in Shoanti) to be a Shoanti, for he is surprisingly short, a full handspan less than six feet in height. He possesses skin colored somewhere between a deeply-tanned Varisian's dark olive, a Taldan's bronze, and the darkness of a Garundi. Though he prefers light or no clothing (often going shirtless during the warmer months), he will wear heavier (but still loose) garb if the weather is against him.

Down the entirety of the outside of his left arm is a birthmark, exactly as Erastil's bow; down the inside is the bowstring as well as the arrow, in this case un-nocked, but with the arrowhead at his wrist, pointing towards his target. Spiralling around most of his right arm from shoulder to wrist is a tattoo of racing wind, as if to speed his arrows on their way.

Like most other Shoanti, Windsight keeps the majority of his head shaven; unlike most others, though, he has allowed small amount of his naturally black hair to grow out, keeping it in a braided scalp lock at the back of his head, as if defying anyone to come try to grab it. His eyes are a cloudy grey, often remote but never dreamy; though he speaks infrequently, and laughs rarely, he misses little, eyes moving often from one person to another to see reactions.

Background:

"Not good enough."

Hearing those words again and again had a gradual effect on the boy Windsight - the imperfections his father, uncles, and brothers saw in his stance, his form, and his accuracy drove him into an almost obsessive pursuit of the bow. Certainly, he was short - puny by most Tamiir-Quah standards - but he had strength, dexterity, resilience. He could and would stand up to boys several inches taller than he in the childhood scuffles, and gained a reputation of not being one to back down. More importantly to him, though, was his affinity for the bow - or at least his obsession with it.

By the time he was six, he rarely did anything besides his chores but practice; the only thing that could be interpreted as 'play' was to fly kites. Even that had a purpose, however; it began to teach him how to better gauge the wind. Other children would tease him that he clearly must have been a Lyrune-Quah foundling, something that at first drove him to fierce anger. Perhaps the bow-shaped birthmark down the outside of his left arm from shoulder to wrist, was to be an indicator of his obsession; many of the Wind Clan thought (and told the boy) that he was to be dedicated to Erastil, to become a hunter par excellance. Chosen of Erastil he was entirely willing to be, but not as hunter - as archer, to be the best he could possibly be. Anger had turned into drive.

It is true that as he grew, he ran as fearlessly and intently as other youths of the Tamiir-Quah; unlike others, few things got past his notice, and he seemed to know where to shoot for greatest effect. It was true also that it seemed his very touch could bring surety of survival to those most wounded, whether hunter or warrior or beast, an additional favor of the god to the clan. Unlike those who were favored of Erastil, however, he was less concerned about sharing the meat of a kill, making good trades, or helping out his tribe; unlike most Shoanti, he seemed to care less about claiming honor or a kill. While he was willing to do such things, his primary concern was making the perfect shot, the perfect kill. Once the fight was done, he could even sometimes be found walking the ground they'd fought over, or examining the carcass of the prey, or - most oddly of all - flying a kite on the killing field and watching how the wind toyed with the fragile thing as though it were a gazelle he was seeking to bring down with one of his arrows.

It was this last behavior that troubled his parents and clan the most; the clan's oracle was consulted, and once she herself had tasted the wind and cast the lots, she decreed that the then-sixteen-year-old was to travel off the Storval Plateau and into the lost Southlands until he found the place that celebrated tigers that flew as kites, where he would be one of six, to be six as one; there, he would learn his fate. While his sisters expressed concern for his survival and his brothers envy for the potential triumph and honor of a successful return, Windsight accepted the questor's journey phlegmatically. Gathering his few belongings, he gave his loved ones farewell, and set out to travel the lands that the Shoanti once roamed, the lands of the lost tribes.

Many places has he seen; many arrows has he shot, many more has he made. Much to his disgust, the finely-crafted composite longbow he possessed when he left his tribe was broken; that using it as a staff instead of a bow saved his life is not material to his thinking on the subject, for even though he held his own in the bare-fisted contests in his tribe (and in more than a few taverns along the way), to his thought an archer without a bow is as useless as a horse without a bridle - you may manage to get where you're going, but it's as much a matter of chance than anything else. He has since crafted another bow, but the loss of his specialized tools made it merely sufficient, instead of excellent. He has not managed to earn enough money since those misadventures to acquire tools worth the using (which he compares to those of his mother's father, a master bowyer), and so he stubbornly keeps with the bow he made. Should he manage to acquire tools, or gain access to a much better bow - especially a proper composite longbow - he is certain to leap at the opportunity.

