Oerth: Ithoarirth's Domain Ithoarirth, Very Old White Dragon Size/Type: Huge Very Old Female White DragonHit Dice: 27d12+162 (337 hp)Initiative: +4 (+4 improved initiative)Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.Armor Class: 34 (-2 size, +26 natural), touch 8, flat-footed 34Base Attack/Grapple: +27/+45Attack: Bite +37 melee (2d8+10) or tail slap +35 melee (3d6+15)Full Attack: Bite +37/+32/+27/+22 melee (2d8+10) and 2 claws +35 melee (2d6+5) and 2 wings +35 melee (1d8+5) and tail slap +35 melee (3d6+15)Space/Reach: 15 ft/10 ft (15 ft with bite)Special Attacks: Breath weapon (50' cone of cold, 9d6, Ref DC 29 half), crush (2d8+10), frightful presence (DC 25 negates), flyby attack, power attackSpecial Qualities: Immunity to cold, vulnerability to fire, icewalking, blindsense 60, darkvision 120, keen senses, DR 15/magic, SR 23Spells per day: 6, 7, 7, 4Spell DC: 12 + spell level, 14 + spell level for enchantments💫Spells Known: 0: Daze💫, 6 1: Charm Person💫, Power Word Pain💫, Shock and Awe💫, Whelm💫, Snowdrift 2: Daze Monster💫, Entice Gift💫, Detect Thoughts 3: Adoration of the Frightful💫, Suggestion💫Saves: Fort +21, Ref +15, Will +17Abilities: Str 31, Dex 10, Con 23, Int 14, Wis 15, Cha 14Skills: Listen +32, Search +32, Spot +32, Move Silently +30, Concentration +21, Use Magic Device +20 (+22 scrolls), Diplomacy +17, Knowledge (arcana) +17, Sense Motive +17, Spellcraft +17 (+19 scrolls), Hide +10Feats: Craft Skull Talisman, Craft Wondrous Item, Flyby Attack, Greater Spell Focus (enchantment), Improved Initiative, Improved Natural Attack (tail), Multiattack, Skill Focus (spellcraft), Power Attack, Spell Focus (enchantment)Gear:Alignment: CELanguages: Draconic, Common, Orc Breath Weapon (Su) Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + ½ dragon’s HD + dragon’s Con modifier. Ithoarirth's breath weapon is a 50' cone of cold that deals 9d6 damage with a save DC of 29. Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Ithoarirth's frightful presence works within 270' and has a DC of 25. Spells Ithoarirth knows and casts arcane spells as a 7th-level sorcerer. Damage Reduction Ithoarirth has damage reduction 15/magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex) Ithoarirth has immunity to sleep, paralysis, and cold effects, and is vulnerable to fire. Spell Resistance (Ex) Ithoarirth has spell resistance 23. Blindsense (Ex) Ithoarirth can pinpoint the locations of creatures within a distance of 60 feet. Opponents she can’t actually see still have total concealment against her. Keen Senses (Ex) Ithoarirth sees four times as well as a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet. Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Ithoarirth climbs must be icy. It is always in effect. Freezing Fog (Sp) Ithoarirth can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Ithoarirth is immune to the grease effect because of her  icewalking ability. This ability is the equivalent of a 5th-level spell. Spell-Like Abilities 3/day—fog cloud, gust of wind; caster level 9, save DC 12 + spell levelNembit the Vicious Size/Type: Small Humanoid (Kobold, dragonblood) Battle Sorcerer 5/Dragonheart Mage 5Hit Dice: 5d8 + 5d6 + 10 (50 hp)Initiative: +2 (+2 dex)Speed: 30'Armor Class: 17 (+2 dex, +1 small, +1 natural, +3 leather), touch 13, flat-footed 15Base Attack/Grapple: +5/-1Attack: Spell +7 ranged (per spell) or mwk heavy pick +4 melee (1d4-2/x4)Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, draconic breath, draconic flight, draconic presence, draconic vigor, skull talisman of Cure Moderate (2d8+3), capsule retainer potion of Invisibility, vial of fareye oilSpecial Qualities: Darkvision 60, draconic heritage, draconic legacy, draconic power, ring of feather falling, boots of the winterlandsSpells per day: 5, 7, 6, 6, 4Spell DC: 14 + spell level; 15 + spell level for cold spellsSpells Known: 0: Ray of Frost❄, Dancing Lights, Daze, Detect Magic, Message, Open/close, Touch of Fatigue 1: Ice Dagger❄, Lesser Orb of Cold❄, Lesser Shivering Touch❄, Path of Frost❄, Obscuring Mist 2: Heat Leech❄, Ice Darts❄, Magic of the Dragonheart 3: Arctic Haze❄, Hailstones❄, Sleet Storm❄ 4: Orb of Cold❄, Wall of Ice❄Casting benefits: heal hp=spell level; fly for remainder of turn speed=10' x spell level; opponents shaken for rounds=spell level (DC 12 + spell level Will save negates for 24h)Saves: Fort +6, Ref +6, Will +7 +13/+13/+14 vs. magical sleep, paralysis, and cold +15/+15/+16 vs. magical sleep, paralysis, and cold with Magic of the DragonheartAbilities: Str 6, Dex 14, Con 12, Int 14, Wis 8, Cha 16 (18)Skills: Concentration +14, Craft (trapmaking) +4, Hide +14, Intimidate +12, Knowledge (arcana) +15, Move Silently +12. Profession (miner) +1, Search +4, Spot +6 (+8 w/familiar), Listen +1 (+3 w/familiar)Feats: Draconic Arcane Grace, Draconic Breath (b), Draconic Flight, Draconic Heritage, Draconic Legacy, Draconic Power, Draconic PresenceGear: +1 studded leather armor of silent moves, mwk heavy pick, cloak of charisma +2, boots of the winterlands, memento magica (1st), ring of feather falling, skull talisman of cure moderate wounds (2d8+3), capsule retainer w/potion of invisibility, vial of fareye oilAlignment: NELanguages: Common, Undercommon, Draconic, Orc Draconic Vigor Whenever you cast an arcane spell, you heal a number of points of damage equal to the spell's level. Draconic Breath (white) As a standard action, you can convert an arcane spell slot into a breath weapon. The breath weapon is a 30-foot cone of cold that deals 2d6 points of damage per level of the spell slot you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage. This is a supernatural ability. Draconic Flight After you cast an arcane spell with a casting time of 1 standard action, you gain a fly speed equal to 10 feet per level of the spell you just cast for the remainder of your turn. Draconic Heritage (white) You gain the dragonblood subtype. Hide is a sorcerer class skill for you. You gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with the cold descriptor. Draconic Legacy (white) Add obscuring mist, sleet storm, and wall of ice to your list of spells known. Each spell is added at the spell level where a spellcaster normally gains it. Draconoic Power (white) Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the cold descriptor. Draconic Presence Whenever you cast an arcane spell, opponents within 10 feet of and with fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. A Will save (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons. Drakken Lemming Familiar Size/Type: Tiny Magical BeastHit Dice: 5 hd (25 hp)Initiative: +2Speed: 15 ft, climb 15 ft, swim 15 ftArmor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15Base Attack/Grapple: +5/-7Attack: Bite +9 melee (1d3-4)Space/Reach: 2.5 ft./0 ft.Special Attacks: -Special Qualities: Low-light vision, scentSaves: Fort +5, Ref +4, Will +9 (5,2,8)Abilities: Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2Skills: Balance +10, Concentration +13, Climb +12, Hide +16, Intimidate +4, Knowledge (arcana) +12, Move Silently +13, Spot +6, Swim +10Feats: Stealthy, Weapon Finesse (b) Lemmings have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A lemming can always choose to take 10 on Climb checks, even if rushed or threatened. A lemming uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A lemming has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Alertness (Ex) While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast). Empathic Link (Su) The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does. Breath weapon A drakken familiar gains a breath weapon: a 15' cone of cold, 1d6+10 damage, Ref DC 12 halves, 1 hour cooldown. This replaces the standard familiar's ability to deliver touch spells. Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.Glowing Torch Orc Tribe The Glowing Torch tribe consists of 38 adult arctic orcs and 16 children living in a protected, pine-forested river valley herding branta, a horse-like magical beast. While many of its members are individually evil, the tribe as a whole are followers of Vatun, a lost chaotic neutral god of barbarians, arctic beasts, personal strength, and flames in snow; Vatun's gentler philosophy makes it unusually safe to approach them. The shrine in the center of the Glowing Torch's encampment contains a Brazier of Vatun, which glows as if full of embers even when empty. Once a day when silverleaf incense is burned in the brazier, it grants +1 to melee attack and damage to all followers of Vatun within 60 feet. When spiny moss incense is burned, it heals each follower of Vatun within 60 feet of 1d4 hit points of damage, either immediately, if they are already damaged, or when they first take damage within the effect's area. Incense can be burned in the brazier to produce this effect any number of times, but each creature can only receive healing from the brazier once per day. Burning either kind of incense in the brazier produces the described effect for ten minutes; adding more incense to the brazier while some is already burning has no effect. A DC 20 Use Magic Device check allows a character to emulate a religious following. The tribe's head druid, Ninko Stormshatterer, carries one batch of spiny moss incense; two more batches of it and one batch of silverleaf incense are hidden under the shrine (DC 14 Search check to find). The Glowing Torch tribe makes its living from its herd, raising them as food, steeds, and materials; the tribe has several leatherworkers including two capable of making masterwork goods. These are brought market at nearby tribes by Shif the Glorious, their trader. They also occasionally rear other wildlife, if they manage to catch it; with assistance and good tools, their lead herder Ghiveng The Crafty can beat DC 30 when taking 10 on a Handle Animal check, rearing animals with up to 15 HD and magical beasts with up to 10. These creatures are usually sold on, rather than the tribe using their resources to support them. If the camp is imperiled, the orcs may release the branta herd and attempt to scare them into stampeding into the intruders. It takes a DC 14 Intimidate check to spook the branta; a medium creature attempting to do this takes a -4 size penalty, but a character with at least 5 ranks in Handle Animal receives a +2 synergy bonus, and a character with a bonus to handling branta can apply it to this check. Threatening them with fire grants an additional +5 bonus. If spooked, the branta will flee in a random direction away from the source of their fear and not toward any fires in the immediate area. They may be redirected with another Intimidate check; the DC of the check increases by 1 each time as the branta become more panicked. If the branta overrun a creature of Large size or smaller, they deal 1d12 points of damage for each five branta in the herd; a Reflex save, DC 16, reduces this by half. Barbarians of the Glowing Torch tribe follow the branta totem, which gives the following adjustments to the standard barbarian class: A barbarian dedicated to the branta totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. At 2nd level, a branta-totem barbarian gains Frozen Berserker as a bonus feat. Frozen Berserker: As long as you are under the effects of a barbarian rage, you gain the cold subtype. You gain immunity to cold, but have vulnerability to fire, which means you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. A 3rd-level branta-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to branta and a +2 bonus on Ride checks made to ride a branta. At 5th level, a branta-totem barbarian gains Cold Endurance as a bonus feat. Cold Endurance: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves. You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn’t provide any level of resistance to cold damage. Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6 Barbarian (branta totem) 4Ghundokk the CruelDhul Kill CrusherAawnko Beast SquasherDroboll the Brutal 2Matroll Bone CleaverGrahrok Fang Butcher 1Kathoz the Proud Druid 2Gievik the ColdRhag the Fearless 1Ninko Storm-shatterer Sorcerer (battle) 1Mabzoll the Colossal Expert 1Shugof the Whisper 2Gih SkincrafterDoddukk Brightblade 1Shif the Glorious Warrior 1Bhyewge The Dark 2Mun the BloodyAnsik The Vicious 1Vang One-Tusk Commoner 16 2IwgyeNangakk 1Ghiveng The Crafty Skill Highest Bonus Appraise 8 Climb 8 Craft (armorsmithing) 11 Craft (basketweaving) 7 Craft (brewing) 8 Craft (fibercrafting) 8 Craft (leatherworking) 11 Craft (trapmaking) 8 Craft (weaponsmithing) 10 Craft (woodworking) 7 Diplomacy 15 Escape Artist 6 Handle Animal 15 Heal 8 Hide 8 Intimidate 7 Knowledge (nature) 8 Knowledge (all other) 3 (untrained) Listen 7 Move Silently 8 Open Lock 6 Ride 10 (12 branta) Search 7 Sense Motive 13 Spot 4 Survival 14 Use Rope 8 BrantaLarge Magical Beast (Cold)Hit Dice: 3d10+9 (25 hp)Initiative: +2Speed: 50 ft. (10 squares)Armor Class: 14 (–1 size, +2 Dex, +3 natural)Base Attack/Grapple: +3/+11Attack: Gore +6 melee (1d8+4)Full Attack: Gore +6 melee (1d8+4) and 2 hooves +1 melee (1d4+2)Space/Reach: 10 ft./5 ft.Special Attacks: Improved grab, tossSpecial Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, surefooted, vulnerability to fireSaves: Fort +6, Ref +5, Will +2Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 6Skills: Balance +2 (+6 on ice or snow), Jump +14, Listen +5, Spot +5Feats: Alertness, RunEnvironment: Cold forestsOrganization: Solitary, pair, or hala (3–8)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 4–6 HD (Large)Improved Grab (Ex): To use this ability, the branta must hit a Medium or smaller foe with a gore attack. If it gets a hold, it tosses its opponent. Toss (Ex): Brantas vigorously shake any creature caught in their horns and fling it in a random direction. Resolve the toss as a bull rush maneuver (+8 check modifier), except that there is no attack of opportunity, since the branta has already grabbed itsfoe when it tries to toss the victim. The branta does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the branta’s Strength check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.Scent (Ex): A branta can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet. Surefooted (Ex): Brantas ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow. Kathoz The ProudSize/Type: Medium Humanoid (Orc) Branta Barbarian 5 (F)Hit Dice: 5d12+10 (42 hp)Initiative: +0Speed: 40'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +5/+10 Attack: Greataxe +10 melee (1d12+7/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 2/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +6, Ref +1, Will +0 Fort +12 vs. cold weather immune to cold above 0FAbilities: Str 20, Dex 11, Con 14, Int 10, Wis 9, Cha 9Skills: Handle Animal +9 (+11 branta), Intimidate +7, Listen +7, Ride +10 (+12 branta)Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Cold Endurance (b), Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: TNLanguages: Orc, Common RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 5Hit Dice: 5d12+20 (52 hp)Initiative: +0Speed: 40'Armor Class: 11 (+3 hide, -2 rage), touch 8, flat-footed 11Base Attack/Grapple: +5/+12 Attack: Greataxe +12 melee (1d12+10/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 2/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +8, Ref +1, Will +2 Fort +14 vs. cold weather immune to cold above 0FAbilities: Str 24, Dex 11, Con 18, Int 10, Wis 9, Cha 9Skills: Handle Animal +9 (+11 branta), Intimidate +7, Listen +7, Ride +10 (+12 branta)Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Cold Endurance (b), Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: TNLanguages: Orc, Common FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 5Hit Dice: 5d12+10 (42 hp)Initiative: -1Speed: 40'Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12Base Attack/Grapple: +5/+9 Attack: Greataxe +9 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 2/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +6, Ref +0, Will +0 Fort +12 vs. cold weather immune to cold above 0FAbilities: Str 18, Dex 9, Con 14, Int 10, Wis 9, Cha 9Skills: Handle Animal +9 (+11 branta), Intimidate +7, Listen +7, Ride +9 (+11 branta)Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Cold Endurance (b), Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: TNLanguages: Orc, Common Matroll Bone CleaverSize/Type: Medium Humanoid (Orc) Branta Barbarian 3 (M)Hit Dice: 3d12+9 (28 hp)Initiative: +0Speed: 40'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +3/+6Attack: Greataxe +6 melee (1d12+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 8 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +6, Ref +1, Will +1 Fort +10 vs. cold weatherAbilities: Str 16, Dex 11, Con 16, Int 7, Wis 11, Cha 9Skills: Handle Animal +7 (+9 branta), Ride +10 (+12 branta)Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 3Hit Dice: 3d12+15 (34 hp)Initiative: +0Speed: 40'Armor Class: 11 (+3 hide, -2 rage), touch 8, flat-footed 11Base Attack/Grapple: +3/+8Attack: Greataxe +8 melee (1d12+7/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 8 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +8, Ref +1, Will +3 Fort +12 vs. cold weatherAbilities: Str 20, Dex 11, Con 20, Int 7, Wis 11, Cha 9Skills: Handle Animal +7 (+9 branta), Ride +10 (+12 branta)Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 3Hit Dice: 3d12+9 (28 hp)Initiative: -1Speed: 40'Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12Base Attack/Grapple: +3/+5Attack: Greataxe +5 melee (1d12+3/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 8 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +6, Ref +0, Will +1 Fort +10 vs. cold weatherAbilities: Str 14, Dex 9, Con 16, Int 7, Wis 11, Cha 9Skills: Handle Animal +7 (+9 branta), Ride +9 (+11 branta)Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc Grahrok Fang ButcherSize/Type: Medium Humanoid (Orc) Branta Barbarian 3 (M)Hit Dice: 3d12+6 (25 hp)Initiative: -1Speed: 40'Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12Base Attack/Grapple: +3/+7Attack: Greataxe +7 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +0, Will +1 Fort +9 vs. cold weatherAbilities: Str 18, Dex 9, Con 15, Int 10, Wis 10, Cha 9Skills: Handle Animal +7 (+9 branta), Listen +6, Ride +7 (+9 branta), Survival +6Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 3Hit Dice: 3d12+12 (31 hp)Initiative: -1Speed: 40'Armor Class: 10 (-1 dex, +3 hide, -2 rage), touch 7, flat-footed 10Base Attack/Grapple: +3/+9Attack: Greataxe +9 melee (1d12+9/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +7, Ref +0, Will +3  Fort +11 vs. cold weatherAbilities: Str 22, Dex 9, Con 19, Int 10, Wis 10, Cha 9Skills: Handle Animal +7 (+9 branta), Listen +6, Ride +7 (+9 branta), Survival +6Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 3Hit Dice: 3d12+6 (25 hp)Initiative: -2Speed: 40'Armor Class: 11 (-2 dex, +3 hide), touch 8, flat-footed 11Base Attack/Grapple: +3/+6Attack: Greataxe +6 melee (1d12+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +-1, Will +1 Fort +9 vs. cold weatherAbilities: Str 16, Dex 7, Con 15, Int 10, Wis 10, Cha 9Skills: Handle Animal +7 (+9 branta), Listen +6, Ride +6 (+8 branta), Survival +6Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common Ghundokk The CruelSize/Type: Medium Humanoid (Orc) Branta Barbarian 2 (M)Hit Dice: 2d12+4 (17 hp)Initiative: +3Speed: 40'Armor Class: 16 (+3 dex, +3 hide), touch 13, flat-footed 13Base Attack/Grapple: +2/+7Attack: Greataxe +7 melee (1d12+7/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +3, Will +0 Fort +9 vs. cold weatherAbilities: Str 20, Dex 16, Con 15, Int 11, Wis 11, Cha 12Skills: Handle Animal +8, Intimidate +6, Listen +5, Ride +10Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: CELanguages: Orc, Common RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+8 (21 hp)Initiative: +3Speed: 40'Armor Class: 14 (+3 dex, +3 hide, -2 rage), touch 11, flat-footed 11Base Attack/Grapple: +2/+9Attack: Greataxe +9 melee (1d12+10/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +7, Ref +3, Will +2 Fort +11 vs. cold weatherAbilities: Str 24, Dex 16, Con 19, Int 11, Wis 11, Cha 12Skills: Handle Animal +8, Intimidate +6, Listen +5, Ride +10Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: CELanguages: Orc, Common FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+4 (17 hp)Initiative: +2Speed: 40'Armor Class: 15 (+2 dex, +3 hide), touch 12, flat-footed 13Base Attack/Grapple: +2/+6Attack: Greataxe +6 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +2, Will +0 Fort +9 vs. cold weatherAbilities: Str 18, Dex 14, Con 15, Int 11, Wis 11, Cha 12Skills: Handle Animal +8, Intimidate +6, Listen +5, Ride +9Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: CELanguages: Orc, Common Dhul Kill CrusherSize/Type: Medium Humanoid (Orc) Branta Barbarian 2 (M)Hit Dice: 2d12+4 (17 hp)Initiative: +2Speed: 40'Armor Class: 15 (+2 dex, +3 hide), touch 12, flat-footed 13Base Attack/Grapple: +2/+4Attack: Greataxe +4 melee (1d12+3/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +2, Will +0 Fort +9 vs. cold weatherAbilities: Str 15, Dex 14, Con 14, Int 10, Wis 11, Cha 8Skills: Handle Animal +6, Listen +5, Ride +9, Survival +5Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+8 (21 hp)Initiative: +2Speed: 40'Armor Class: 13 (+2 dex, +3 hide, -2 rage), touch 10, flat-footed 11Base Attack/Grapple: +2/+6Attack: Greataxe +6 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +7, Ref +2, Will +2 Fort +11 vs. cold weatherAbilities: Str 19, Dex 14, Con 18, Int 10, Wis 11, Cha 8Skills: Handle Animal +6, Listen +5, Ride +9, Survival +5Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+4 (17 hp)Initiative: +1Speed: 40'Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13Base Attack/Grapple: +2/+3Attack: Greataxe +3 melee (1d12+1/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +1, Will +0 Fort +9 vs. cold weatherAbilities: Str 13, Dex 12, Con 14, Int 10, Wis 11, Cha 8Skills: Handle Animal +6, Listen +5, Ride +8, Survival +5Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common Aawnko Beast SquasherSize/Type: Medium Humanoid (Orc) Branta Barbarian 2 (F)Hit Dice: 2d12+2 (15 hp)Initiative: +1Speed: 40'Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13Base Attack/Grapple: +2/+7Attack: Greataxe +7 melee (1d12+7/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 6 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +4, Ref +1, Will -2 Fort +8 vs. cold weatherAbilities: Str 20, Dex 13, Con 12, Int 12, Wis 7, Cha 14Skills: Handle Animal +9, Intimiate +7, Listen +3, Ride +8, Survival +3Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common, Undercommon RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+6 (19 hp)Initiative: +1Speed: 40'Armor Class: 12 (+1 dex, +3 hide, -2 rage), touch 9, flat-footed 11Base Attack/Grapple: +2/+9Attack: Greataxe +9 melee (1d12+10/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 6 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +6, Ref +1, Will +0 Fort +10 vs. cold weatherAbilities: Str 24, Dex 13, Con 16, Int 12, Wis 7, Cha 14Skills: Handle Animal +9, Intimiate +7, Listen +3, Ride +8, Survival +3Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common, Undercommon FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+2 (15 hp)Initiative: +0Speed: 40'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +2/+6Attack: Greataxe +6 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 6 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +4, Ref +0, Will -2 Fort +8 vs. cold weatherAbilities: Str 18, Dex 11, Con 12, Int 12, Wis 7, Cha 14Skills: Handle Animal +9, Intimiate +7, Listen +3, Ride +7, Survival +3Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: NELanguages: Orc, Common, Undercommon Droboll The BrutalSize/Type: Medium Humanoid (Orc) Branta Barbarian 2 (M)Hit Dice: 2d12+4 (17 hp)Initiative: +0Speed: 40'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +2/+5Attack: Greataxe +5 melee (1d12+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref +0, Will +0 Fort +9 vs. cold weatherAbilities: Str 17, Dex 10, Con 14, Int 10, Wis 10, Cha 12Skills: Handle Animal +8, Intimiate +6, Listen +5, Ride +7Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: CELanguages: Orc, Common RagingSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+8 (21 hp)Initiative: +0Speed: 40'Armor Class: 11 (+3 hide, -2 rage), touch 8, flat-footed 11Base Attack/Grapple: +2/+7Attack: Greataxe +7 melee (1d12+7/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +7, Ref +0, Will +2 Fort +11 vs. cold weatherAbilities: Str 21, Dex 10, Con 18, Int 10, Wis 10, Cha 12Skills: Handle Animal +8, Intimiate +6, Listen +5, Ride +7Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: CELanguages: Orc, Common FatiguedSize/Type: Medium Humanoid (Orc) Branta Barbarian 2Hit Dice: 2d12+4 (17 hp)Initiative: -1Speed: 40'Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12Base Attack/Grapple: +2/+4Attack: Greataxe +4 melee (1d12+3/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Rage 1/day 7 rdsSpecial Qualities: Low-light vision, cold resistance, fast movement, illiteracySaves: Fort +5, Ref -1, Will +0 Fort +9 vs. cold weatherAbilities: Str 15, Dex 9, Con 14, Int 10, Wis 10, Cha 12Skills: Handle Animal +8, Intimiate +6, Listen +5, Ride +6Feats: Mounted Combat, Frozen Berserker (b)Gear: greataxe, mwk hide armorAlignment: CELanguages: Orc, Common Ninko StormshattererSize/Type: Medium Humanoid (Orc) Druid 3 (F)Hit Dice: 3d8+6 (19 hp)Initiative: +0Speed: 30'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +2/+3Attack: Club +3 melee (1d6+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, wild empathy (+4), companion link, share spellsSpecial Qualities: Low-light vision, cold resistance, nature sense, animal companion (gyrfalcon), woodland stride, trackless stepSpells per day: 4, 3, 2Spell DC: 11 + spell levelSaves: Fort +5, Ref +1, Will +4 Fort +9 vs. cold weatherAbilities: Str 13, Dex 11, Con 14, Int 10, Wis 12, Cha 11Skills: Handle Animal +8, Heal +3, Ride +8, Survival +16, Knowledge (nature) +10Feats: Skill Focus (Survival), Self-SufficientGear: club, mwk hide armorAlignment: CNLanguages: Orc, Common, Druidic Size/Type: Tiny Animal (gyrfalcon companion) Hit Dice: 3d8 (13 hp)Initiative: +4Speed: 10', fly 60' (average)Armor Class: 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 18Base Attack/Grapple: +2/-8Attack: Talons +8 melee (1d4-2)Space/Reach: 2.5 ft/0 ftSpecial Attacks: Flyby attackSpecial Qualities: Low-light vision, evasionSaves: Fort +3, Ref +7, Will +3Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6Skills: Listen +4 (+2 alertness +2 wis), Spot +18 (6 ranks +8 racial +2 alertness +2 wis)Feats: Alertness, Flyby Attack, Weapon Finesse (b)Alignment: TN Gievik The ColdSize/Type: Medium Humanoid (Orc) Druid 1 (M)Hit Dice: 1d8+1 (5 hp)Initiative: +1Speed: 30'Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13Base Attack/Grapple: +0/+1Attack: Club +1 melee (1d6+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, wild empathy (+0)Special Qualities: Low-light vision, cold resistance, nature sense, animal companion (dog)Spells per day: 3, 1Spell DC: 10 + spell levelSaves: Fort +3, Ref +1, Will +2 Fort +7 vs. cold weatherAbilities: Str 13, Dex 13, Con 13, Int 9, Wis 11, Cha 8Skills: Handle Animal +5, Ride +5, Survival +7Feats: Skill Focus (Survival)Gear: club, mwk hide armorAlignment: TNLanguages: Orc, Druidic Size/Type: Small Animal (dog companion) Hit Dice: 1d8+2 (6 hp)Initiative: +3Speed: 40'Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12Base Attack/Grapple: +0/-3Attack: Bite +2 melee (1d4+1)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, scentSaves: Fort +4, Ref +5, Will +1Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6Skills: Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)Feats: Alertness, Track (b)Alignment: TN Rhag The FearlessSize/Type: Medium Humanoid (Orc) Druid 1 (M)Hit Dice: 1d8+1 (5 hp)Initiative: +0Speed: 30'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +0/+3Attack: Club +3 melee (1d6+3)Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, wild empathy (+0)Special Qualities: Low-light vision, cold resistance, nature sense, animal companion (dog)Spells per day: 3, 2Spell DC: 11 + spell levelSaves: Fort +3, Ref +0, Will +3 Fort +7 vs. cold weatherAbilities: Str 16, Dex 10, Con 13, Int 12, Wis 13, Cha 10Skills: Handle Animal +6, Heal +8, Ride +4, Survival +5Feats: Skill Focus (Heal)Gear: club, mwk hide armorAlignment: NELanguages: Orc, Common, Sylvan, Druidic Size/Type: Small Animal (dog companion) Hit Dice: 1d8+2 (6 hp)Initiative: +3Speed: 40'Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12Base Attack/Grapple: +0/-3Attack: Bite +2 melee (1d4+1)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, scentSaves: Fort +4, Ref +5, Will +1Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6Skills: Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)Feats: Alertness, Track (b)Alignment: TN Mabzoll The ColossalSize/Type: Medium Humanoid (Orc) Battle Sorcerer 1 (M)Hit Dice: 1d8 (4 hp)Initiative: -2Speed: 30'Armor Class: 11 (-2 dex, +3 studded leather), touch 8, flat-footed 11Base Attack/Grapple: +0/+4Attack: Sugliin +4 melee (2d8+6; 10' reach) (15 avg dmg)Space/Reach: 5 ft/5 ftSpecial Attacks: SpellsSpecial Qualities: Low-light vision, cold resistanceSpells per day: 4, 2Spell DC: 12 + spell levelSpells known: 0: Resistance, Flare, Light, Daze 1: Enlarge PersonSaves: Fort +0, Ref -2, Will +2 Fort +4 vs. cold weatherAbilities: Str 18, Dex 7, Con 11, Int 6, Wis 10, Cha 14Skills: Intimidate +6, Handle Animal +4Feats: Exotic Weapon Proficiency (sugliin)Gear: greataxe, mwk studded leather armorAlignment: LNLanguages: Orc EnlargedSize/Type: Large Humanoid (Orc) Battle Sorcerer 1Hit Dice: 1d8 (4 hp)Initiative: -3Speed: 30'Armor Class: 9 (-3 dex, -1 size, +3 studded leather), touch 6, flat-footed 9Base Attack/Grapple: +0/+9Attack: Sugliin +4 melee (3d8+7; 15-20' reach) (20 avg dmg)Space/Reach: 10 ft/10 ftSpecial Attacks: SpellsSpecial Qualities: Low-light vision, cold resistanceSpells per day: 4, 2Spell DC: 12 + spell levelSpells known: 0: Resistance, Flare, Light, Daze 1: Enlarge PersonSaves: Fort +0, Ref -3, Will +2Abilities: Str 20, Dex 5, Con 11, Int 6, Wis 10, Cha 14Skills: Intimidate +6 (+10 vs. med), Handle Animal +4Feats: Exotic Weapon Proficiency (sugliin)Gear: greataxe, mwk studded leather armorAlignment: LNLanguages: Orc Vang One-TuskSize/Type: Medium Humanoid (Orc) Warrior 4 (F)Hit Dice: 4d8+4 (22 hp)Initiative: +1Speed: 30'Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13Base Attack/Grapple: +4/+7Attack: Greataxe +4 melee (1d12+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +5, Ref +2, Will +1  Fort +9 vs. cold weatherAbilities: Str 16, Dex 13, Con 13, Int 6, Wis 10, Cha 7Skills: Ride +8, Handle Animal +0Feats: Mounted Combat, Ride-By AttackGear: greataxe, mwk hide armorAlignment: LELanguages: Orc Mun The BloodySize/Type: Medium Humanoid (Orc) Warrior 2 (F)Hit Dice: 2d8 (9 hp)Initiative: +1Speed: 30'Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13Base Attack/Grapple: +2/+6Attack: Greataxe +6 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +3, Ref +1, Will -1 Fort +7 vs. cold weatherAbilities: Str 18, Dex 12, Con 11, Int 9, Wis 8, Cha 14Skills: Ride +6, Handle Animal +4Feats: Mounted CombatGear: greataxe, mwk hide armorAlignment: NELanguages: Orc Ansik The ViciousSize/Type: Medium Humanoid (Orc) Warrior 2 (M)Hit Dice: 2d8+2 (11 hp)Initiative: +1Speed: 30'Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13Base Attack/Grapple: +2/+6Attack: Greataxe +6 melee (1d12+6/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +5, Ref +1, Will +0 Fort +9 vs. cold weatherAbilities: Str 19, Dex 12, Con 13, Int 9, Wis 10, Cha 8Skills: Ride +6, Handle Animal +1Feats: Mounted CombatGear: greataxe, mwk hide armorAlignment: CELanguages: Orc Bhyewge The DarkSize/Type: Medium Humanoid (Orc) Warrior 1 (NB/F)Hit Dice: 1d8+1 (5 hp)Initiative: +0Speed: 30'Armor Class: 13 (+3 hide), touch 10, flat-footed 13Base Attack/Grapple: +1/+4Attack: Greataxe +4 melee (1d12+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +3, Ref +0, Will -1 Fort +7 vs. cold weatherAbilities: Str 17, Dex 10, Con 13, Int 12, Wis 9, Cha 10Skills: Ride +4, Handle Animal +2Feats: Mounted CombatGear: greataxe, mwk hide armorAlignment: LNLanguages: