Kunsua's page

42 posts. Alias of Tangaroa.

About Kunsua

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.


Male Half-elf Druid 6
N Medium humanoid
Init +1; Senses low-light vision; Perception +23
AC 18, touch 12, flat-footed 17 (+4 armor, +1 deflection, +1 Dex, +2 shield)
hp 51 (6d8+18)
Fort +8, Ref +5, Will +9, +2 vs. enchantment spells and effects, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
Immune Sleep
Speed 20 ft., Woodland Stride
Melee mwk darkwood club +6 (1d6+2, 10') or dagger +6 (1d4+2/19-20) or spear +6 (1d6+2/x3, 20')
Ranged mwk darkwood club +5 (1d6+2, 10') or dagger +5 (1d4+2/19-20) or or sling +5 (1d4+2, 50') or spear +5 (1d6+2/x3, 20')
Special Attacks Spontaneous Casting, Totem Transformation

Druid Spells Prepared (CL 6th; concentration +12)

3rd - cure moderate wounds (DC 18) , daylight , magic fang (greater)
2nd - barkskin (+3), bull's strength, resist energy, restoration (lesser)
1st - calm animals (DC 15) , cure light wounds (DC 16) , faerie fire , longstrider
0th - create water , detect magic , light

Wild Shape (Megaraptor)
Senses low-light vision, scent,
AC 14, touch 10, flat-footed 14 (+4 natural armor, +1 deflection, -1 size)
Str 18, Dex 10
Melee 2 talons +7 (2d6+4+1d6 acid), bite +7 (1d8+6+1d6 acid), foreclaws +7 (1d6+3+1d6 acid)
Space 10 Reach 10
Special Attacks pounce
CMB +10; CMD 19; Climb +7, Swim +7

Wild Shape (Allosauras)
Senses low-light vision, scent,
AC 14, touch 9, flat-footed 14 (+6 natural armor, +1 deflection, -1 dex, -2 size)
Str 20, Dex 8
Melee bite +7 (2d6+5+1d6 acid/19–20 plus grab), 2 claws +7 (1d8+5+1d6 acid)
Space 15 Reach 15
Special Attacks pounce, rake (2 talons +8, 1d8+5+1d6 acid)
CMB +12; CMD 20; Climb +8, Swim +8

Totem Transformation (Natural Weapons)
Melee bite +6 (1d6+2+1d6 acid), 2 claws +6 (1d8+2+1d6 acid)
CMB +7 (+9 grapples), rake (2 claws +6, 1d8+5+1d6 acid)
Speak with animals Dinosaurs and reptiles only

Str 14, Dex 12, Con 14, Int 12, Wis 18, Cha 10
Base Atk +4; CMB +7; CMD 17
Feats Augmented Summoning, Natural Spell, Skill Focus (Perception), Spell Focus (Conjuration)
Skills Climb +3, Fly +2, Handle Animal +8, Heal +9, Knowledge (Geography) +5, Knowledge (Nature) +10, Linguistics +2, Perception +23, Profession (Herbalist) +8, Ride +2, Spellcraft +6, Survival +13, Swim +3, includes -3 ACP
Languages Draconic, Elven, Polyglot, Taldane
SQ Adaptability, Animal Companion, Elf Blood, Elven Immunities, Keen Senses, Multitalented, Nature Sense, Orisons, Resist Nature's Lure, Trackless Step, Wild Empathy +6 (+10 with dinosaurs and reptiles), Wild Shape (2/day), Woodland Stride,

Combat Gear [ Scroll (Bull's Strength); Scroll (Cure Moderate Wounds); Scroll (Cure Light Wounds) (x4); Scroll (Delay Poison); Scroll (Obscuring Mist); ];
Other Gear amulet of mighty fists (corrosive); bullets, sling (10); cloak of resistance +1; club (darkwood); dagger; eyes of the eagle; headband of inspired wisdom +2; masterwork hide; outfit (traveler's); ring of protection +1; shield (heavy/wooden/darkwood); spear; Backpack [ Bedroll; Waterskin (Filled) (x4); Sewing Needle; Rations (Trail/Per Day) (x10); Flint and Steel; Antitoxin (Vial); Leather; ]; Case (Map or Scroll); Sling ; Spell Component Pouch ;

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)

Totem Transformation

You may adopt an aspect of the saurian while retaining her normal form.

* movement (+10 enhancement bonus to land speed)
* scales (+2 natural armor bonus to AC)
* senses (low-light vision, scent)
* natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)

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)
Light 58
Medium 116
Heavy 175
Lift Over Head 175
Lift Off Ground 350
Push/Drag 875

Animal Companion:

CR 0
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), )
hp 51 (6d8)+18
Fort +8, Ref +9, Will +5
Defensive Abilities Evasion,

Speed 60 ft.
Melee bite +9 (1d4+1)
Melee talons +9/+9 (1d6+2)
Space 5 ft. by 5 ft.; Reach 5 ft. STATISTICS

Str 14, Dex 19, Con 17, Int 2, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 19 (23 vs trip)
Feats Iron Will, Power Attack, Weapon Finesse
Skills Acrobatics +8, Acrobatics (Jump) +20, Appraise -4, Bluff +2, Climb +2, Craft (Untrained) -4, Diplomacy +2, Disguise +2, Escape Artist +4, Fly +6, Heal +1, Intimidate +6, Perception +6, Perform (Untrained) +2, Ride +4, Sense Motive +1, Stealth +12, Survival +1, Swim +6,
Languages Druidic
Special Qualities Trained for Combat, Bonus Tricks 3, Devotion, Link, Scent, Share Spells,
Possessions barding (leather);

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.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Attack II
Bonus Tricks 3
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master 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.


Typical Summon

Summon Monster III

Monitor Lizard CR 2
N Medium animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 [28] (3d8+9) [3d8+15]
Fort +8 [+10], Ref +5, Will +2
Speed 30 ft., swim 30 ft.
Melee bite +5 [+7] (1d8+4 [1d8+6] plus grab and poison)
Str 17 [21], Dex 15, Con 17 [21], Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5 [+7] (+9 [+11] grapple); CMD 17 [19] (21 [23] vs. trip)
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb +7 [+9], Perception +8, Stealth +10 (+14 in undergrowth), Swim +11 [+13]; Racial Modifiers +4 Stealth (+8 in undergrowth)
Poison (Su) Bite—injury; save Fort DC 14 [16]; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.

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

XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +5, Ref –1, Will +3
Immune elemental traits

Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+6)
Special Attacks earth mastery

Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Earth Glide (Ex)

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.
Earth Mastery (Ex)

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.)