Born in a the tiny village of Crofton in the Shroudwood (in Daggermark in the River Kingdoms), Antilochus was the son of a wandering adventurer and farm girl. Never knowing his father, he nonetheless grew up restless and wandered the Shroudwood, where he encountered the Silent Council, a sect of druids. From them, he learned woodcraft and the draconic language and befriended a large raven he named Memnon.
Antilochus joined the Pathfinder Society in Daggermark as a way to find money and adventure.
Antilochus enjoys long periods of solitude in the wilderness, but he also occasionally yearns for a boisterous night at an inn. He appears to be a big, uncultured lug and doesn't often let on how perceptive he is.
Botting Instructions:
Antilochus is a thinker as much as a doer. He tries to think tactically and will support the team before seeking personal glory.
Where possible, he will try to identify what creatures live in a given area, and begin to track at least one of them (declaring Hunt Prey). If possible, he will always declare Hunt Prey before combat begins. He will use Memnon to scout ahead where practicable.
In the first turn of a combat he is likely to Hunt Prey + Stride + Strike.
On the subsequent rounds he is likely to Stride + Command Animal Companion + Strike. He will typically use Memnon for his Support Benefit and flanking, not for attacks.
If he is not fighting a creature alone, Antilochus will prioritize Tripping his foe, then striking, so as to give bonuses to his team.
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Memnon, Animal Companion:
Memnon
Bird
Small, Animal, Minion Perception +5; low-light vision
Skills Acrobatics +6, Athletics +5, Stealth +6
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
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AC 16; Fort +4; Ref +6; Will +5
HP 11
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Speed 10 feet, fly 60 feet
Melee [1] jaws +6 (finesse), Damage 1d6+2 P
Melee [1] talon +6 (agile, finesse), Damage 1d4+2 S
Support Benefit: The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.