Orc, Common, Undercommon Shugof the WhisperSize/Type: Medium Humanoid (Orc) Expert 1 (sneak) (F)Hit Dice: 1d6-1 (2 hp)Initiative: +2Speed: 30'Armor Class: 15 (+2 dex, +3 studded leather), touch 12, flat-footed 13Base Attack/Grapple: +0/+4Attack: Club +4 melee (1d6+4)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +0, Ref +1, Will +3 Fort +4 vs. cold weatherAbilities: Str 18, Dex 15, Con 9, Int 16, Wis 10, Cha 11Skills: Climb +8, Craft (trapmaking) +7, Escape Artist +6, Handle Animal +2, Hide +8, Listen +4, Move Silently +8, Open Lock +6, Search +7, Spot +4Feats: StealthyGear: club, mwk studded leather armorAlignment: CNLanguages: Orc, Common, Undercommon, Draconic, Dwarven Shif The GloriousSize/Type: Medium Humanoid (Orc) Expert 6 (merchant) (F)Hit Dice: 6d6 (21 hp)Initiative: -1Speed: 30'Armor Class: 11 (-1 dex, +2 leather), touch 9, flat-footed 11Base Attack/Grapple: +4/+7Attack: Club +7 melee (1d6+3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +2, Ref +1, Will +7 Fort +6 vs. cold weatherAbilities: Str 17, Dex 9, Con 10, Int 9, Wis 14, Cha 14Skills: Appraise +8, Diplomacy +15, Handle Animal +11, Initmidate +11, Ride +1, Sense Motive +13Feats: NegotiatorGear: club, mwk leather armorAlignment: CELanguages: Orc Doddukk BrightbladeSize/Type: Medium Humanoid (Orc) Expert 3 (crafter) (M)Hit Dice: 3d6-3 (7 hp)Initiative: +0Speed: 30'Armor Class: 12 (+2 leather armor), touch 10, flat-footed 12Base Attack/Grapple: +2/+5Attack: Club +5 melee (1d6+3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +0, Ref +1, Will +3 Fort +4 vs. cold weatherAbilities: Str 16, Dex 11, Con 8, Int 13, Wis 11, Cha 10Skills: Craft (armorsmithing) +7, Craft (basketweaving) +7, Craft (brewing) +10, Craft (leatherworking) +7, Craft (weaponsmithing) +10, Craft (woodworking) +7, Handle Animal +8, Ride +2Feats: Skill Focus (leatherworking), Skill Focus (weaponsmithing)Gear: club, leather armorAlignment: CNLanguages: Orc, Common, Undercommon Gih SkincrafterSize/Type: Medium Humanoid (Orc) Expert 3 (crafter) (F)Hit Dice: 3d6+3 (13 hp)Initiative: -1Speed: 30'Armor Class: 11 (-1 dex, +2 leather armor), touch 9, flat-footed 11Base Attack/Grapple: +2/+4Attack: Club +4 melee (1d6+2)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +2, Ref +1, Will +2 Fort +6 vs. cold weatherAbilities: Str 14, Dex 9, Con 13, Int 15, Wis 9, Cha 8Skills: Craft (armorsmithing) +11, Craft (brewing) +8, Craft (fibercrafting) +8, Craft (leatherworking) +11, Craft (trapmaking) +8,Craft (weaponsmithing) +8,  Handle Animal +7, Heal +5, Ride +1Feats: Skill Focus (armorsmithing), Skill Focus (leatherworking)Gear: club, leather armorAlignment: NELanguages: Orc, Common, Undercommon, Draconic Ghiveng The CraftySize/Type: Medium Humanoid (Orc) Commoner 6 (rancher) (F)Hit Dice: 6d4-6 (9 hp)Initiative: +0Speed: 30'Armor Class: 12 (+2 leather armor), touch 10, flat-footed 12Base Attack/Grapple: +3/+6Attack: Club +6 melee (1d6+3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +1, Ref +2, Will +1 Fort +5 vs. cold weatherAbilities: Str 16, Dex 10, Con 8, Int 9, Wis 8, Cha 8Skills: Handle Animal +15, Listen +1, Ride +4, Spot +1Feats: Skill Focus (handle animal), Animal Affinity, AlertnessGear: club, mwk leather armorAlignment: NELanguages: Orc NangakkSize/Type: Medium Humanoid (Orc) Commoner 3 (rancher) (M)Hit Dice: 3d4-3 (4 hp)Initiative: +2Speed: 30'Armor Class: 14 (+2 dex, +2 leather armor), touch 12, flat-footed 12Base Attack/Grapple: +1/+4Attack: Club +4 melee (1d6+3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +0, Ref +3, Will +1 Fort +4 vs. cold weatherAbilities: Str 16, Dex 14, Con 8, Int 12, Wis 11, Cha 7Skills: Handle Animal +9, Listen +2, Ride +10, Spot +2, Use Rope +8Feats: Skill Focus (Handle Animal), AlertnessGear: club, leather armorAlignment: NGLanguages: Orc, Common, Undercommon IwgyeSize/Type: Medium Humanoid (Orc) Commoner 3 (rancher) (F)Hit Dice: 3d4+3 (10 hp)Initiative: +3Speed: 30'Armor Class: 15 (+3 dex, +2 leather armor), touch 13, flat-footed 12Base Attack/Grapple: +1/+2Attack: Club +2 melee (1d6+1)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Low-light vision, cold resistanceSaves: Fort +2, Ref +4, Will +1 Fort +6 vs. cold weatherAbilities: Str 13, Dex 16, Con 12, Int 9, Wis 10, Cha 9Skills: Handle Animal +10, Listen +2, Ride +5, Spot +2Feats: Skill Focus (Handle Animal), AlertnessGear: club, leather armorAlignment: NELanguages: OrcSilent Crow Goliath Tribe The Silent Crow tribe is a large goliath tribe, consisting of 49 adult goliaths, 18 adult neanderthals, about half as many children of each species, and two arctic half-orcs. The tribe is nomadic, roaming the mountains and hills around Ithoarirth's lair. It is generally friendly to outsiders, though it will quickly cool to anyone who isn't interested in taking part in the tribe's competitions. The Silent Crow tribe makes its living in the traditional goliath way, sending squads to hunt and gather during the day and socializing in the evening and keping goats (both regular and giant) for milk, hides, and emergency food. They also do a small amount of trading, acting as go-betweens for the local glacier dwarves and the orcs that they won't do business with directly. Several members of the Silent Crow tribe are blessed wereotters. The tribe makes a yearly visit to Nerirel Birchdreamer, an elven druid who lives in the forest below their more usual paths; Nerirel is friendly with the tribe for the last hundred and twenty years (several generations, for short-lived goliaths and neanderthals), ever since it helped her hunt down a gigantic snowcloak that was terrorizing the area. The tribe visits for about a week, sharing food and stories, and if she's impressed with tales of a tribe member's bravery or cleverness, she'll often offer them the wereotter blessing - though she only ever offers it to individuals of good alignments. Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6 Lv 7 Bard 3 1 1 Cleric 2 1 Druid 1 Scout 4 2 1 Warrior 2 Expert 44 4 1 1 1 Appraise 11 Balance 9 Bluff 7 Climb 14 Concentration 9 Craft (armorsmithig) 12 Craft (basketweaving) 9 Craft (bonecarving) 8 Craft (flintknapping) 7 Craft (leatherworking) 6 Craft (weaponsmithing) 9 Craft (woodcarving) 6 Diplomacy 13 Disable Device 7 Escape Artist 5 Gather Information 11 Handle Animal 11 Heal 9 Hide 9 Jump 12 Knowledge (arcana) 12 Knowledge (geography) 9 Knowledge (history) 12 Knowledge (local) 12 Knowledge (nature) 9 Knowledge (religion) 12 Listen 13 Move Silently 10 Perform (drumming) 8 Perform (singing) 8 Perform (wind instruments) 8 Search 7 Sense Motive 13 Spot 14 Survival 12 Swim 14 Use Rope 8 Livestock Goat Size/Type: Medium AnimalHit Dice: 2d8+6 (15 hp)Initiative: +1Speed: 30 ft. (6 squares)Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12Base Attack/Grapple: +1/+3Attack: Headbutt +5 melee (1d6+2)Space/Reach: 5 ft./5 ft.Special Attacks: -Special Qualities: Low-light vision, scentSaves: Fort +6, Ref +5, Will +0Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 11, Cha 6Skills: Balance +9, Climb +9, Jump +8Feats: Power Attack (b), Improved Bull Rush Skills: Goats have a +5 racial bonus to Balance, Climb, and Jump. Giant Goat Size/Type: Large AnimalHit Dice: 3d8+9 (22 hp)Initiative: +1Speed: 30 ft. (6 squares)Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12Base Attack/Grapple: +2/+9Attack: Headbutt +5 melee (1d8+3)Space/Reach: 10 ft./5 ft.Special Attacks: -Special Qualities: Low-light vision, scentSaves: Fort +6, Ref +4, Will +1Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6Skills: Balance +10, Climb +9, Jump +9Feats: Power Attack (b), Improved Bull Rush, Knockback Skills: Giant goats have a +5 racial bonus to Balance, Climb, and Jump. Knockback: If a giant goat scores a hit while using the Power Attack feat, they can make a free bull rush attempt against the foe they hit, applying the number by which they reduced their attack roll as a bonus on the opposed Strength check (as well as on the damage they deal). Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and the giant goat doesn’t move with the enemy they knock backward. Bards Murak Dawncaller Male Arctic Half-Orc Bard 3Size/Type: Medium HumanoidHit Dice: 2d6+6 (13 hp)Initiative: +0Speed: 30'Armor Class: Base Attack/Grapple: +2/+5Attack: Spear +4 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, spellsSpecial Qualities:Low-light vision, cold endurance, orc bloodSpells per day: 3, 2Spells known: 0: Daze, Ghost Sound, Know Direction, Message, Prestidigitation, Resistance 1: Cure Light Wounds, Feather Fall, Remove FearSaves: Fort +4, Ref +3, Will +3Abilities: Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 14Skills: Balance +6, Climb +8, Concentration +9, Diplomacy +13, Jump +8, Listen +6, Perform (drumming) +8, Perform (singing) +8Feats: Skill Focus (Diplomacy)Gear:Alignment: TNLanguages: Common, Gol-Kaa Moakavomath Lamenter Male Goliath Bard 2Size/Type: Medium Monstrous HumanoidHit Dice: 2d6+4 (11 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex)Base Attack/Grapple: +1/+7Attack: Large spear +3 melee (2d6+3/x3) or large spear +0 ranged (2d6+2/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, spellsSpecial Qualities: Powerful build, mountain movement, acclimatedSpells per Day: 3, 1Spells Known: 0: 5 1: 2Saves: Fort +2, Ref +2, Will +4Abilities: Str 15, Dex 8 (-1), Con 14, Int 11, Wis 13, Cha 17Skills: Balance +4, Climb +7, Jump +7, Listen +6, Perform +8 (singing), Perform +8 (wind instruments), Sense Motive +3Feats: Lingering SongGear: BagpipesAlignment: NELanguages: Common, Gol-Kaa Aithak Dawncaller Female Goliath Savage Bard 1Size/Type: Medium Monstrous HumanoidHit Dice: 1d6+2 (5 hp)Initiative: +0Speed: 30'Armor Class: (+0 dex)Base Attack/Grapple: +0/+9Attack: Large spear +6 melee (2d6+7/x3) or large spear +1 ranged (2d6+5/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1Special Qualities: Powerful build, mountain movement, acclimated, illiteracySpells per Day: 2Spells Known: 4Saves: Fort +4, Ref +0, Will +0Abilities: Str 20, Dex 11, Con 14, Int 15, Wis 7 (-2), Cha 16Skills: Appraise +6, Balance +4, Climb +9, Concentration +6, Diplomacy +7, Jump +9, Listen +4, Perform (singing) +7, Spot +0Feats: AlertnessGear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, Orc Ukanun Dawncaller Male Goliath Bard 1Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+6 (18 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex, +3 natural)Base Attack/Grapple: +1/+5Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, low-light vision, scentSpells per day: 2Spells known: Dancing Lights, Flare, Know Direction, ResistanceSaves: Fort +7, Ref +2, Will +7Abilities: Str 11, Dex 9, Con 15, Int 10, Wis 14, Cha 16Skills: Balance +3, Climb +4, Concentration +6, Jump +4, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +6Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+6 (18 hp)Initiative: +1Speed: 30', swim 20'Armor Class: (+1 dex, +5 natural)Base Attack/Grapple: +1/+6Attack: Large spear +2 melee (2d6+1/x3) and claw +2 melee (1d6+1) and bite -3 melee (1d8+1) or 2 claws +2 melee (1d6+1) and bite -3 melee (1d8+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scentSpells per day: 2 (no v components)Spells known: Dancing Lights, Flare, Know Direction, ResistanceSaves: Fort +7, Ref +2, Will +7Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+6 (18 hp)Initiative: +1Speed: 30', swim 30'Armor Class: (+1 dex, +5 natural)Base Attack/Grapple: +1/+2Attack: Bite +2 melee (1d3+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathySpecial Qualities: Mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scentSpells per day: 2 (no v/s/m components)Spells known: Dancing Lights, Flare, Know Direction, ResistanceSaves: Fort +7, Ref +2, Will +7Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Tazill Dawncaller Male Neanderthal Bard 1Size/Type: Medium HumanoidHit Dice: 1d6 (3 hp)Initiative: -3Speed: 30'Armor Class: (-3 dex)Base Attack/Grapple: +0/+2Attack: Spear +3 melee (1d8+3/x3) or spear -3 ranged (1d8+2/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracySpells per day: 2Spells known: Ghost Sound, Light, Lullaby, Mage HandSaves: Fort +0, Ref -1, Will +0Abilities: Str 14, Dex 5 (-4), Con 11, Int 12, Wis 7 (-3), Cha 17Skills: Balance +2, Bluff +7, Climb +6, Concentration +4, Escape Artist -2, Jump +6, Listen +3, Perform (singing) +7, Sense Motive +1, Spot -1, Survival -1, Swim +6Feats: AgileGear:Alignment: TNLanguages: Common, Gol-Kaa, Dwarven Clerics Vaum Skywatcher Goliath FormSize/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of EhlonnaHit Dice: 4d8+8 (26 hp)Initiative: +2Speed: 30'Armor Class: (+2 dex, +3 natural)Base Attack/Grapple: +2/+10Attack: Large spear +6 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Turn undead, otter empathy, 1/day speak with animalsSpecial Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, low-light vision, scentSpells per day: 4, 3+1Saves: Fort +8, Ref +5, Will +6Abilities: Str 18, Dex 15, Con 15, Int 11, Wis 18, Cha 16Skills: Heal +9, Knowledge (nature) +5, Listen +6, Sense Motive +6, Spot +8Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of EhlonnaHit Dice: 4d8+8 (26 hp)Initiative: +4Speed: 30', swim 20'Armor Class: (+4 dex, +5 natural)Base Attack/Grapple: +2/+11Attack: Large spear +7 melee (2d6+7/x3) and claw +7 melee (1d6+5) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+5) and bite +2 melee (1d8+2)Space/Reach: 5 ft/5 ftSpecial Attacks: Turn undead, otter empathy, 1/day speak with animalsSpecial Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scentSpells per day: 4, 3+1 (no v components)Saves: Fort +8, Ref +7, Will +6Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of EhlonnaHit Dice: 4d8+8 (26 hp)Initiative: +4Speed: 30', swim 30'Armor Class: (+4 dex, +5 natural)Base Attack/Grapple: +2/+7Attack: Bite +7 melee (1d3+5)Space/Reach: 5 ft/5 ftSpecial Attacks: Turn undead, otter empathy, 1/day speak with animalsSpecial Qualities: Mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scentSpells per day: 4, 3+1 (no v/s/m components)Saves: Fort +8, Ref +7, Will +6Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Galomon Adjucator Female Goliath Cleric 1 of KavakiSize/Type: Medium Monstrous HumanoidHit Dice: 1d8 (4 hp)Initiative: +0Speed: 30'Armor Class: Base Attack/Grapple: +0/+9Attack: Large greatclub +5 melee (2d8+7) or large spear +0 ranged (2d6+5/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, protective ward, feat of strengthSpecial Qualities:Powerful build, mountain movement, acclimated, protection domain, strength domainSpells per day: 3, 2+1Saves: Fort +2, Ref +0, Will +4Abilities: Str 20, Dex 11, Con 11, Int 15, Wis 14, Cha 13Skills: Balance +5 Diplomacy +5, Knowledge (history) +4, Knowledge (religion) +3, Sense Motive +8Feats: Martial Weapon Proficiency (greatclub)Gear:Alignment: LNLanguages: Common, Gol-Kaa, Dwarven, Orc Naathegeth Stronghealer Male Goliath Cleric 1 of ManethakGoliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 3d8+3 (16 hp)Initiative: +0Speed: 30'Armor Class: (+2 natural)Base Attack/Grapple: +1/+7Attack: Large spear +3 melee (2d6+3/x3) or large spear +1 ranged (2d6+2/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, good fortune 1/day, otter empathySpecial Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, low-light vision, scentSpells per day: 3, 2+1 (+1 ECL div)Saves: Fort +6, Ref +3, Will +7Abilities: Str 14, Dex 10, Con 13, Int 13, Wis 15, Cha 14Skills: Balance +5, Heal +9, Knowledge (nature) +3, Knowledge (geography) +2, Listen +6, Sense Motive +4, Spot +6, Swim +3Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-Kaa, DwarvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 3d8+3 (16 hp)Initiative: +2Speed: 30', swim 20'Armor Class: (+2 dex, +5 natural)Base Attack/Grapple: +1/+8Attack: Large spear +4 melee (2d6+4/x3) and bite -1 melee (1d8+3) and 2 claws -1 melee (1d6+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, good fortune 1/day, otter empathySpecial Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scentSpells per day: 3, 2+1 (+1 ECL div; no v components)Saves: Fort +6, Ref +5, Will +7Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-Kaa, DwarvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 3d8+3 (16 hp)Initiative: +2Speed: 30', swim 30'Armor Class: (+2 dex, +5 natural)Base Attack/Grapple: +1/+4Attack: Bite +4 melee (1d3+3)Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, good fortune 1/day, otter empathySpecial Qualities: Mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scentSpells per day: 3, 2+1 (+1 ECL div, no v/s/m components)Saves: Fort +6, Ref +5, Will +7Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-Kaa, DwarvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Druid Gattoc Elkspotter Male Neanderthal Druid 1Size/Type: Medium HumanoidHit Dice: 1d8 (5 hp)Initiative: +0Speed: 30'Armor Class:Base Attack/Grapple: +0/+3Attack: Spear +4 melee (1d8+4/x3) or spear +1 ranged (1d8+3/3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Spells, wild empathy (+1)Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, animal companion, nature senseSpells per day: 3, 2Saves: Fort +3, Ref +0, Will +4Abilities: Str 16, Dex 10, Con 12, Int 9 (-1), Wis 15, Cha 11Skills: Balance +4, Climb +5, Handle Animal +4, Knowledge (nature) +1, Listen +4, Spot +4, Survival +8, Swim +7Feats: MountaineerGear:Alignment: LNLanguages: Gol-Kaa Raven CompanionHit Dice: ¼ d8 (1 hp)Initiative: +2Speed: 10', fly 40' (average)Armor Class: 14 (+2 size, +2 dex), touch 14, flat-footed 12Base Attack/Grapple: +0/-13Attack: Claws +4 melee (1d2-5)Space/Reach: 2.5 ft/0 ftSpecial Attacks: -Special Qualities: Low-light visionSaves: Fort +2, Ref +4, Will +2Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6Skills: Listen +5, Spot +7Feats: Alertness, Weapon Finesse (b) Scouts Chief Oamueni Ogrefoe Male Goliath Scout 5Size/Type: Medium Monstrous HumanoidHit Dice: 5d8 (32 hp)Initiative: +6Speed: 40'Armor Class: (+1 dex)Base Attack/Grapple: +3/+11Attack: Large spear +7 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Skimish (+2d6, +1AC), Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, fast movement 10', trackless stepSaves: Fort +4, Ref +5, Will +0Abilities: Str 18, Dex 13, Con 15, Int 12, Wis 9 (-1), Cha 10Skills: Balance +9, Climb +14, Hide +9, Jump +12, Knowledge (geography) +9, Knowledge (nature) +9, Listen +1, Sense Motive +1, Spot +9, Survival +7, Swim +14Feats: Athletic, Alertness, Improved Initiative (b)Gear:Alignment: LNLanguages: Common, Gol-Kaa, Dwarven Neai Cloudwatcher Male Goliath Scout 2Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 4d8 (18 hp)Initiative: +2Speed: 30'Armor Class: (+1 dex, +3 natural)Base Attack/Grapple: +2/+9Attack: Large spear +5 melee (2d6+4/x3) or large spear +3 ranged (2d6+1/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6), otter empathySpecial Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scentSaves: Fort +4, Ref +7, Will +7Abilities: Str 17, Dex 13, Con 11, Int 11, Wis 18, Cha 13Skills: Balance +6, Climb +8, Jump +8, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +8Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 4d8 (18 hp)Initiative: +4Speed: 30', swim 20'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +2/+10Attack: Large spear +6 melee (2d6+6/x3) and claw +6 (1d6+4) and bite +1 melee (1d8+2) or 2 claws +6 melee (1d6+4) and bite +1 melee (1d8+2)Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6), otter empathySpecial Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +4, Ref +9, Will +7Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 4d8 (18 hp)Initiative: +4Speed: 30', swim 30'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +2/+6Attack: Bite +6 melee (1d3+4)Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6), otter empathySpecial Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +4, Ref +9, Will +7Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Thakeovoo Pathmapper Female Goliath Scout 2Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 4d8+4 (22 hp)Initiative: +2Speed: 30'Armor Class: (+1 dex, +2 natural)Base Attack/Grapple: +2/+7Attack: Large spear +3 melee or ranged (2d6+1/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6), otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scentSaves: Fort +5, Ref +7, Will +5Abilities: Str 12, Dex 13, Con 12, Int 14, Wis 14, Cha 11Skills: Balance +6, Climb +8, Hide +3, Jump +6, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +10, Use Rope +6Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, OrcHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 4d8+4 (22 hp)Initiative: +4Speed: 30', swim 20'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +2/+8Attack: Large spear +4 melee (2d6+3/x3) and claw +5 melee (1d6+2) and bite +0 melee (1d8+1) or 2 claws +5 melee (1d6+2) and bite +0 melee (1d8+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6), otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +5, Ref +9, Will +5Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11Skills: Balance +8, Climb +9, Disable Device +7, Hide +5, Jump +7, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +11, Use Rope +8Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, OrcHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 4d8+4 (22 hp)Initiative: +4Speed: 30', swim 30'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +2/+4Attack: Bite +5 melee (1d3+2)Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6), otter empathySpecial Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +5, Ref +9, Will +5Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11Skills: Balance +8, Climb +9, Disable