A half elf with Mwangi features and a stubborn look. He wears a thick hide and many fetishes, most of them large teetch or bones much larger then those of a typical small animal.
Of the many forlorn elves who have survived in the Mwangi Expanse, few are tenacious as the Kallijae elves. The live on the edges of the Gorilla King territory, fighting a hit and run war against the apish forces. They help to hold in check terrible forces that others in Golarion are barely aware of.
However, their fight is not without great cost. The low birth rate of the elves coupled with their terrible losses means that elves sometimes recruit from the more fecund human races.
Kunsua is the product of one of these unions of necessity. He has was birthed by a human mother but raised by both cultures. As he matured, he discovered he was one of the blessed few who could commune directly with the the spirits and nature.
For Kunsua's coming of age ceremony, he took a year long journey alone into the wilds of the Mwangi. He traveled far to the south, to lands rarely touched by any human or elf. The spirits here were much older, much more primal then those of the northern jungles. Lizardfolk, not humans, ruled the land and worshipped the spirits of great lizards who roamed and hunted the jungles. Fascinated by these powerful and ancient spirits, Kunsua stayed longer then anticipated among the lizardmen. He learned their ways and eventually took the totem of the tribe: the mighty dinosaur.
After a few year, Kunsua felt the spirits calling him back home. He returned first to his human tribe to pay homage to his mother. To his horror, his tribe had been largely decimated by some unknown foe, with many dead or taken prisoner. Upon consulting with the local fauna, he was suprised to find it was not the ape king but rather some sort of new creature, snakes who walk as men who had recently raided the tribe. Since then he has been on the trail of these newcomers seeking the fate of his human parent.
Druid Spells Prepared (CL 6th; concentration +12)
3rd - cure moderate wounds (DC 18) , daylight , magic fang (greater)
Wild Shape (Megaraptor)
Wild Shape (Allosauras)
Totem Transformation (Natural Weapons)
Combat Gear [ Scroll (Bull's Strength); Scroll (Cure Moderate Wounds); Scroll (Cure Light Wounds) (x4); Scroll (Delay Poison); Scroll (Obscuring Mist); ];
Carried Weight 96.12
Deft Dodger You gain a +1 trait bonus on Reflex saves.
Focused Mind You gain a +2 trait bonus on concentration checks.
Low-Light Vision (Ex)
You may adopt an aspect of the saurian while retaining her normal form.
* movement (+10 enhancement bonus to land speed)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.
Totemic Summons (Su)
At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.
Weight Allowance (not-raging)
Male Dinosaur (Velociraptor) Animal 6
TN Small animal
Init +4; Senses Low-light, Perception +6, Scent,
AC 22, touch 15, flat-footed 18 (+1 size, +4 Dex, +5 natural, +2 Barding (Leather), )
Speed 60 ft.
Str 14, Dex 19, Con 17, Int 2, Wis 12, Cha 14
Trained for Combat An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Summon Monster III
Monitor Lizard CR 2
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets  represent the spell being cast by a character with the Augment Summoning feat.
Summon Monster II
Small Earth Elemental CR 1
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
Speed 20 ft., burrow 20 ft., earth glide
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)