Silent 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 Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Headbutt +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +0
Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 11, Cha 6
Skills: Balance +9, Climb +9, Jump +8
Feats: Power Attack (b), Improved Bull Rush

Skills: Goats have a +5 racial bonus to Balance, Climb, and Jump.

Giant Goat

Size/Type: Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Headbutt +5 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Balance +10, Climb +9, Jump +9
Feats: 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 3
Size/Type: Medium Humanoid
Hit Dice: 2d6+6 (13 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +2/+5
Attack: Spear +4 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, spells
Special Qualities:Low-light vision, cold endurance, orc blood
Spells per day: 3, 2
Spells known:
    0: Daze, Ghost Sound, Know Direction, Message, Prestidigitation, Resistance
    1: Cure Light Wounds, Feather Fall, Remove Fear
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 14
Skills: Balance +6, Climb +8, Concentration +9, Diplomacy +13, Jump +8, Listen +6, Perform (drumming) +8, Perform (singing) +8
Feats: Skill Focus (Diplomacy)
Gear:
Alignment: TN
Languages: Common, Gol-Kaa
Moakavomath Lamenter
Male Goliath Bard 2
Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d6+4 (11 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +1/+7
Attack: Large spear +3 melee (2d6+3/x3) or large spear +0 ranged (2d6+2/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, spells
Special Qualities: Powerful build, mountain movement, acclimated
Spells per Day: 3, 1
Spells Known:
    0: 5
    1: 2
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 15, Dex 8 (-1), Con 14, Int 11, Wis 13, Cha 17
Skills: Balance +4, Climb +7, Jump +7, Listen +6, Perform +8 (singing), Perform +8 (wind instruments), Sense Motive +3
Feats: Lingering Song
Gear: Bagpipes
Alignment: NE
Languages: Common, Gol-Kaa
Aithak Dawncaller
Female Goliath Savage Bard 1
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d6+2 (5 hp)
Initiative: +0
Speed: 30'
Armor Class: (+0 dex)
Base Attack/Grapple: +0/+9
Attack: Large spear +6 melee (2d6+7/x3) or large spear +1 ranged (2d6+5/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Special Qualities: Powerful build, mountain movement, acclimated, illiteracy
Spells per Day: 2
Spells Known: 4
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 20, Dex 11, Con 14, Int 15, Wis 7 (-2), Cha 16
Skills: Appraise +6, Balance +4, Climb +9, Concentration +6, Diplomacy +7, Jump +9, Listen +4, Perform (singing) +7, Spot +0
Feats: Alertness
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc
Ukanun Dawncaller
Male Goliath Bard 1
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex, +3 natural)
Base Attack/Grapple: +1/+5
Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, low-light vision, scent
Spells per day: 2
Spells known: Dancing Lights, Flare, Know Direction, Resistance
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 11, Dex 9, Con 15, Int 10, Wis 14, Cha 16
Skills: Balance +3, Climb +4, Concentration +6, Jump +4, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +6
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +1
Speed: 30', swim 20'
Armor Class: (+1 dex, +5 natural)
Base Attack/Grapple: +1/+6
Attack: 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 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
Spells per day: 2 (no v components)
Spells known: Dancing Lights, Flare, Know Direction, Resistance
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16
Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +1
Speed: 30', swim 30'
Armor Class: (+1 dex, +5 natural)
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy
Special Qualities: Mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
Spells per day: 2 (no v/s/m components)
Spells known: Dancing Lights, Flare, Know Direction, Resistance
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16
Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

+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 1
Size/Type: Medium Humanoid
Hit Dice: 1d6 (3 hp)
Initiative: -3
Speed: 30'
Armor Class: (-3 dex)
Base Attack/Grapple: +0/+2
Attack: Spear +3 melee (1d8+3/x3) or spear -3 ranged (1d8+2/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy
Spells per day: 2
Spells known: Ghost Sound, Light, Lullaby, Mage Hand
Saves: Fort +0, Ref -1, Will +0
Abilities: Str 14, Dex 5 (-4), Con 11, Int 12, Wis 7 (-3), Cha 17
Skills: 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 +6
Feats: Agile
Gear:
Alignment: TN
Languages: Common, Gol-Kaa, Dwarven