Almost exactly a year ago, the twenty-two-year-old tribesman padded into Sandpoint, still searching for that which the oracle predicted. It was there that he first witnessed the yearly Swallowtail Festival, celebrating tigers that flew as kites. There as well, Abstalar Zantus recognized his birthmark (since emphasized with tattoos, as is the rest of him) as a blessing of Erastil, one of the six deities to be represented in the cathedral being built; already there was [check: number of PCs in town at this point; default: another] in the town with such a birthmark, though not of Erastil. Having found the place foretold by the oracle, Windsight Tamiir-Quah settled in to learn what fate would require of him.

In the year since, he has done little to help construct the temple; his idea of a building is that of most Shoanti, hide and light wood that is easy to take apart and move. Instead, he has helped in other ways, hunted game in the various woods east of Sandpoint (Tickwood and Shank's Wood, as well as that just before Ravenroost) and brought it back for the betterment of the builders. He has made a few friends in Sandpoint:

. . . * While he has not given in to Sabyl Sorn's attempts to convert him to a wholehearted worshipping of Irori, he has at least come to admire and acknowledge the god of self-knowledge - and Sabyl - as kindred spirits. He is a frequent visitor to the House of Blue Stones, his drive to perfection fitting in well at the monk's place, and has gained access to the library there, though his ideas of meditation and study (careful, thoughtful archery practice for the one, flying a kite for the other) are somewhat at odds with Sabyl's.

. . . * The White Deer, being just across the way from the temple's outbuildings, is Windsight's inn / tavern of choice when he wishes to get away from the temple's chatty acolytes. Garridan Viskalai's somber quietude reminds Windsight of his own family, and he sees Garridan as a distant uncle of sorts; the innkeeper may or may not feel the same, but he has allowed Windsight to barter for his fare, trading hunted game for credit. (Windsight is currently tapped out in this regard.)

. . . * Likewise, Windsight is on courteous terms with two others of Shoanti descent, Sheriff Belor Hemlock and Vachedi, the latter more than the former; his frequent patronage of The White Deer (and Hemlock's problems with his brother) perhaps prevents friendlier interactions between Windsight and the sheriff. With Vachedi, however, Windsight is warmly supportive towards the jailor's goals, and would be willing to search out Vachedi's sons and free them.

And, of course, he has studied in the temple, getting a clearer understanding of how Erastil fits into the world, and how he perhaps fits into Erastil's plans.

Sample Post:

The evening before the autumn equinox, Windsight was most of a mile north of Sandpoint, the feathers of an arrow tickling his ear.

The young man was one of four within shouting distance of each other, getting in a last round of hunting for the feast on the morrow; already they had found and slain two bucks, and in the twilight between sun-down and full dark, on a last careful search for game, Windsight had spotted a third standing in the shadows, its five-tined horns glinting slightly. It was that which had caught Windsight's eye, as the buck moved its head to scent the wind for predators. A hunter born and bred, Windsight waited with the arrow drawn, the young man's strength and skill up to the task of holding the shortbow at full draw for the time he figured it would take the buck to make up its mind. If it moved back, Windsight would relax, for the chance at the heart shot would be gone; if it moved forward, he would be able to relax as well, for the arrow would be on its way.

But even a Shoanti must bow his head to time and effort; the buck snorted, stamped, but could not make up its mind. Perhaps there was something it heard on the other side of Windsight; perhaps the scent of the previous two kills' blood was on the sea-wind. These were not Windsight's problem, however; his problem was the fact that his draw-arm was getting tired. Though there was as yet no apparent twitch to the arrow's point of aim (just in front of the beast's breastbone, about where its heart would emerge from behind the tree), he could feel the ache building towards the point where he would have to relax, or loose the arrow - with debatable results.

With calm deliberation, he shifted his point of aim upwards and slightly to the side, striving to match the rhythm of his breath with that of the deer. Everything focused down to that aim point; all of Windsight's attention settled down onto the twenty-five feet between himself and the deer. The flutter of leaves suggested the flittering of a kite's tail; the shift of the buck's ear the way the kite surged against the wind. In the quiet pause between the exhalation of one breath and the inhalation of the next, he shot.

He shot and, pierced through the eye, the deer bucked once, twice, then finally fell, body finally catching up to the brain's death.

Blinking out of the absolute focus, Windsight shook his head to clear it. Never before - well, once or twice, but very rarely, and never in the field - he had made such a perfect shot. Behind him, one of the other men approached, having heard the sound; seeing the downed buck, he grinned and slapped the Shoanti archer on the shoulder. "Erastil and Gozreh favor us today, eh?"

Windsight nodded slowly, flexing his draw arm. "Erastil surely guided that shot," he said, even as the other man approached the deer and whistled, impressed.

"What possessed you to try for an eye shot, boy?" the hunter asked.

"It would not move," he replied, finally emerging from his reverie and moving forward to help dress the deer. Not, he thought to himself, that I would not have wanted to attempt the shot otherwise, but food is the goal today, not the perfect shot. He began to slowly smile, tying the offered rope around the deer's forelegs and tossing the balance over a tree-branch, catching the tail end and hauling the animal upwards for the other hunter to begin a rapid, expert field-dressing.

