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, + Base Attack/Grapple: +1/+6 Attack: 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, + 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, + Base Attack/Grapple: +2/+11 Attack: 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, + 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, + Base Attack/Grapple: +1/+8 Attack: Large spear +4 melee (2d6+4) 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, + 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) |
Size/Type: Medium Monstrous Humanoid ( Hit Dice: Initiative: + Speed: Armor Class: (+1 Base Attack/Grapple: +3/+ Attack: + Space/Reach: 5 ft/5 ft Special Attacks: 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, Escape Artist +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: |
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Scout 2
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 30'
Armor Class: (+1 dex, +3 natural)
Base Attack/Grapple: +2/+9
Attack: +5 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), lycanthropic empathy
Special Qualities:Powerful
Saves: Fort +
Abilities: Str
Skills: Balance +
Feats:
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 (
Hit Dice:
Initiative: +
Speed: 30', swim 20'
Armor Class: (+3 dex, +
Base Attack/Grapple: +
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful
Saves: Fort +
Abilities: Str
Skills: Balance +
Feats:
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 (
Hit Dice:
Initiative: +
Speed: 30', swim 30'
Armor Class: (+3 dex, +
Base Attack/Grapple: +
Attack: Bite +
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful
Saves: Fort +
Abilities: Str
Skills: Balance +
Feats:
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.
Form
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) ExpertWereotter 3Scout 2
Hit Dice: 3d64d8+4 (1622 hp)
Initiative: +2
Speed: 30'
Armor Class: (+1 dex, +2 natural)
Base Attack/Grapple: +2/+7
Attack: +3 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), lycanthropic 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, Disable Device +7, Hide +3, Jump +6, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +10
Feats: Athletic, 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.
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Scout 2
Hit Dice: 4d8+4 (22 hp)
Initiative: +4
Speed: 30', swim 20'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +2/+8
Attack: Weapon +5 melee and bite +0 melee (1d8+2) and 2 claws +0 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), lycanthropic 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
Feats: Athletic, 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 Scout 2
Hit Dice: 4d8+4 (22 hp)
Initiative: +4
Speed: 30', swim 30'
Armor Class: (+3 dex, +5 natural)
Base Attack/Grapple: +2/+8
Attack: Bite +5 melee (f) (1d3+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Skirmish (+1d6), lycanthropic 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
Feats: Athletic, 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.
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/+6
Attack: +2 melee
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:
Hit Dice: 1d8+4 (6 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/+7
Attack: +3 melee
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, Disable Device +6, Jump +7, Knowledge (dungeoneering) +6, Listen +6, Search +6, Sense Motive +4, Spot +6, Survival +6, Swim +7
Feats: Lightning Reflexes
Gear:
Alignment: CN
Languages:
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +0/+7
Attack: +3 melee
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:
Hit Dice: 1d8 (7 hp)
Initiative: +2
Speed: 30'
Armor Class: (+2 dex)
Base Attack/Grapple: +0/-1
Attack: -1 melee, +2 ranged
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:
Hit Dice: 1d8 (8 hp)
Initiative: +0
Speed: 30'
Armor Class:
Base Attack/Grapple: +
Attack: +5 melee
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +
Abilities: Str 18, Dex 11, Con 18, Int 12, Wis 7 (-2), Cha 10
Skills: Climb +8, Jump +8, Sense Motive +0, Swim +8
Feats: Weapon Focus
Gear:
Alignment: CE
Languages:
Hit Dice: 1d8 (7 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/+9
Attack: +5 melee
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +5, Ref +1, Will +
Abilities: Str