Device +7, Hide +5, Jump +7, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +11, Use Rope +8Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, OrcHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Golovol Beargutter Male Goliath Scout 1Size/Type: Medium Monstrous HumanoidHit Dice: 1d8+2 (6 hp)Initiative: +2Speed: 30'Armor Class: (+2 dex)Base Attack/Grapple: +0/+6Attack: Large spear +2 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6)Special Qualities:Powerful build, mountain movement, acclimated, trapfindingSaves: Fort +2, Ref +4, Will +1Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 11Skills: Balance +6, Climb +6, Jump +6, Knowledge (geography) +5, Listen +7, Sense Motive +7, Spot +7, Survival +5, Swim +7Feats: AlertnessGear:Alignment: CELanguages: Common, Gol-Kaa, Dwarven Leikmu Silentscout Male Goliath Scout 1Size/Type: Medium Monstrous Humanoid Hit Dice: 1d8+4 (6 hp)Initiative: +2Speed: 30'Armor Class: (+2 dex)Base Attack/Grapple: +0/+7Attack: Large spear +3 melee (2d6+4/x3) or large spear +3 ranged (2d6+3/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6)Special Qualities:Powerful build, mountain movement, acclimated, trapfindingSaves: Fort +2, Ref +7, Will +2Abilities: Str 16, Dex 15, Con 15, Int 15, Wis 14, Cha 14Skills: Balance +6, Climb +7, Jump +7, Listen +6, Move Silently +6, Search +6, Sense Motive +4, Spot +6, Survival +6, Swim +7, Use Rope +6Feats: Lightning ReflexesGear:Alignment: CNLanguages: Common, Gol-Kaa, Dwarven, Orc A’akullu Badgerfriend Goliath Scout 1Size/Type: Medium Monstrous Humanoid Hit Dice: 1d8-1 (3 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +0/+7Attack: Large spear +3 melee (2d6+4/x3) or large spear +1 ranged (2d6+3/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6)Special Qualities:Powerful build, mountain movement, acclimated, trapfindingSaves: Fort -1, Ref +3, Will +2Abilities: Str 17, Dex 13, Con 9 (-1), Int 13, Wis 14, Cha 15Skills: Balance +5, Climb +9, Jump +7, Knowledge (nature) +5, Listen +6, Sense Motive +4, Spot +6, Survival +6, Swim +9, Use Rope +5Feats: Athletic Gear:Alignment: NELanguages: Common, Gol-Kaa, Orc Molvi Skinmaker Male Neanderthal Scout 1Size/Type: Medium Humanoid Hit Dice: 1d8 (7 hp)Initiative: +2Speed: 30'Armor Class: (+2 dex)Base Attack/Grapple: +0/-1Attack: Spear +0 melee (1d8-1/x3) or spear +3 ranged (1d8-1/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Skirmish (+1d6)Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, trapfindingSaves: Fort +3, Ref +4, Will +2Abilities: Str 9 (-1), Dex 14, Con 17, Int 12, Wis 15, Cha 6 (-2)Skills: Balance +5, Climb +5, Escape Artist +5, Hide +5, Listen +7, Move Silently +5, Spot +7, Survival +7, Swim +5Feats: AthleticGear:Alignment: LNLanguages: Common, Gol-Kaa, Dwarven, Orc Warriors Maenilgalo Darkfighter Female Goliath Warrior 1Size/Type: Medium Monstrous HumanoidHit Dice: 1d8 (8 hp)Initiative: +0Speed: 30'Armor Class: Base Attack/Grapple: +1/+9Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +6, Ref +0, Will -2Abilities: Str 18, Dex 11, Con 18, Int 12, Wis 7 (-2), Cha 10Skills: Balance +4, Climb +8, Jump +8, Sense Motive +0Feats: Weapon Focus Gear:Alignment: CELanguages: Common, Gol-Kaa, Orc Olil Badgersinger Male Goliath Warrior 1Size/Type: Medium Monstrous HumanoidHit Dice: 1d8 (7 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +1/+9Attack: Large spear +5 melee (2d6+6/x3) or large spear +2 ranged (2d6+4/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +5, Ref +1, Will +2Abilities: Str 19, Dex 12, Con 16, Int 9 (-1), Wis 15, Cha 13Skills: Climb +6, Jump +6, Sense Motive +4, Swim +6Feats: AthleticGear:Alignment: TNLanguages: Common, Gol-Kaa Expert Wereotters Ziccu Cliffseeker Female Arctic Half-Orc Expert 3Half-Orc FormSize/Type: Medium Humanoid (shapeshifter)Hit Dice: 3d6+2d8+10 (29 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex, +2 natural)Base Attack/Grapple: +3/+6Attack: Spear +6 melee (1d8+4/x3) or spear +4 ranged (1d8+3/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, low-light vision, scentSaves: Fort +6, Ref +5, Will +7Abilities: Str 16, Dex 12, Con 14, Int 15, Wis 12, Cha 8 (-1)Skills: Balance +7, Climb +11, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +3, Jump +9, Listen +11, Spot +11, Survival +7, Swim +7 Feats: Athletic, Skill Focus (armorcrafting), Iron Will (b), Weapon Finesse (b), Alertness (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, OrcHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Humanoid (shapeshifter)Hit Dice: 3d6+2d8+10 (29 hp)Initiative: +3Speed: 30', swim 20'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +3/+7Attack: Spear +7 melee (1d8+6/x3) and claw +7 melee (1d4+4) and bite +2 melee (1d6+2) or 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +6, Ref +7, Will +7Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)Skills: Balance +9, Climb +12, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +5, Jump +10, Listen +11, Spot +11, Survival +7, Swim +8Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, OrcHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Humanoid (shapeshifter)Hit Dice: 3d6+2d8+10 (29 hp)Initiative: +3Speed: 30', swim 30'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +3/+7Attack: Bite +7 melee (1d3+4)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +6, Ref +7, Will +7Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)Skills: Balance +9, Climb +12, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +5, Jump +10, Listen +11, Spot +11, Survival +7, Swim +8Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, OrcHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Vakath Flintfingers Male Goliath Expert 3Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 3d6+2d8+10 (29 hp)Initiative: +0Speed: 30'Armor Class: (+2 natural)Base Attack/Grapple: +3/+10Attack: Large spear +6 melee (2d8+4/x3) or large spear +3 ranged (2d8+3/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scentSaves: Fort +6, Ref +4, Will +6Abilities: Str 17, Dex 11, Con 14, Int 16, Wis 11, Cha 8 (-1)Skills: Balance +6, Climb +11, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +2, Jump +9, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +11Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, Orc, ElvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 3d6+2d8+10 (29 hp)Initiative: +2Speed: 30', 20' swimArmor Class: (+2 dex +5 natural)Base Attack/Grapple: +3/+10Attack: Large spear +7 melee (2d8+6/x3) and claw +7 melee (1d6+4) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +6, Ref +6, Will +6Abilities: Str 19, Dex 15, Con 14, Int 16, Wis 11, Cha 8 (-1)Skills: Balance +8, Climb +12, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +4, Jump +10, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +12Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, Orc, ElvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 3d6+2d8+10 (29 hp)Initiative: +2Speed: 30', 30' swimArmor Class: (+2 dex +5 natural)Base Attack/Grapple: +3/+6Attack: Bite +6 melee (1d3+4)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +6, Ref +6, Will +6Abilities: Str 19, Dex 15, Con 14, Int 16, Wis 11, Cha 8 (-1)Skills: Balance +8, Climb +12, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +4, Jump +10, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +12Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: CGLanguages: Common, Gol-Kaa, Dwarven, Orc, ElvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Nanoal Keenfoot Male Goliath Expert 1Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+6 (18 hp)Initiative: +0Speed: 30'Armor Class: (+2 natural)Base Attack/Grapple: +1/+7Attack: Large spear +4 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scentSaves: Fort +5, Ref +3, Will +5Abilities: Str 15, Dex 11, Con 14, Int 6 (-2), Wis 11, Cha 10Skills: Balance +4, Climb +6, Jump +6, Listen +2, Sense Motive +2, Spot +8Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+6 (18 hp)Initiative: +2Speed: 30', swim 20'Armor Class: (+2 dex, +5 natural)Base Attack/Grapple: +1/+8Attack: Large spear +5 melee (2d6+4/x3) and claw +4 (1d6+3) and bite -1 melee (1d8+1) or 2 claws +4 melee (1d6+3) and bite -1 melee (1d8+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +5, Ref +5, Will +5Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+6 (18 hp)Initiative: +2Speed: 30', swim 30'Armor Class: (+2 dex, +5 natural)Base Attack/Grapple: +1/+4Attack: Bite +4 melee (1d3+3)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter empathySpecial Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +5, Ref +5, Will +5Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Ilonguv Riverwatcher Female Goliath Expert 1Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+0 (12 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex, +2 natural)Base Attack/Grapple: +1/+6Attack: Large spear +2 melee (2d6+1/x3) or large spear +2 ranged (2d6+1/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scentSaves: Fort +3, Ref +4, Will +8Abilities: Str 13, Dex 12, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)Skills: Balance +5, Climb +5, Jump +5, Listen +9, Sense Motive +5, Spot +14Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+0 (12 hp)Initiative: +3Speed: 30', swim 20'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +1/+6Attack: Large spear +3 melee (2d6+3/x3) and claw +4 melee (1d6+2) and bite -1 melee (1d8+1) or 2 claws +4 melee (1d6+2) and bite -1 melee (1d8+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +3, Ref +6, Will +8Abilities: Str 15, Dex 16, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)Skills: Balance +7,Climb +6, Jump +6, Listen +9, Sense Motive +5, Spot +14Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+0 (12 hp)Initiative: +3Speed: 30', swim 30'Armor Class: (+3 dex, +5 natural)Base Attack/Grapple: +1/+3Attack: Bite +3 melee (1d3+2)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +3, Ref +6, Will +8Abilities: Str 15, Dex 16, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)Skills: Balance +7,Climb +6, Jump +6, Listen +9, Sense Motive +5, Spot +14Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-KaaHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Kethau Adjucator Male Goliath Expert 1Goliath FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+5 (17 hp)Initiative: +0Speed: 30'Armor Class: (+0 dex, +2 natural)Base Attack/Grapple: +1/+9Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3, 20') or rock +1 ranged (2d6+4, 15')Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scentSaves: Fort +4, Ref +3, Will +6Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 12, Cha 13Skills: Balance +4, Climb +8, Jump +8, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +10Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: LGLanguages: Common, Gol-Kaa, DwarvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+5 (17 hp)Initiative: +2Speed: 30', swim 20'Armor Class: (+2 dex, +5 natural)Base Attack/Grapple: +1/+9Attack: Large spear +6 melee (2d6+7/x3) and claw +6 melee (1d6+5) and bite +1 melee (1d8+2) or 2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2) or rock +3 ranged (2d6+5, 15')Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +4, Ref +5, Will +6Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: LGLanguages: Common, Gol-Kaa, DwarvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+5 (17 hp)Initiative: +2Speed: 30', swim 30'Armor Class: (+2 dex, +5 natural)Base Attack/Grapple: +1/+6Attack: Bite +6 melee (1d3+5)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +4, Ref +5, Will +6Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: LGLanguages: Common, Gol-Kaa, DwarvenHold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Onki Flintmind Female Neanderthal Expert 1Neanderthal FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+5 (17 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex, +2 natural)Base Attack/Grapple: +1/+1Attack: Spear +2 melee (1d8/x3) or spear +1 ranged (1d8/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, low-light vision, scentSaves: Fort +4, Ref +2, Will +7Abilities: Str 11, Dex 8 (-1), Con 13, Int 11, Wis 14, Cha 13Skills: Balance +3, Climb +4, Craft (flintknapping) +7, Jump +4, Listen +8, Spot +12, Survival +8Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-Kaa Hybrid FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+5 (17 hp)Initiative: +1Speed: 30', swim 20'Armor Class: (+1 dex, +5 natural)Base Attack/Grapple: +1/+1Attack: Spear +3 melee (1d8+1/x3) and claw +2 melee (1d4+1) and bite -3 melee (1d6+0 or 2 claws +2 melee (1d4+1) and bite -3 melee (1d6+0)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +4, Ref +4, Will +7Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-Kaa Otter FormSize/Type: Medium Monstrous Humanoid (shapeshifter)Hit Dice: 1d6+2d8+5 (17 hp)Initiative: +1Speed: 30', swim 30'Armor Class: (+1 dex, +5 natural)Base Attack/Grapple: +1/+2Attack: Bite +2 melee (1d3+1)Space/Reach: 5 ft/5 ftSpecial Attacks: Otter EmpathySpecial Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scentSaves: Fort +4, Ref +4, Will +7Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)Gear:Alignment: NGLanguages: Common, Gol-Kaa Other experts Gaunoa Cloudstudent Male Goliath Expert 7Size/Type: Medium Monstrous HumanoidHit Dice: 7d6+28 (52 hp) Reroll stabilization checks 1/turnInitiative: -2Speed: 30'Armor Class: (-2 dex)Base Attack/Grapple: +5/+10Attack: Large spear +2 melee (2d6+1/x3) or large spear -1 ranged (2d6+1/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Powerful build, mountain movement, acclimatedSaves: Fort +6, Ref +0, Will +7Abilities: Str 12, Dex 7 (-2), Con 19, Int 15, Wis 14, Cha 13Skills: Balance +5, Climb +6, Craft (armorsmithing) +12, Jump +6, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (religion) +12, Listen +4, Spot +4, Sense Motive +4, Survival +5 +2 on Cha checks vs. Goliaths 3/day reroll any skill check & use higher resultFeats: Alertness, Auspicious Markings, Markings of the MakerGear:Alignment: CELanguages: Common, Gol-Kaa, Dwarven, Orc Rezi Keentalker Female Neanderthal Expert 6Size/Type: Medium HumanoidHit Dice: 6d6 (33 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +4/+7Attack: Spear +8 melee (1d8+4/x3) or spear +6 ranged (1d8+3/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracySaves: Fort +4, Ref +3, Will +7Abilities: Str 17, Dex 12, Con 14, Int 11, Wis 14, Cha 14Skills: Balance +5, Appraise +9, Climb +14, Diplomacy +13, Gather Information +7, Jump +12, Listen +6, Sense Motive +13, Spot +6, Survival +6Feats: Alertness, Mountaineer, NegotiatorGear:Alignment: CNLanguages: Common, Gol-Kaa Lavo’oela Tentmother Female Goliath Expert 4Size/Type: Medium Monstrous HumanoidHit Dice: 4d6+8 (22 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex)Base Attack/Grapple: +3/+7Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities: Powerful build, mountain movement, acclimatedSaves: Fort +3, Ref +0, Will +4Abilities: Str 11, Dex 9 (-1), Con 15, Int 9 (-1), Wis 10, Cha 15Skills: Balance +3, Climb +3, Craft (basketweaving, bonecarving, woodcarving) +0, Diplomacy +12, Heal +4, Jump +3, Listen +7, Perform (oratory) +6Feats: Skill Focus (Diplomacy), EnduranceGear:Alignment: TNLanguages: Common, Gol-Kaa Joulli Goatspeaker Female Neanderthal Expert 3Size/Type: Medium HumanoidHit Dice: 3d6 (16 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex)Base Attack/Grapple: +2/+4Attack: Spear +5 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracySaves: Fort +3, Ref +0, Will +5Abilities: Str 15, Dex 8 (-1), Con 14, Int 10, Wis 14, Cha 10Skills: Balance +5, Climb +8, Craft (leatherworking) +6, Handle Animal +11, Jump +8, Listen +4 Spot +10, Survival +4Feats: Skill Focus (Handle Animal), Animal AffinityGear:Alignment: TNLanguages: Common, Gol-Kaa Cisro Ramstalker Female Neanderthal Expert 3Size/Type: Medium HumanoidHit Dice: 3d6 (16 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +2/+3Attack: Spear +4 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)Space/Reach: 5 ft/5 ftSpecial Attacks: -Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracySaves: Fort +3, Ref +2, Will +5Abilities: Str 13, Dex 13, Con 15, Int 9 (-1), Wis 14, Cha 11Skills: Balance +5, Climb +4, Hide +7, Jump +4, Listen +10, Move Silently +10, Spot +9, Survival +4Feats: Skill Focus (move silently), Skill Focus (spot)Gear:Alignment: TNLanguages: Common, Gol-Kaa 29 1st-level goliath experts and 11 1st-level neaderthal expertsNerirel Birchdreamer, Deepforest Warden Nerirel Birchdreamer is a 250 year old elf and devoted follower of Ehlonna. She hails from a warmer, more southerly elven city, but moved north as a young adult after a visit to the area revealed that she liked both the surroundings and the company in the local druid's circle. She's since moved away, and lives primarily alone, but is still in regular contact with both the circle and several local tribes. Nerirel has a particularly close connection to the Silent Crow tribe, who helped her to vanquish a gigantic snowcloak some hundred and twenty years ago; she still grants the several-times-great grandchildren of those hunters the blessing of becoming wereotters. This blessing is imparted by a 5th-level spell that costs 250 exp; she doesn't offer it for sale, but may grant it to someone who does her a similarly important good deed. -------------------- Size/Type: Medium Humanoid (elf) Druid 5/Holt Warden 5/Master of Many Forms 4; Middle-agedElven form (baseline)Hit Dice: 9d8+5d6 (58 hp)Initiative: +0Speed: 40'Armor Class: 16 (+0 dex, +5 +2 beastskin leather scale, +1 natural), touch 10, flat-footed 16Base Attack/Grapple: +9/+12Attack: Mwk elvencraft longbow +13 melee (1d6+4) or +2 elvencraft composite (+3) longbow +16 ranged (1d8+5/x3)Full Attack: Mwk elvencraft longbow +13/+8 melee (1d6+4) or +2 elvencraft composite (+3) longbow +16 ranged (1d8+5/x3)Space/Reach: 5'/5'Special Attacks: Spells, wild empathy, wild shape, rebuke plants, earth's communion, hawk's visionSpecial Qualities: Low-light vision, secret passage awareness, trackless step, plant affinity, animal companion, nature sense, woodland stride, resist nature's lure, improved woodland stride, improved trackless step, venom immunity, zen archery, natural bondSpells per day: 6, 5+1, 5+1 (p), 4+1 (p), 4+1, 2+1Spell DC: 14 + spell levelSaves: Fort +12, Ref +7, Will +13 immune to magic sleep effects immune to poison +2 racial saving throw bonus against enchantment spells or effects +4 bonus on saving throws against the spell-like abilities of feyAbilities: Str 16, Dex 11, Con 10, Int 15, Wis 17, Cha 12 in armor, max dex +6Skills: Concentration +10, Handle Animal +18, Heal +11, Knowledge (nature) +23, Listen +23, Search +4, Spot +23, Survival +25 -1 acp +4 bonus on Hide and Move Silently checks while in natural surroundingsFeats: Alertness, Endurance, Hawk's Vision, Natural Bond, Zen ArcheryGear: +2 (bow only) elvencraft composite (+3) longbow w/arrows, +2 beastskin leather scale armor, lesser bracers of archery, pearl of power III, pearl of power II, amulet of natural armor +1Alignment: NGLanguages: Common, Druidic, Elven, Goblin, Sylvan Low-Light Vision Nerirel can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Secret Passage Awareness Nerirel is entitled to a Search check to notice any secret or concealed door that she passes within 5 feet of, as if she were actively looking for it. Hawk's Vision Nerirel can expend one of her daily uses of wild shape to gain a +8 bonus on Spot checks for 1 hour per Hit Die. While this benefit is in effect, she takes only half the normal penalty for range increment (-1 on ranged attacks per range increment instead of -2), and takes a -1 penalty on Spot checks per 20 feet of distance (rather than per 10 feet). She retains these benefi ts regardless of what form she is in. Natural Bond Nerirel functions as a druid three levels higher for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that her animal companion receives. This bonus can never make her effective druid level exceed your character level. Zen Archery Nerirel can use her Wisdom modifier instead of her Dexterity modifier when making a ranged attack roll. Weapon and Armor Proficiency Nerirel is proficient with the following weapons: longsword, rapier, longbow (including composite longbow), shortbow (including composite shortbow), club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape. Nerirel is proficient with light and medium armor but is prohibited from wearing metal armor. She is proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells Nerirel casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. Nerirel must choose and prepare her spells in advance (see below). To prepare or cast a spell, Nerirel must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against Nerirel’s spell is 10 + the spell level + her Wisdom modifier. Like other spellcasters, Nerirel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. (Nerirel casts spells as a 10th level druid.) In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. Nerirel prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Casting Nerirel can channel stored spell energy into spells from the Plant domain that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Plant domain spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells Nerirel can’t cast Evil spells. These spells are indicated by the evil descriptor in their spell descriptions. Druidic Nerirel knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for Nerirel; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Animal Companion (Ex) Nerirel may call an animal companion as if