But it was a perfect shot.

Image Links:

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So, 'borrowing' mercilessly on these ...
Full Body
Head Shot
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Technicals:

Hudok 'Windsight' Tamiirrik, Tamiir-Quah
Male human (Shoanti) unchained zen archer monk 2 (Advanced Player's Guide, Pathfinder Unchained 14, Purple Duck Unchained Monk Archetypes 19)
LN Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +9
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Defense
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 Dodge, +4 Wis)
hp 21 (2d10+4)
Fort +5, Ref +5, Will +4; +2 trait bonus vs. charm and compulsion
Standard Saves: 11 + (Total)
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d6+2)
Ranged mwk composite longbow +6/+6 (1d8+2/×3) or
. . shortbow +4/+4 (1d6/×3)
Special Attacks flurry of blows (unchained)
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Statistics
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Str 14, Dex 14, Con 14, Int 13, Wis 18, Cha 10
Base Atk +2; CMB +4; CMD 21
Feats Deadly Aim, Dodge, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits anatomist, birthmark, sacred touch
Skills Acrobatics +7, Climb +6, Escape Artist +6, Fly +6, Heal +5, Knowledge (nature) +2, Perception +9, Ride +2, Sense Motive +9, Stealth +7, Survival +4, Swim +6
Background Skills Craft (bows) +4 (+6), Knowledge (Geography) +2, Knowledge (religion) +5
Languages Common, Shoanti, Varisian
SQ hero points
Other Gear arrows (11), shortbow, bedroll, blanket, mirror, mug/tankard, nail file, sack, shaving powder (x49), shaving razor,
soap, sponge, tea (per cup, 4), teapot, tooth powder (x49), tooth stick, trail rations (2), waterskin, 1 sp
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Special Abilities
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Anatomist +1 to confirm critical hits.
Birthmark +2 save vs. charm & compulsion
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dodge +1 dodge bonus to AC, lost if Dex bonus is lost.
Favored of Erastil: Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell
. that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Feather Domain Spells (CL 2; concentration CL+4: 6)
. . 1st — calm animals (DC 16)
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with bows, but not crossbows.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Unless otherwise stated, these cost 1 Hero Point each use.
. . . Act Out of Turn: Act as if action was readied, but only a move or standard action.
. . . Luck Bonus: Use on yourself before / after a single 1d20 roll to gain a +8 / +4 luck bonus, or on others to gain a +4 / +2 luck bonus.
. . . Extra Action: Gain an additional move or standard action this turn.
. . . Inspiration: If you're stuck, spend to get a good hint from the GM. If the GM doesn't have any good hints, (or there is none) no point is used.
. . . Recall: Use an already-used spell or one extra use of a daily special ability which you're used up.
. . . Reroll: Reroll any 1d20 roll. You have to take the results of the reroll.
. . . Special: Attempt the impossible - cast a spell one level higher than you can normally cast (or a 1st level spell if you're not a spellcaster), attack to blind or bypass DR entirely, negotiate with a raging dragon to stop attacking. (Too bad you can only spend 1 Hero Point a turn, with the exception of ...)
. . . Cheat Death: Spend 2 Hero Points to somehow survive being killed. (You're probably in the negative HP, but stable. Can be used to save a class-granted companion, but not someone else.)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 2/day) With a bow, you may have a much higher chance of a perfect shot.
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.
Sacred Touch Automatically stabilize a dying creature by touch as a standard action.
Weapon Focus (Longbow, Composite Longbow, Daikyu): +1 to attack with selected bow.

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Strike Count
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Hits: Goblins: 1, Lead Goblin: 1
Kills: Goblins: 2*, Goblin Dog: 1, Boar: 1
Executions: Goblins: 2

* - Plus 3 from arrows given by Karmid which he's counting as the other Shoanti's. ;D

Future Planning:

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General Abilities
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Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell
. that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.

Animal Companion: Gain an animal companion, treating your druid level as CL - 3. (Possibly gain Monstrous Companion and a Giant Eagle, ECL 6, at 12th level (EDL 9).)
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Animal Companion Link (Ex) You have a link with your Animal Companion.

Feather Domain Spells (As CHA-Based Spell-like Abilities) (CL by Level; concentration CL+4: 5)
2nd: 1st — calm animals (DC 16)


4th: 2nd — feather fall
6th: 3rd — fly
8th: 4th — summon nature's ally IV (animals only)
10th: 5th — beast shape III (animals only)
12th: 6th — mass fly (DC 20)
14th: 7th — animal shapes
16th: 8th — summon nature's ally VIII (animals only)
18th: 9th — shapechange

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Traits
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Anatomist +1 to confirm critical hits.
Birthmark +2 save vs. charm & compulsion
Sacred Touch Automatically stabilize a dying creature by touch as a standard action.

