These island dwelling humanoids have red eyes and file their teeth to points. They routinely practice cannibalism. They were cast out of Gar for the sin of disobedience, for allowing vegetarians when they had been commanded to eat meat. Finding themselves in a lush food forest as their god’s idea of an ironic punishment, the Kuru were mostly revolted and set about hunting down the vegetarians that got them exiled. Foremost in the hunt is Melos the Hungry.
The kuru use fingerbones for currency. 3 middle bone = 1 gold
2 far bone = 1 middle bone
2 middle bone = 1 near bone
Apothecary - Blod’s shop is in the front of a cave where she keeps her home and lab.
Tanner - Meinir buys hides and raw furs and sells finished goods from her lean-to in a clearing out in the woods.
Magic Shop - Bran’s treetop shop is open by appointment only, made by signup sheet hanging on the trunk. He sells wondrous items and offers enchantment services.
Male Kuru Slayer 20
CE Medium Humanoid (kuru)
Init +8; Senses Low-Light Vision, Perception +36
DEFENSE
AC 29; touch 24
HP 250
Fort +19, Ref +18, Will 7; 1/day roll vs Fear twice and take better
Weakness Light Sensitivity
Spell Resistance 21
OFFENSE
Speed 30
Melee Flaming Flaming Burst x2 Tiger Fork (3 settings: rare, medium, and well done) +27/+22/+17/+12 (1d8+3d6fire+7/x2+2d10fire)
Ranged Distance Igniting Flaming Burst Composite +5 Longbow +26/+21/+16/+11 (1d8+5+2d6+3/x3+2d10fire+catch fire)
Special Attacks>
Bite 1d6.
Cannibalistic Vitality: when hitting with Bite attack gain 1 temporary HP by ingesting target's blood.
Studied Target: study up to 5 targets as swift actions to get +5 to attack and damage rolls against the target.
Slayer Talents (Blood Reader, Slowing Strike, Rogue Talent: Bleeding Attack).
Sneak Attack +6d6+6bleed.
Stalker.
Advanced Talents (Assassinate: Sneak Attack a Studied target Fort DC 19 or die, Marksman's Shot: ranged Sneak Attack on Studied target to double Sneak Attack dice).
Quarry: free action to denote one target in line of sight as Quarry, may take 20 on Survival to follow tracks at normal speed, +4 to attack rolls all, crits are confirmed, must be Studied target, select new Quarry after 10 minutes.
Improved Quarry. Master Slayer: standard action make a single attack on Studied target at full attack bonus to kill, knock unconscious for 1d4 hours, or paralyse for 1d4 rounds in addition to damage, Fort DC 19 to only take damage, cannot be targeted by this ability for 24 hours
STATISTICS
Str 24, Dex 22, Con 24, Int 8, Wis 12, Cha 8
Base Atk +20; CMB +27; CMD 43
Skills Acrobatics +9, Bluff +7(+5 vs studied target), Climb +10, Craft (smithing) +7, Disguise +2, Intimidate +22(+5 vs studied target), Perception +36(+5 vs studied target), Profession (chef) +9, Sense Motive +9, Stealth +46(+5 vs studied target, no penalty for full movement, double speed for -10, take 20 to track quarry), Survival +26(+5 vs studied target, +10 to follow tracks), Swim +10
SQ
Leave no trail.
Slayer Camoflage: Hide in favored terrain without cover or concealment.
Woodland Stride.
Slayer's Advance: 2/day move twice speed as a move action, use stealth at -10.
Language Kuru
Gear Flaming Flaming Burst x2 Tiger Fork ( command phrases Rare, Medium, and Well Done to treat as Flaming, Flaming Flaming Burst, and Flaming Flaming Burst x2), Distance Igniting Flaming Burst Composite +5 Longbow, Greater Shadow Horn Lamellar, Belt of Physical Perfection +6, Robe of Eyes (see Invisible and Ethereal creatures in 120ft, never flat-footed or flanked, cannot avert gaze), Mantle of Spell Resistance, Bracers of Armor +8, Ring of Regeneration
Kuru Hunter 5
CE Medium Humanoid (kuru)
Init +3; Senses Low-Light Vision, Perception +13
DEFENSE
AC 19, touch 13, flat-footed 16
HP 48
Fort +8, Ref +7, Will +4; 1/day when making save vs Fear, roll twice and take better result
Weakness Light Sensitivity
OFFENSE
Speed 30
Melee Vicious Boar Spear +7 (1d8+2d6(1d6 kickback)+4/x2)
Ranged Huntsman Composite +4 Shortbow +6 (1d6+4(+1d6 on tracked creatures)+3/x2)
Special Attacks
Cannibalistic Vitality: when hitting with Bite attack gain 1 temporary HP by ingesting target's blood.
Hunter Spells (CL 5; Concentration +6)
2nd (DC 13) 2/day - Bloodhound, Cure Light Wounds, Hunter's Eye
1st (DC 12) 5/day - Abundant Ammunition, Acid Maw, Call Animal, Charm Animal
0th (DC 11) at will - Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Purify Food and Drink
STATISTICS
Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 20
Feats Precise Shot, Scarred Legion
Skills Climb +8, Craft (leather) +3, Handle Animal +7, heal +5, Intimidate +5, Perception +13, Profession (smith) +5, Spellcraft +3, Stealth +9, Survival +9(+2 to Survival to follow tracks), Swim +8
Languages Kuru
SQ
Animal Companion: Boar (Link +4 to Handle Animal and Wild Empathy with companion, Share Spells).
Animal Focus: Falcon (5 minutes/day +4 to Peception).
Nature Training.
Orisons.
Wild Empathy: +4 to improve animal attitude.
Hunter Tactics.
Improved Empathic Link: see through companion's eyes.
Woodland Stride: move through undergrowth unimpeded.
Gear Vicious Boar Spear, Huntsman Composite +4 Shortbow, Kikko Armor +1, Bandages of Rapid Recovery, Kuru Jewelry (300), if outside town Bag of Holding I, Muleback Cords, Bedroll, Blanket, Small Tent, silk rope, everburning torch, mead, meat x20, boar, tusk blades, beast training kit, traveler's outfit, waterskin x4, cooking kit, common gambler's kit, grooming kit, masterwork survival kit, perfume kit, bear trap, Parasol, ball, 686 long finger bones
Boar
N Medium animal
Init +0; Senses low-light vision, scent, Perception +6
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
HP 24 (4d8+9)
Fort +10, Ref +7, Will +2
Defensive Abilities ferocity
OFFENSE
Speed 40 ft.
Melee gore +7 (2d6+5/19-20x2)
STATISTICS
Str 18, Dex 11, Con 17, Int 3, Wis 13, Cha 4
Base Atk +1; CMB +4; CMD 14
Feats Toughness, Improved Natural Armor, Improved Natural Attack
Skills Perception +16
Tricks (Attack, Heel)
Special Evasion (no damage on successful Ref save)