she were a druid of 8th level. She changes companions often; likely companions when she's found include: 1st: dog, riding dog, gyrfalcon (stats as hawk), raven, snowy owl (stats as owl), or wolf4th: black bear, branta, snow leopard (stats as leopard), wolverine7th: brown bear, dire wolf, dire wolverine, megaloceros, terror bird (from Fiend Folio) An animal from the 1st-level list receives the following: +4 hit dice +4 natural armor +2 to strength and dexterity 3 bonus tricks Link, share spells, evasion, devotion An animal from the 4th-level list receives the following: +2 hit dice +2 natural armor +1 to strength and dexterity 2 bonus tricks Link, share spells, evasion An animal from the 7th-level list receives the following: 1 bonus trick Link, share spells Link Nerirel 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. She gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells At Nerirel’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Nerirel before the duration expires. Additionally, Nerirel may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. Nerirel and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Evasion If an animal companion with evasion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion An animal companion with devotion gains a +4 morale bonus on Will saves against enchantment spells and effects. Wild Empathy (Ex) Nerirel can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Nerirel rolls 1d20 and adds her druid level (+5) and her Charisma modifier (+0) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Nerirel and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Nerirel can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Woodland Stride (Ex) Nerirel may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Trackless Step (Ex) Nerirel leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Wild Shape (Su) Nerirel has the ability to turn herself into any Tiny, Small, Medium, or Large animal, humanoid, giant, monstrous humanoid, or fey and back again 5 times per day. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 9 hours or until she changes back. Changing form (to animal or back) is a move action and doesn’t provoke an attack of opportunity. Each time she uses wild shape, she regains lost hit points as if she had rested for a night. Any gear Nerirel wears or carries melds into the new form and becomes nonfunctional. When she reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at her feet. The form chosen must be that of a creature Nerirel is familiar with, and it may have no more than 9 hit dice. Nerirel can speak in any form she takes, and she can communicate with other creatures of the same kind while in wild shape as long as such creatures are normally capable of communicating with each other using natural methods.. Plant Affinity (Ex) Nerirel gains bonus spells from the Plant domain as if she were a cleric with access to that domain. Rebuke Plants (Su) Nerirel can channel the power of her faith through her holy symbol to rebuke or command plant creatures as though she was a level 5 cleric rebuking undead. See the cleric class feature rebuke undead (PH 33), and the Plant Domain granted pow­er (PH 188). Earth's Communion (Sp) Nerirel has learned to heal and replenish herrself and others by communing with the earth twice day. At the end of 10 full minutes of concentration (as the skill), she is affected as if by a heal spell with a caster level equal to her character level. She can allow others to sit with her in a circle, holding hands, during her communion. In that case, she can choose to divide the hit points and other benefits provided by her communion among the people in the circle. She can divide hit points as if she were using the paladin class feature lay on hands (PH 44). Each other benefit of the heal spell can affect only one person in the circle, at her direction. Thus, only one person can be cured of blindness, and so forth. She does not gain the advantages of any healing benefits that she distributes to others.Blessed Wereotter Template Size and Type The base creature’s type does not change, but the creature gains the shapechanger subtype. The blessed wereotter gains the ability to take the form of a giant river otter (sea otter stats, see Frostburn). Blessed wereotters can also adopt a hybrid shape that combines features of the base creature and the otter. A blessed wereotter's otter form is medium-sized; its hybrid form is the same size as the base animal or medium, whichever is larger. Hit Dice and Hit Points Same as the base creature plus 2d8. To calculate total hit points, apply Constitution modifiers according to the score the blessed wereotter has in each form. Speed A blessed wereotter's speed in its base form is unchanged. In hybrid form it gains a 20' swim speed. In otter form its land and swim speeds are both 30'. Armor Class The base creature’s natural armor bonus increases by +2. In hybrid form, the blessed wereotter’s natural armor bonus is equal to the (improved) natural armor bonus of the base creature or +5, whichever is better. In otter form, the blessed wereotter's natural armor bonus is +5 Base Attack/Grapple Add +1 to the base attack bonus for the base creature. The blessed wereotter’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on its form. Attacks and Damage The base creature's attacks are unchanged. In hybrid form, a blessed wereotter gains two primary claw attacks (1d4 + str, or 1d6 + str if the base creature is large) and a secondary bite attack (-5 to hit; 1d6 + 1/2 str, or 1d8 + 1/2 str if the base creature is large). In otter form, a blessed wereotter loses the ability to use weapons and gains a primary bite attack (1d3 + str). Special Attacks The base creature's special attacks are unchanged. A blessed wereotter spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.Blessed wereotters do not spread lycanthropy. Special Qualities A blessed wereotter retains all the special qualities of the base creature and gains those described below. Hold Breath (Ex) A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Alternate Form (Su) A blessed wereotter can assume the form of a dire river otter. Changing to or from animal or hybrid form is a standard action. A slain blessed wereotter reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Blessed wereotters are considered natural lycanthropes and have full control over this power. Damage Reduction (Ex) Blessed wereotters in animal or hybrid form have damage reduction 10/silver. Otter Empathy (Ex) In any form, blessed wereotters can communicate and empathize with normal, giant, and dire otters. This gives them a +4 racial bonus on checks when influencing the otter’s attitude and allows the communication of simple concepts and (if the otter is friendly) commands, such as "friend," "foe," "flee," and "attack." Low-Light Vision (Ex) A blessed wereotter has low-light vision in any form. Scent (Ex) A blessed wereotter has the scent ability in any form. Base Save Bonuses A blessed wereotter's animal hit dice grant it +3 Fort, +3 Ref, and +0 Will. Abilities All blessed wereotters gain +2 to Wisdom. When in animal or hybrid form, a blessed wereotter gains +2 strength and +4 dexterity. In addition, a blessed wereotter may also gain an additional ability score increase by virtue of its extra Hit Dice. Skills A blessed wereotter gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Hide, Listen, Spot, and Swim are class skills for the blessed wereotter’s animal levels.In otter or hybrid form, a blessed wereotter has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Feats A blessed wereotter gains Iron Will and Weapon Finesse as bonus feats. If the base creature already has one or both of these feats it gains no additional benefit. It gains Alertness from its animal hit dice, or as a bonus feat if it isn't entitled to a feat from those dice; if it is entitled to a feat and already has this one it may select another one for which it qualifies. Environment Cold Forests Challenge Rating As base creature +2 Treasure Standard Alignment Any Good Advancement By character class. Level Adjustment Same as the base creature +3. In addition, a blessed wereotter’s character level is increased 2 for its racial Hit Dice.Fimbulwinter (spell) FimbulwinterTransmutation [Cold]Level: Cleric 9, druid 8, sorcerer/wizard 8, Winter 9Components: V, S, XPCasting Time: 10 minutes (see text)Range: 1 mile/levelArea: 1 mile/level radius, centered on youDuration: 4d12 weeksSaving Throw: NoneSpell Resistance: No You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area. Season Possible Weather Spring Frequent snowfall, nightly frost Summer Light snow, hailstorms, cold rain, cloudy Autumn Frequent snowfall, frost Winter Frigid cold, blizzard, and constant snowfall Daily wind and snowfall during a fimbulwinter are determined randomly; roll 1d20, add the listed modifiers for climate and season, and consult the table. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow. Condition Modifier Cold climate +2 Temperate climate -2 Hot climate -6 Winter +8 Spring or Autumn +4 Summer -2 d20 Roll Amount of Snowfall Amount of Wind 0 or less 1d12 inches of snowfall melt Weak (0 -10 mph) 1-5 No new snow Weak (0-10 mph) 6-10 1d4-1 inches snow Moderate (11-20 mph) 11-15 1d8 inches snow or 1 inch hail Moderate (11-20 mph) 16-20 1d12 inches snow Strong (21-30 mph) 21-25 2d12+4 inches snow Strong (21-30 mph) 26+ 1d6+1 feet of snow Very strong (31-50 mph) You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). XP Cost: 100 XP.Major Iceheart (item) A major iceheart looks similar to a minor iceheart, except that it is constantly surrounded by a swirling vortex of snow and ice to a radius of 1 foot. Creatures holding a major iceheart take 1d4+1 points of cold damage per round as the powerful magic of the device leeches heat from the body. On command, a major iceheart can be used to produce the following effects: Ray of frost (at will) Cone of cold (3/day) Fog cloud (3/day)•Ice storm (3/day) Sleet storm (3/day) Polar ray (1/day) Fimbulwinter (1/day, see below) A major iceheart’s most awesome power is the ability to create a fimbulwinter once per day. A major iceheart casts this spell automatically each day at sunset, unless it has already been used that day to create a fimbulwinter. Thus, the mere presence of a major iceheart generates a 15-mile-radius zone of eternal winter; the majority of frostfell regions that appear in temperate or tropical climates are the result of the introduction of a major iceheart into the region. Strong transmutation; CL 15th; Craft Wondrous Item, cone of cold, fimbulwinter, fog cloud, ice storm, polar ray, ray of frost, sleet storm, creator must be an uldra or a winterhaunt of Iborighu; Price 140,000 gp; Weight 1 lb.