Clerics

Vaum Skywatcher
Goliath Form
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex, +3 natural)
Base Attack/Grapple: +2/+10
Attack: Large spear +6 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead, otter empathy, 1/day speak with animals
Special Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, low-light vision, scent
Spells per day: 4, 3+1
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 18, Dex 15, Con 15, Int 11, Wis 18, Cha 16
Skills: Heal +9, Knowledge (nature) +5, Listen +6, Sense Motive +6, Spot +8
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.
Hybrid Form
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 30', swim 20'
Armor Class: (+4 dex, +5 natural)
Base Attack/Grapple: +2/+11
Attack: 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 ft
Special Attacks: Turn undead, otter empathy, 1/day speak with animals
Special Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
Spells per day: 4, 3+1 (no v components)
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16
Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 30', swim 30'
Armor Class: (+4 dex, +5 natural)
Base Attack/Grapple: +2/+7
Attack: Bite +7 melee (1d3+5)
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead, otter empathy, 1/day speak with animals
Special Qualities: Mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
Spells per day: 4, 3+1 (no v/s/m components)
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16
Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

+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 Kavaki
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +0/+9
Attack: Large greatclub +5 melee (2d8+7) or large spear +0 ranged (2d6+5/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, protective ward, feat of strength
Special Qualities:Powerful build, mountain movement, acclimated, protection domain, strength domain
Spells per day: 3, 2+1
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 20, Dex 11, Con 11, Int 15, Wis 14, Cha 13
Skills: Balance +5 Diplomacy +5, Knowledge (history) +4, Knowledge (religion) +3, Sense Motive +8
Feats: Martial Weapon Proficiency (greatclub)
Gear:
Alignment: LN
Languages: Common, Gol-Kaa, Dwarven, Orc
Naathegeth Stronghealer
Male Goliath Cleric 1 of Manethak
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30'
Armor Class: (+2 natural)
Base Attack/Grapple: +1/+7
Attack: Large spear +3 melee (2d6+3/x3) or large spear +1 ranged (2d6+2/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, good fortune 1/day, otter empathy
Special Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, low-light vision, scent
Spells per day: 3, 2+1 (+1 ECL div)
Saves: Fort +6, Ref +3, Will +7
Abilities: Str 14, Dex 10, Con 13, Int 13, Wis 15, Cha 14
Skills: Balance +5, Heal +9, Knowledge (nature) +3, Knowledge (geography) +2, Listen +6, Sense Motive +4, Spot +6, Swim +3
Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa, Dwarven

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30', swim 20'
Armor Class: (+2 dex, +5 natural)
Base Attack/Grapple: +1/+8
Attack: 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 ft
Special Attacks: Spells, good fortune 1/day, otter empathy
Special Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
Spells per day: 3, 2+1 (+1 ECL div; no v components)
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14
Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5
Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa, Dwarven

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30', swim 30'
Armor Class: (+2 dex, +5 natural)
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d3+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, good fortune 1/day, otter empathy
Special Qualities: Mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
Spells per day: 3, 2+1 (+1 ECL div, no v/s/m components)
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14
Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5
Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa, Dwarven

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.

+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 1
Size/Type: Medium Humanoid
Hit Dice: 1d8 (5 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +0/+3
Attack: Spear +4 melee (1d8+4/x3) or spear +1 ranged (1d8+3/3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, wild empathy (+1)
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, animal companion, nature sense
Spells per day: 3, 2
Saves: Fort +3, Ref +0, Will +4
Abilities: Str 16, Dex 10, Con 12, Int 9 (-1), Wis 15, Cha 11
Skills: Balance +4, Climb +5, Handle Animal +4, Knowledge (nature) +1, Listen +4, Spot +4, Survival +8, Swim +7
Feats: Mountaineer
Gear:
Alignment: LN
Languages: Gol-Kaa
Raven Companion
Hit Dice: ¼ d8 (1 hp)
Initiative: +2
Speed: 10', fly 40' (average)
Armor Class: 14 (+2 size, +2 dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5)
Space/Reach: 2.5 ft/0 ft
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse (b)

Scouts

Chief Oamueni Ogrefoe
Male Goliath Scout 5
Size/Type: Medium Monstrous Humanoid
Hit Dice: 5d8 (32 hp)
Initiative: +6
Speed: 40'
Armor Class: (+1 dex)
Base Attack/Grapple: +3/+11
Attack: Large spear +7 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Skimish (+2d6, +1AC),
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, fast movement 10', trackless step
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 18, Dex 13, Con 15, Int 12, Wis 9 (-1), Cha 10
Skills: Balance +9, Climb +14, Hide +9, Jump +12, Knowledge (geography) +9, Knowledge (nature) +9, Listen +1, Sense Motive +1, Spot +9, Survival +7, Swim +14
Feats: Athletic, Alertness, Improved Initiative (b)
Gear:
Alignment: LN
Languages: Common, Gol-Kaa, Dwarven
Neai Cloudwatcher
Male Goliath Scout 2
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 30'
Armor Class: (+1 dex, +3 natural)
Base Attack/Grapple: +2/+9
Attack: Large spear +5 melee (2d6+4/x3) or large spear +3 ranged (2d6+1/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), otter empathy
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scent
Saves: Fort +4, Ref +7, Will +7
Abilities: Str 17, Dex 13, Con 11, Int 11, Wis 18, Cha 13
Skills: Balance +6, Climb +8, Jump +8, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +8
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 4d8 (18 hp)
Initiative: +4
Speed: 30', swim 20'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +2/+10
Attack: 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 ft
Special Attacks: Skirmish (+1d6), otter empathy
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +4, Ref +9, Will +7
Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13
Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 4d8 (18 hp)
Initiative: +4
Speed: 30', swim 30'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d3+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), otter empathy
Special Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +4, Ref +9, Will +7
Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13
Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9
Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa

