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About Krios DinrulsisKrios Dunrulsis
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends. Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day. Aspects:
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level. Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level. Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level. Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level. Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level. Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent. Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level. Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level. Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level. Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level. Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind. --------------------- Spellcasting --------------------- Caster Level: 1 Spell DC: Spell Level + WIS (2) + 10 Spells Known Orisons (0 Level): Enhanced Diplomacy, Stabilize, Light, Know Direction 1st Level (2): lead weapons, cure light wounds Spells Per Day: 1st: 2; --------------------- Animal Companion --------------------- Whitepaw TN Medium Animal (Cat, Large) Init: +3 Senses: Low-light Vision Perception: +6 -------------------- Defense -------------------- AC 15 TAC 14 FF: 11 HP 18 Fort +5 Ref +6 Will +2 Special Defenses: Dodge - +4 AC v.s. Attacks of Opportunity -------------------- Offense -------------------- Melee bite +4 (1d6+1/x2) claw x2 +4 (1d4/x2) rake (1d4) Speed 40ft -------------------- Statistics -------------------- Str13 (+1) Dex 17 (+3) Con 13 (+2) Int 2 (-4) Wis 15 (+2) Cha 10 (+0) Base Atk +1 CMB +4 CMD 15 Feats Dodge, Weapon Finesse, Power Attack Skills Perception +6, Survival +6 SQ: low-light vision, scent Tricks: Combat Training, Aiding Attack Combat Gear: Mundane Gear: Magical Gear: -------------------- Special Abilities -------------------- Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. -------------------- The Fluff:
Backstory: Krios Dinrulsis was the son of two wealthy elves living within the great city of Magnimar. As a race with such long-lives, it had been easy to accumulate property and wealth which lead to a priviledged life among the middle-upper class. Wealth does not equal safety however. As a young elf, Krios was taught and educated in the ways of his people, their weapons, and their lore. If fate had been less cruel, he likely would have lived a simple if pleasant life rather than one of such dangerous and chance. On the way out of Magnimar to check in on investments along Varisian Bay, their carriage and entourage was attacked by desperate highwaymen eager for quick coin at the cost of blood. His father's skill with a blade allowed for him to slip away into the forested hills, where he became lost after waiting days for his family to find him. He travelled through the hostile hills, finding berries when he needed them and just enough water to keep going. It was not enough though and soon the elf's body began to fail him. His body burned with fever when he heard the sound of footsteps outside of the cave where he had been sheltering in for weeks. A man dressed in ragged robes and hides stood outside as night fell, watching Krios as he took the small dagger he still had and lifted it to protect himself. Even that bit of effort was too much and consciousness fled from Krios as all went dark.
When he next awoke, he was no longer in the cave but somewhere else. A hut made from timber, leaves, and ropes made from plant fiber. The mysterious figure came over to him and fed him a bittersweet concoction before explaining where he was and what had happened. The man's name was Nogwier and he was a druid from the Bronzewood Lodge. The bandits that had attacked his family's carriage had been a thorn in their side as well as those from more civilized parts. He had followed his tracks and discovered him in the cave, sick with fever and barely conscious. Despite Krios's protests, needing to return home to handle business and find his parents, Nogwier convinced him to stay and rest until the sickness had passed. Weeks passed by but slowly, the young elf began to recover. The Bronzewood Lodge was an insular circle of druids attached to the Old Faith and other gods. While there were those who grumbled and disagreed with brining the elven boy into their midst, it seemed they were the minority. When Krios finally recovered enough to move out on his own, Nogwier told him the last bit of information he had withheld; none had survived the ambush that day. His parents were murdered in cold blood and their killers still walked free. The druids had decided that this camp of bandits must go in order to maintain balance. Possessed with vengeance, Krios demanded to accompany them in their attack. In that battle, Nogwier saw confirmations of what he had suspected earlier. The elf fought with fierce tenacity, more like an animal than a man, and saw that he had been blessed by the spirits to have survived so long alone. The Lodge's attack was as ruthless as it was effective; it was as if the forest came to life and turned on the bandits. Krios found his father's blade on one of the dead men and reclaimed it. Their destruction did little to soothe his soul though and Nogwier offered a chance for him to join them at the lodge. Krios refused. Returning home to Magnimar was a mistake though. He had learned that other members of his family or business partners of his parents had feasted on the carcass that was his parents' assets. He was believed to be dead and so everything had been passed on past him. What followed those years were ruthless civil battles, fiendish betrayals, and the revelation that those he considered to be family truly were not. Stressed beyond belief and barely holding his life together, Krios thought back to the time he was most at peace. Walking with Nogwier amid the monoliths, learning to hear the forest speak to him. Krios knew his anger stemmed from that fury that still had not been sated and the city held no peace for him. When his arbitrators came to bring him to another grueling day of court meetings, bribery, and blackmail, they found him gone. All the belongings he had, he had given away to the most needy of his tenants. Nogwier met the elf on the outskirts of the forest with a knowing smile. Krios walked with him into the woods and disappeared for years. During that time, he learned how to tap into the primal, divine magic that he instinctively drew upon years ago. His animal instincts led him down the path of the ordained hunters, one who married the divine gifts of the druid and the martial skill of the ranger. Attracting the attention of a mountain lion and bonding with it, Krios finished his training and has since been serving the Bronzewood Lodge as if they were his family. It was here that he met those of varying faiths; Erastil, Gozreh, the Old Faith, even the mad priests of Groetus. While his faith in most humanoids was lost, he learned at least to be able to talk to those different than him. In the recent years though, he has watched his mentor change. Nogwier, now the leader of the lodge, has grown obsessed about undead that do not die and some strange new darkness that would overtake the land. Many consider him to be going insane and too influenced by the faithful of Groetus. Krios still hold the man in high regard and while the stories he now tells seem to be far-fetched, he trusts the druid's wisdom to believe that something strange is going on. If anyone would disturb the natural balance, it would be those in the sorry town of Diamond Lake who polluted their lake and destroy the land with their mining. In search of more information, Krios heads out of the woods and to this strange place. Appearance: Krios wears a hide shirt made from bear overtop of well-worn, dirty, cloth and leather. He is dressed to survive in the wilderness and while he takes care to mend his clothing and take care of his equipment, he takes no special care in being presentable. That changes when it comes to his weapons, his tools, and Whitepaw's grooming. Everything is kept in spectacular shape. Personality: Krios is rather clear-headed and confident, traits that he had learned from his training with the Bronzewood Lodge. Assured of his skill and ability, the elf is unafraid of meeting new challenges and encountering new dangers. On the other side, his focus on dealing with animal life and his traumatic experiences as a young elf has led him to be reclusive and blunt. He has learned how to talk to others but his skill is lacking in most ways. For those that can get past his distaste for those who are "civilized" and his hard point of views, he is a trustworthy and earnest scout and combatant Important NPC's
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