Fey Friend

Mitros's page

2 posts. Alias of Minas Dyrendal.


Full Name

Mitros of the Shiikirri-Quah

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 19
Charisma 10

About Mitros

10 Min Background:
Six Concepts
1.
A member of the Hawk Clan of the Shoanti, he is fiercely protective of the natural world that he has lived in his whole life. Those who upset the natural order of the world are an enemy of Mitros.
2. Although wise in many ways he was a frail and weak child. He is somewhat ashamed of this and it pushes him to do all he can to better himself and deepen his connection to the natural magic of the world.
3. Ria is a female Storm Roc that he saved from a Fire Pelt attack when it had just hatched. The mother had abandoned it in the nest because it was smaller and couldn't fly. He could relate to Ria and after years he loves Ria like family.
4. Mitros left his Clan behind to travel and expand his point of view. Although he loves his clan he sees their warlike ways as shortsighted and he worries about becoming too set in his ways and thoughts like they have become.
5. Mitros has a special affection for wildlife and has spent most of his life ensuring that various animal species were not over-hunted, both by his Clan and by other hunters traveling through Varisia.
6. He longs to find out exactly what happened to his father during the fight between his Clan and a rival wandering Clan. He believes his father to be dead but the body was never recovered.

Two Goals
1.
I want him to meet and learn from some of the other Druids in their various enclaves across Varisia. He has heard of them in passing but his Clan has previously never encountered any and it fits the theme of him wanting to broaden his understanding of the world.
2. Eventually I intended to have him Awaken some animals, possibly including his animal companion depending on how it would be ruled that interacts with the class feature/allowing leadership/etc. So it would be cool to give him the chance to interact with some Awakened Animals and help them essentially learn to protect and fend for themselves.

Two Secrets
1st Secret [Known]:
Mitros left his Clan because he was scared of dying in some futile Clan war like he believes his father did and wishes to see more of the natural world he loves so much while he can.
2nd Secret [Unknown]: Although his Mitros and the rest of his Clan believe Mitros' father to have died in a fight with another Clan, his father is actually alive. He was a respected fighter but ran from the battle and stayed away from the Clan for fear of being see as a coward.

Personal Ties
Norra:
Norra is Mitros' mother, she is something akin to a medicine woman and taught Mitros a little bit about natural alchemical remedies. She encouraged him to leave the Clan and follow his heart into the rest of the world. She also would likely be the only member of the Clan to suspect, if not outright know, the real fate of Mitros' father.
Finnick Hall: Finnick is a traveling bard that Mitros ran into on the road shortly after leaving his Clan. Initially he was hesitant to travel with someone else, especially outside of his Clan but Finnick quickly warmed him up. He served as a nature guide to Finnick and in return he was told stories of all the places Finnick had traveled to in his time as a wanderer. Its been almost a decade since they first met but Mitros and Finnick still try to keep in touch, seeking each other out when Finnick is in Varisia.
Braum Issac: A big game hunter who stalks prey for the glory of the kill, not out of any need to provide food for himself or his family. The practice disgusts Mitros but Braum's skill as a ranger is something that Mitros respects, he just mourns how Braum chooses to utilize that skill.

Memories
1.
One of his earliest memories is from what Mitros was very young. He was a weak and frail child, his mother was a healer and fretted over him constantly. But one day when she was helping one of the Clan's families through a difficult labor Mitros' father took him out and let him ride one of the Clan's horses. If given a choice his mother never would have allowed it, she'd have worried about him getting hurt. But his father was careful with him and getting to ride the horse all by himself was one of a young Mitros' proudest memories. It was also the start of his love for animals of all kinds.
2. Mitros will never forget sheltering under a small rocky outcropping, bleeding and exhausted, after hauling a fledgling Ria away from the enraged Fire Pelt. The feeling of contentment he felt seemed to radiate out and be reflected back to him by Ria. It was the start of their bond, one that had deepened every day since, but feeling that deep connection between their souls harmonize for the first time is a comforting memory to recall.
3. Rarely does Mitros have outright violent thoughts. Even more rarely does he wish to cause harm to a living thing, unless the sacrifice of one life could benefit many. But the anger and sadness he felt after hearing his father had been killed in battle drove him towards an irrational hatred he had not felt ever before, nor has he felt it since. He swore he could find the rival Clansman who killed his father and he would get his revenge. Although his feelings have cooled over the years, he still wishes to find out what happened that day.

Mitros Stat Block:
Mitros
Human (Shoanti) druid 1
NG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +8
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +6
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6)
Druid Spells Prepared (CL 1st; concentration +5)
. . 1st—goodberry, shillelagh (DC 15)
. . 0 (at will)—create water, detect magic, light
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 19, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Spell Focus (conjuration)
Traits gifted adept (call animal), suspicious, totem spirit - shriikirri-quah (hawk clan)
Skills Craft (alchemy) +5, Handle Animal +4, Heal +8, Knowledge (nature) +7, Perception +8, Ride +7, Sense Motive +5, Spellcraft +5, Survival +10 (+12 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Druidic, Shoanti, Varisian
SQ hero points, nature bond (roc named Ria), nature sense, wild empathy +1
Other Gear wooden armor[APG], quarterstaff, backpack, basic maps (major landmarks only), belt pouch, blanket[APG], feed (per day) (5), flint and steel, flint and steel, holly and mistletoe, knife, utility (0.5 lb), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, waterskin (2), 36 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Ria Stat Block:
Ria
Roc (Pathfinder RPG Bestiary)
N Medium animal
Init +4; Senses low-light vision; Perception +5
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Defense
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AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 17 (2d8+1)
Fort +2, Ref +7, Will +1
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +2 (1d6+1), 2 talons +2 (1d4+1)
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Statistics
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Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Toughness
Tricks Air Support, Attack, Bombard, Deliver, Fetch, Hunt, Sneak, Watch
Skills Acrobatics +4 (+0 to jump), Perception +5, Stealth +8
SQ air support, bombard, deliver, fetch, hunt, sneak, watch
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Special Abilities
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Air Support [Trick] An animal trained in air support knows the attack, bombard, and deliver tricks.
Bombard [Trick] Drops item on designated point or opponent.
Deliver [Trick] Delivers item to indicated point or person.
Fetch [Trick] The animal will get a specific object.
Fly (80 feet, Average) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.