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.

+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 2
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 30'
Armor Class: (+1 dex, +2 natural)
Base Attack/Grapple: +2/+7
Attack: Large spear +3 melee or ranged (2d6+1/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scent
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 12, Dex 13, Con 12, Int 14, Wis 14, Cha 11
Skills: Balance +6, Climb +8, Hide +3, Jump +6, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +10, Use Rope +6
Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 4d8+4 (22 hp)
Initiative: +4
Speed: 30', swim 20'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +2/+8
Attack: 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 ft
Special Attacks: Skirmish (+1d6), otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +5, Ref +9, Will +5
Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11
Skills: 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 +8
Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 4d8+4 (22 hp)
Initiative: +4
Speed: 30', swim 30'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d3+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), otter empathy
Special Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +5, Ref +9, Will +5
Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11
Skills: 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 +8
Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc

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.

+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 1
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/+6
Attack: Large spear +2 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6)
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Skills: Balance +6, Climb +6, Jump +6, Knowledge (geography) +5, Listen +7, Sense Motive +7, Spot +7, Survival +5, Swim +7
Feats: Alertness
Gear:
Alignment: CE
Languages: Common, Gol-Kaa, Dwarven
Leikmu Silentscout
Male Goliath Scout 1
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8+4 (6 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/+7
Attack: Large spear +3 melee (2d6+4/x3) or large spear +3 ranged (2d6+3/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6)
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 16, Dex 15, Con 15, Int 15, Wis 14, Cha 14
Skills: Balance +6, Climb +7, Jump +7, Listen +6, Move Silently +6, Search +6, Sense Motive +4, Spot +6, Survival +6, Swim +7, Use Rope +6
Feats: Lightning Reflexes
Gear:
Alignment: CN
Languages: Common, Gol-Kaa, Dwarven, Orc
A’akullu Badgerfriend
Goliath Scout 1
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +0/+7
Attack: Large spear +3 melee (2d6+4/x3) or large spear +1 ranged (2d6+3/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6)
Special Qualities:Powerful build, mountain movement, acclimated, trapfinding
Saves: Fort -1, Ref +3, Will +2
Abilities: Str 17, Dex 13, Con 9 (-1), Int 13, Wis 14, Cha 15
Skills: Balance +5, Climb +9, Jump +7, Knowledge (nature) +5, Listen +6, Sense Motive +4, Spot +6, Survival +6, Swim +9, Use Rope +5
Feats: Athletic
Gear:
Alignment: NE
Languages: Common, Gol-Kaa, Orc
Molvi Skinmaker
Male Neanderthal Scout 1
Size/Type: Medium Humanoid
Hit Dice: 1d8 (7 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/-1
Attack: Spear +0 melee (1d8-1/x3) or spear +3 ranged (1d8-1/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6)
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, trapfinding
Saves: Fort +3, Ref +4, Will +2
Abilities: 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 +5
Feats: Athletic
Gear:
Alignment: LN
Languages: Common, Gol-Kaa, Dwarven, Orc

Warriors

Maenilgalo Darkfighter
Female Goliath Warrior 1
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8 (8 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +1/+9
Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +6, Ref +0, Will -2
Abilities: Str 18, Dex 11, Con 18, Int 12, Wis 7 (-2), Cha 10
Skills: Balance +4, Climb +8, Jump +8, Sense Motive +0
Feats: Weapon Focus
Gear:
Alignment: CE
Languages: Common, Gol-Kaa, Orc
Olil Badgersinger
Male Goliath Warrior 1
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8 (7 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/+9
Attack: Large spear +5 melee (2d6+6/x3) or large spear +2 ranged (2d6+4/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 19, Dex 12, Con 16, Int 9 (-1), Wis 15, Cha 13
Skills: Climb +6, Jump +6, Sense Motive +4, Swim +6
Feats: Athletic
Gear:
Alignment: TN
Languages: Common, Gol-Kaa

Expert Wereotters

Ziccu Cliffseeker
Female Arctic Half-Orc Expert 3
Half-Orc Form
Size/Type: Medium Humanoid (shapeshifter)
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex, +2 natural)
Base Attack/Grapple: +3/+6
Attack: Spear +6 melee (1d8+4/x3) or spear +4 ranged (1d8+3/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter empathy
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, low-light vision, scent
Saves: Fort +6, Ref +5, Will +7
Abilities: 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: CG
Languages: Common, Gol-Kaa, Dwarven, Orc

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.

