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Silent Crow Goliath Tribe

 

  Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6

Lv 7

Bard 2 1          
Cleric 2 1          
Druid 1            
Scout 4 2     1    
Warrior 2            
Expert 1   2       1
  46   2     1  

 

Size/Type: Medium Humanoid (arctic half-orc) Bard 2
Hit Dice: 2d6+6 (13 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +1/+3
Attack: +3 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, spells
Special Qualities:Low-light vision, cold endurance, orc blood
Spells per day: 3, 1
Spells known:
    0: Daze, Know Direction, Message, Prestidigitation, Resistance
    1: Feather Fall, Remove Fear
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 14
Skills: Balance +5, Climb +7, Concentration +8, Diplomacy +12, Jump +7, Listen +5, Perform (drumming) +7, Perform (singing) +7
Feats: Skill Focus (Diplomacy)
Gear:
Alignment: TN
Languages:
Goliath Form
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Savage Bard 1
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex, +3 natural)
Base Attack/Grapple: +1/+5
Attack: +1 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lycanthropic 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:

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 Savage Bard 1
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +1
Speed: 30', swim 20'
Armor Class: (+1 dex, +3 natural)
Base Attack/Grapple: +1/+6
Attack: Bite +2 melee (1d8+1) and 2 claws -3 (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lycanthropic 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

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 Savage Bard 1
Hit Dice: 1d6+2d8+6 (18 hp)
Initiative: +1
Speed: 30', swim 30'
Armor Class: (+1 dex, +3 natural)
Base Attack/Grapple: +1/+6
Attack: Bite +2 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lycanthropic 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/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

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.
Size/Type: Medium Humanoid (neanderthal) Bard 1
Hit Dice: 1d6 (3 hp)
Initiative: -3
Speed: 30'
Armor Class: (-3 dex)
Base Attack/Grapple: +0/+2
Attack: +2 melee
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 +3
Abilities: Str 14, Dex 5 (-4), Con 11, Int 12, Wis 7 (-3), Cha 17
Skills: Balance +0, Bluff +7, Climb +6, Concentration +4, Jump +6, Listen +3, Perform (singing) +7, Sense Motive +1, Spot -1, Survival -1, Swim +6
Feats: Iron Will
Gear:
Alignment: TN
Languages:
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: +6 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead, lycanthropic 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 +8, Sense Motive +6, Spot +8
Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
Gear:
Alignment: CG
Languages:

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, +3 natural)
Base Attack/Grapple: +2/+11
Attack: Bite +7 melee (1d8+5) and 2 claws +2 melee (1d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead, lycanthropic 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:

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, +3 natural)
Base Attack/Grapple: +2/+11
Attack: Bite +7 melee (1d3+5)
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead, lycanthropic 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/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:

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.
Size/Type: Medium Monstrous Humanoid (goliath) Cleric 1 of Kavaki
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +0/+9
Attack: Large greatclub +5 melee (2d8+7)
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: Diplomacy +5, Knowledge (history) +6, Knowledge (religion) +6, Sense Motive +8
Feats: Martial Weapon Proficiency (greatclub)
Gear:
Alignment: LN
Languages:
Goliath Form
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 1 of Manethak
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)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, good fortune 1/day, lycanthropic 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: Heal +6, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Survival +5, Swim +3
Feats: Skill Focus (survival), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages:

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 1 of Manethak
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30', swim 20'
Armor Class: (+2 dex, +3 natural)
Base Attack/Grapple: +1/+8
Attack: Large spear +4 melee (2d6+4) or bite +4 melee (1d8+3) and 2 claws -1 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, good fortune 1/day, lycanthropic 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 +6, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Survival +5, Swim +5
Feats: Skill Focus (survival), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages:

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 1 of Manethak
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30', swim 30'
Armor Class: (+2 dex, +3 natural)
Base Attack/Grapple: +1/+8
Attack: Bite +4 melee (1d3+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells, good fortune 1/day, lycanthropic 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/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 +6, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Survival +5, Swim +5
Feats: Skill Focus (survival), Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: NG
Languages:

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.
Size/Type: Medium Humanoid (neanderthal) Druid 1
Hit Dice: 1d8 (5 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +0/+3
Attack: +3 melee
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: Climb +5, Handle Animal +4, Knowledge (nature) +1, Listen +4, Ride +4, Spot +4, Survival +12
Feats: Mountaineer
Gear:
Alignment: LN
Languages:
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)
Half-Orc Form
Size/Type: Medium Humanoid (arctic half-orc, shapeshifter) Expert 3
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex, +2 natural)
Base Attack/Grapple: +3/+6
Attack: +6 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Lycanthropic empathy
Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, low-light vision, scent
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 16, Dex 12, Con 14, Int 15, Wis 12, Cha 8 (-1)
Skills: Balance +7, Climb +11, Diplomacy +1, Escape Artist +7, Hide +3, Jump+9, Listen +11, Spot +11, Survival +6, Swim +11, Use Rope +4
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages:

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 (arctic half-orc, shapeshifter) Expert 3
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +3
Speed: 30', swim 20'
Armor Class: (+3 dex, +3 natural)
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d6+4) and 2 claws +2 (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Lycanthropic 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 +6
Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)
Skills: Balance +9, Climb +12, Diplomacy +1, Escape Artist +9, Hide +5, Jump+10, Listen +11, Spot +11, Survival +6, Swim +12, Use Rope +6
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages:

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 (arctic half-orc, shapeshifter) Expert 3
Hit Dice: 3d6+2d8+10 (29 hp)
Initiative: +3
Speed: 30', swim 30'
Armor Class: (+3 dex, +3 natural)
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d3+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Lycanthropic 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 +6
Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)
Skills: Balance +9, Climb +12, Diplomacy +1, Escape Artist +9, Hide +5, Jump+10, Listen +11, Spot +11, Survival +6, Swim +12, Use Rope +6
Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
Gear:
Alignment: CG
Languages:

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.
     

Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Expert 3
Hit Dice: 3d6 (16 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +2/+9
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +3, Ref +1, Will +3
Abilities: Str 17, Dex 11, Con 14, Int 16, Wis 10, Cha 7 (-2)
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: CG
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Expert 7
Hit Dice: 7d6 (52 hp)
Initiative: -2
Speed: 30'
Armor Class: (-2 dex)
Base Attack/Grapple: +5/+10
Attack:
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: +2 Sense Motive
Feats:
Gear:
Alignment: CE
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Expert 1
Hit Dice: 1d6 (4 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +0/+5
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +1, Ref -1, Will +1
Abilities: Str 13, Dex 9 (-1), Con 13, Int 16, Wis 8 (-1), Cha 8 (-1)
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: LN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Scout 2
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/+8
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 17, Dex 13, Con 11, Int 11, Wis 15, Cha 13
Skills: +2 Sense Motive
Feats: Heavy Lithoderms
Gear:
Alignment: CG
Languages:

Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Scout 2
Hit Dice: 2d8 (11 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/+6
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 12, Cha 11
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: CG
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Scout 5
Hit Dice: 5d8 (32 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +3/+11
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 18, Dex 13, Con 15, Int 12, Wis 9 (-1), Cha 10
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: LN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Scout 1
Hit Dice: 1d8 (6 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/+6
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: CE
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Scout 1
Hit Dice: 1d8 (6 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/+7
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 16, Dex 15, Con 15, Int 15, Wis 14, Cha 14
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: CN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Scout 1
Hit Dice: 1d8 (3 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +0/+7
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort -1, Ref +3, Will +2
Abilities: Str 17, Dex 13, Con 9 (-1), Int 13, Wis 14, Cha 15
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: NE
Languages:

Size/Type: Medium Humanoid (neanderthal) Scout 1
Hit Dice: 1d8 (7 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/-1
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 9 (-1), Dex 14, Con 17, Int 12, Wis 15, Cha 6 (-2)
Skills: +2 Listen, Spot, & Survival
Feats:
Gear:
Alignment: LN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Warrior 1
Hit Dice: 1d8 (8 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +1/+9
Attack:
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: +2 Sense Motive
Feats:
Gear:
Alignment: CE
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Warrior 1
Hit Dice: 1d8 (7 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/+9
Attack:
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: +2 Sense Motive
Feats:
Gear:
Alignment: TN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Commoner 1
Hit Dice: 1d4 (4 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +0/+6
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15, Dex 11, Con 14, Int 6 (-2), Wis 9 (-1), Cha 10
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: NG
Languages:

Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Commoner 1
Hit Dice: 1d4 (2 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +0/+5
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 12, Con 11, Int 8 (-1), Wis 14, Cha 9 (-1)
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: NG
Languages:

Size/Type: Medium Humanoid (neanderthal, shapeshifter) Commoner 1
Hit Dice: 1d4 (3 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +0/+0
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +1, Ref -1, Will +1
Abilities: Str 11, Dex 8 (-1), Con 13, Int 11, Wis 12, Cha 13
Skills: +2 Listen, Spot, & Survival
Feats:
Gear:
Alignment: NG
Languages:

Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Commoner 1
Hit Dice: 1d4 (3 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +0/+8
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +1, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 10, Cha 13
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: LG
Languages:

Size/Type: Medium Humanoid (neanderthal) Commoner 6
Hit Dice: 6d4 (27 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +3/+6
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 17, Dex 12, Con 14, Int 11, Wis 14, Cha 14
Skills: +2 Listen, Spot, & Survival
Feats:
Gear:
Alignment: CN
Languages:

Size/Type: Medium Humanoid (neanderthal) Commoner 3
Hit Dice: 3d4 (13 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +1/+3
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +3, Ref +0, Will +3
Abilities: Str 15, Dex 8 (-1), Con 14, Int 10, Wis 14, Cha 10
Skills: +2 Listen, Spot, & Survival
Feats:
Gear:
Alignment: TN
Languages:

Size/Type: Medium Humanoid (neanderthal) Commoner 3
Hit Dice: 3d4 (13 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/+2
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 13, Dex 13, Con 15, Int 9 (-1), Wis 14, Cha 11
Skills: +2 Listen, Spot, & Survival
Feats:
Gear:
Alignment: TN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Commoner 1
Hit Dice: 1d4 (2 hp)
Initiative: -2
Speed: 30'
Armor Class: (-2 dex)
Base Attack/Grapple: +0/+7
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +0, Ref -2, Will +4
Abilities: Str 16, Dex 6 (-2), Con 11, Int 7 (-2), Wis 18, Cha 11
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: CN
Languages:

Size/Type: Medium Monstrous Humanoid (goliath) Commoner 1
Hit Dice: 1d4 (4 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +0/+7
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +2, Ref -1, Will +3
Abilities: Str 17, Dex 9 (-1), Con 14, Int 6 (-2), Wis 16, Cha 10
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: NG
Languages:

30 1st level goliath commoners and 11 1st-level neanderthal commoners