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Feats
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1: Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
2: Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

Redoing all of this due to having played around on a different character. Going with Crane style nastiness, possibly as well as dimensional crazies.
Feats at even levels, so 9 more:
4: Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
6: Exceptional Pull +2 to Strength Rating of composite bow, and no penalty if your STR is less than the bow's. (Ranged Tactics Toolbox)
8: Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease. (BAB +5)
10: Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus. (Monk 7)
12: Clustered Shots Total damage from full-round ranged attacks before applying DR. (BAB +6)
14: Dimensional Agility May take any additional actions remaining after using dimension door or abundant step. (Monk 8)
16: Dimensional Assault May use dimension door or abundant step as part of a charge action.
18: Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action.

At Some Point: Probably at 14, but hey ... Additional Traits Add two traits. Dangerously Curious (+1 to Use Magic Device, makes it a class skill, so instant +4) and then Artisan (Craft bows), just because.

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Monk Bonus Feats
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1: Precise Shot You don't get -4 to hit when shooting or throwing into melee.
2: Dodge +1 dodge bonus to AC, lost if Dex bonus is lost.

Not sure what I'll be doing here any more; these three are likely, at least.

Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.

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Monk Abilities / Qinggong Powers
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1: AC Bonus +0 Add WIS to AC and CMD, even when flat-footed.
1: Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and firing rate w/ bow.
1: Perfect Strike (2d20, 1/day) When wielding a monk weapon, your attacks can be extremely precise.
1: Improved Unarmed Strike (1d6) Unarmed strikes don't cause attacks of opportunity, and can be lethal.
2: Weapon Focus: +1 to attack with selected bow.

Need to do some long-term research into this - changes!!

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Skills
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Final Skill Levels:
Final Background Skill Levels:

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Attribute Increases
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4: +1 INT
8: +1 WIS
12: +1 WIS
16: +1 WIS
20: +1 WIS

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Field Holders
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Race:
HeroPts: 1 | Gear: Arrows/15, trail rations/2 |+Lng Shoanti, Varisian | Atk: UnA +4:1d6+2, ShtBw +4/+4:1d6/x3

Skills:
[xspoiler=Skills]Acrobatics +7, Climb +6, Escape Artist +6, Fly +6, Heal +5, KS: Nat +2, Perception +9, Ride +2, Sense Motive +9, Stealth +7, Survival +4, Swim +6, Cft: Bows +4/6, KS: Geo +2, KS: Relig +5[/xspoiler]

Gender:
Male LN human (shoanti) UC zen archer monk 2 | HP: 17/17 | AC 17 (T 17, F 14) | CMB: +4, CMD: 21 | F:16 R:16 W:15 | INI: +2 (+4 surp) | PER: +9 | MV 30' | Perf. Stk: 2*2d20 |

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Gear, Feat, Ability Thoughts
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Combat Gear
+1 merciful composite longbow (Str +2)
sansetsukon[UC]
mwk durable arrow (50)
wand of gravity bow (CL 2nd)
wand of mage armor
wand of shield (CL 2nd)
goblet of quenching or decanter of endless water
handy haversack
headband of inspired wisdom +2
possibly sleeves of many garments[UE]

Wand of Replenish Ki (21,000gp, 50 charges, 2 ki/charge)
Qinggong Power: Ki Leech (10th Level)
Ki Mat (10,000gp, Wisdom check of DC 10 + current ki to regain 1 pt.)

Some way to always have the 'ki arrows' ability on the bow. Though if Ki Leech works with every kill at range, that may not be necessary ...
Bow is made of Wyroot - 1000/1 pt, 2000/2 pts, 4000/3 pts.
Ghost Touch - +1 value
Limning (Faerie Fire) - +1 value

Silver nocking point (3,150 gp)
Wrist: Bracers of Falcon's Aim (4,000 gp)
Headband: Mental Prowess/Superiority (in order, Wis, Int, Cha)
Belt: Physical Might / Perfection (in order, Dex, Str, Con)
Eye: Eye Piercings (Major/Greater, 18,000/32,000gp) for 60' Darkvision
Head: Head Piercings (Minor, 3,750gp) for +5 to Intimidate.
(Iron circlet is also head, just as a note, so only 1 active at a time.)
Wand of See Invisibility (4,500gp, 50 charges, 30m duration)
Slotless: Wicked Wings (55,000 gp)
Slotless: Efficient Quiver (1,800 gp) - possibly Archer's Quiver (Type I), a homebrew variant that stores 300 arrows and 4 staff/longbows, same cost.

Shoulders: Cloak of displacement? cape of free will (maybe?) cloak of elvenkind w/ boots?