Hybrid Form
Size/Type: Medium Humanoid (shapeshifter)
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +3
Speed: 30', swim 20'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +3/+7
Attack: 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 ft
Special Attacks: Otter empathy
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +6, Ref +7, Will +7
Abilities: 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 +8
Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc

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.

+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 Form
Size/Type: Medium Humanoid (shapeshifter)
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +3
Speed: 30', swim 30'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d3+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter empathy
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +6, Ref +7, Will +7
Abilities: 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 +8
Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc

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.

+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 3
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +0
Speed: 30'
Armor Class: (+2 natural)
Base Attack/Grapple: +3/+10
Attack: Large spear +6 melee (2d8+4/x3) or large spear +3 ranged (2d8+3/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
Saves: Fort +6, Ref +4, Will +6
Abilities: 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 +11
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc, Elven

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.



Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +2
Speed: 30', 20' swim
Armor Class: (+2 dex +5 natural)
Base Attack/Grapple: +3/+10
Attack: 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 ft
Special Attacks: Otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +6, Ref +6, Will +6
Abilities: 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 +12
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc, Elven

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +2
Speed: 30', 30' swim
Armor Class: (+2 dex +5 natural)
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d3+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter empathy
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +6, Ref +6, Will +6
Abilities: 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 +12
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages: Common, Gol-Kaa, Dwarven, Orc, Elven

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.

+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 1
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +0
Speed: 30'
Armor Class: (+2 natural)
Base Attack/Grapple: +1/+7
Attack: Large spear +4 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 15, Dex 11, Con 14, Int 6 (-2), Wis 11, Cha 10
Skills: Balance +4, Climb +6, Jump +6, Listen +2, Sense Motive +2, Spot +8
Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Gol-Kaa

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +2
Speed: 30', swim 20'
Armor Class: (+2 dex, +5 natural)
Base Attack/Grapple: +1/+8
Attack: 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 ft
Special Attacks: Otter empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10
Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8
Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Gol-Kaa

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +2
Speed: 30', swim 30'
Armor Class: (+2 dex, +5 natural)
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d3+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter empathy
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10
Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8
Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Gol-Kaa

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.

+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 1
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+0 (12 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex, +2 natural)
Base Attack/Grapple: +1/+6
Attack: Large spear +2 melee (2d6+1/x3) or large spear +2 ranged (2d6+1/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Otter Empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
Saves: Fort +3, Ref +4, Will +8
Abilities: 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 +14
Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+0 (12 hp)
Initiative: +3
Speed: 30', swim 20'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +1/+6
Attack: 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 ft
Special Attacks: Otter Empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +3, Ref +6, Will +8
Abilities: 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 +14
Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+0 (12 hp)
Initiative: +3
Speed: 30', swim 30'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d3+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter Empathy
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +3, Ref +6, Will +8
Abilities: 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 +14
Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa

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.

+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 1
Goliath Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+5 (17 hp)
Initiative: +0
Speed: 30'
Armor Class: (+0 dex, +2 natural)
Base Attack/Grapple: +1/+9
Attack: 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 ft
Special Attacks: Otter Empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
Saves: Fort +4, Ref +3, Will +6
Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 12, Cha 13
Skills: Balance +4, Climb +8, Jump +8, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +10
Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: LG
Languages: Common, Gol-Kaa, Dwarven

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.

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+5 (17 hp)
Initiative: +2
Speed: 30', swim 20'
Armor Class: (+2 dex, +5 natural)
Base Attack/Grapple: +1/+9
Attack: 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 ft
Special Attacks: Otter Empathy
Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13
Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11
Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: LG
Languages: Common, Gol-Kaa, Dwarven

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.

+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 Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+5 (17 hp)
Initiative: +2
Speed: 30', swim 30'
Armor Class: (+2 dex, +5 natural)
Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (1d3+5)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter Empathy
Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13
Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11
Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: LG
Languages: Common, Gol-Kaa, Dwarven

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.

