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
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