+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 1
Neanderthal Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+5 (17 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex, +2 natural)
Base Attack/Grapple: +1/+1
Attack: Spear +2 melee (1d8/x3) or spear +1 ranged (1d8/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: Otter Empathy
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, low-light vision, scent
Saves: Fort +4, Ref +2, Will +7
Abilities: Str 11, Dex 8 (-1), Con 13, Int 11, Wis 14, Cha 13
Skills: Balance +3, Climb +4, Craft (flintknapping) +7, Jump +4, Listen +8, Spot +12, Survival +8
Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa

Hybrid Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+5 (17 hp)
Initiative: +1
Speed: 30', swim 20'
Armor Class: (+1 dex, +5 natural)
Base Attack/Grapple: +1/+1
Attack: 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 ft
Special Attacks: Otter Empathy
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13
Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8
Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa

Otter Form
Size/Type: Medium Monstrous Humanoid (shapeshifter)
Hit Dice: 1d6+2d8+5 (17 hp)
Initiative: +1
Speed: 30', swim 30'
Armor Class: (+1 dex, +5 natural)
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Otter Empathy
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13
Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8
Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages: Common, Gol-Kaa

Other experts

Gaunoa Cloudstudent

Male Goliath Expert 7
Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d6+28 (52 hp)
    Reroll stabilization checks 1/turn
Initiative: -2
Speed: 30'
Armor Class: (-2 dex)
Base Attack/Grapple: +5/+10
Attack: Large spear +2 melee (2d6+1/x3) or large spear -1 ranged (2d6+1/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Powerful build, mountain movement, acclimated
Saves: Fort +6, Ref +0, Will +7
Abilities: Str 12, Dex 7 (-2), Con 19, Int 15, Wis 14, Cha 13
Skills: 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 result
Feats: Alertness, Auspicious Markings, Markings of the Maker
Gear:
Alignment: CE
Languages: Common, Gol-Kaa, Dwarven, Orc

Rezi Keentalker

Female Neanderthal Expert 6
Size/Type: Medium Humanoid
Hit Dice: 6d6 (33 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +4/+7
Attack: Spear +8 melee (1d8+4/x3) or spear +6 ranged (1d8+3/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +4, Ref +3, Will +7
Abilities: Str 17, Dex 12, Con 14, Int 11, Wis 14, Cha 14
Skills: Balance +5, Appraise +9, Climb +14, Diplomacy +13, Gather Information +7, Jump +12, Listen +6, Sense Motive +13, Spot +6, Survival +6
Feats: Alertness, Mountaineer, Negotiator
Gear:
Alignment: CN
Languages: Common, Gol-Kaa

Lavo’oela Tentmother

Female Goliath Expert 4
Size/Type: Medium Monstrous Humanoid
Hit Dice: 4d6+8 (22 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +3/+7
Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Powerful build, mountain movement, acclimated
Saves: Fort +3, Ref +0, Will +4
Abilities: Str 11, Dex 9 (-1), Con 15, Int 9 (-1), Wis 10, Cha 15
Skills: Balance +3, Climb +3, Craft (basketweaving, bonecarving, woodcarving) +0, Diplomacy +12, Heal +4, Jump +3, Listen +7, Perform (oratory) +6
Feats: Skill Focus (Diplomacy), Endurance
Gear:
Alignment: TN
Languages: Common, Gol-Kaa

Joulli Goatspeaker

Female Neanderthal Expert 3
Size/Type: Medium Humanoid
Hit Dice: 3d6 (16 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +2/+4
Attack: Spear +5 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +3, Ref +0, Will +5
Abilities: Str 15, Dex 8 (-1), Con 14, Int 10, Wis 14, Cha 10
Skills: Balance +5, Climb +8, Craft (leatherworking) +6, Handle Animal +11, Jump +8, Listen +4 Spot +10, Survival +4
Feats: Skill Focus (Handle Animal), Animal Affinity
Gear:
Alignment: TN
Languages: Common, Gol-Kaa

Cisro Ramstalker

Female Neanderthal Expert 3
Size/Type: Medium Humanoid
Hit Dice: 3d6 (16 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +2/+3
Attack: Spear +4 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +3, Ref +2, Will +5
Abilities: Str 13, Dex 13, Con 15, Int 9 (-1), Wis 14, Cha 11
Skills: Balance +5, Climb +4, Hide +7, Jump +4, Listen +10, Move Silently +10, Spot +9, Survival +4
Feats: Skill Focus (move silently), Skill Focus (spot)
Gear:
Alignment: TN
Languages: Common, Gol-Kaa

29 1st-level goliath experts and 11 1st-level neaderthal experts