Skills: Climb +
Feats: Athletic
Gear:
Alignment:
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)neanderthal) Expert 16
Hit Dice: 1d66d6 (4 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex)Base Attack/Grapple: +0/+5Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +1, Ref -1, Will +1Abilities: Str 13, Dex 9 (-1), Con 13, Int 16, Wis 8 (-1), Cha 8 (-1)Skills: +2 Sense MotiveFeats: Gear:Alignment: LNLanguages:
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Scout 2Hit Dice: 2d8 (933 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/4/+87
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:PowerfulPrimitive build,weapon mountainmastery, movement,climate acclimatedtolerant, human blood, illiteracy
Saves: Fort +0,4, Ref +4,3, Will +27
Abilities: Str 17, Dex 13,12, Con 11,14, Int 11, Wis 15,14, Cha 1314
Skills: +2 SenseListen, MotiveSpot, & Survival
Feats: Heavy Lithoderms
Gear:
Alignment: CGCN
Languages:
Size/Type: Medium Monstrous Humanoid (goliath,arctic half-orc, shapeshifter) ScoutExpert 23
Hit Dice: 2d83d6 (1116 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/2/+65
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:PowerfulLow-light build,vision, mountaincold movement,endurance, acclimatedorc blood
Saves: Fort +1,3, Ref +4,2, Will +13
Abilities: Str 12,16, Dex 13,12, Con 12,14, Int 13,15, Wis 12,10, Cha 117 (-2)
Skills: +2 Sense MotiveDiplomacy
Feats:
Gear:
Alignment: CG
Languages:
Size/Type: Medium Monstrous Humanoid (goliath)goliath, Scoutshapeshifter) 5Expert 3
Hit Dice: 5d83d6 (3216 hp)
Initiative: +10
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +3/2/+119
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Powerful build, mountain movement, acclimated
Saves: Fort +3, Ref +5,1, Will +02
Abilities: Str 18,17, Dex 13,11, Con 15,14, Int 12,16, Wis 9 (-1), Cha 107 (-2)
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: LNLanguages:
Size/Type: Medium Monstrous Humanoid (goliath) Scout 1Hit Dice: 1d8 (6 hp)Initiative: +2Speed: 30'Armor Class: (+2 dex)Base Attack/Grapple: +0/+6Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +2, Ref +4, Will +1Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 11Skills: +2 Sense MotiveFeats: Gear:Alignment: CELanguages:
Size/Type: Medium Monstrous Humanoid (goliath) Scout 1Hit Dice: 1d8 (6 hp)Initiative: +2Speed: 30'Armor Class: (+2 dex)Base Attack/Grapple: +0/+7Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +2, Ref +4, Will +2Abilities: Str 16, Dex 15, Con 15, Int 15, Wis 14, Cha 14Skills: +2 Sense MotiveFeats: Gear:Alignment: CNLanguages:
Size/Type: Medium Monstrous Humanoid (goliath) Scout 1Hit Dice: 1d8 (3 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +0/+7Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort -1, Ref +3, Will +2Abilities: Str 17, Dex 13, Con 9 (-1), Int 13, Wis 14, Cha 15Skills: +2 Sense MotiveFeats: Gear:Alignment: NECG
Languages:
Size/Type: Medium Humanoid (neanderthal) ScoutExpert 13
Hit Dice: 1d83d6 (716 hp)
Initiative: +2-1
Speed: 30'
Armor Class: (+2-1 dex)
Base Attack/Grapple: +0/-12/+4
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
Saves: Fort +3, Ref +4,0, Will +25
Abilities: Str 915, Dex 8 (-1), DexCon 14, Con 17, Int 12,10, Wis 15,14, Cha 6 (-2)10
Skills: +2 Listen, Spot, & Survival
Feats:
Gear:
Alignment: LNTN
Languages:
Size/Type: Medium Monstrous Humanoid (goliath)neanderthal) WarriorExpert 13
Hit Dice: 1d83d6 (8 hp)Initiative: +0Speed: 30'Armor Class: Base Attack/Grapple: +1/+9Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +6, Ref +0, Will -2Abilities: Str 18, Dex 11, Con 18, Int 12, Wis 7 (-2), Cha 10Skills: +2 Sense MotiveFeats: Gear:Alignment: CELanguages:
Size/Type: Medium Monstrous Humanoid (goliath) Warrior 1Hit Dice: 1d8 (716 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +1/2/+93
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:PowerfulPrimitive build,weapon mountainmastery, movement,climate acclimatedtolerant, human blood, illiteracy
Saves: Fort +5,3, Ref +1,2, Will +25
Abilities: Str 19,13, Dex 12,13, Con 16,15, Int 9 (-1), Wis 15,14, Cha 1311
Skills: +2 SenseListen, MotiveSpot, & Survival
Feats:
Gear:
Alignment: TN
Languages:
Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) CommonerExpert 1
Hit Dice: 1d41d6 (45 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) CommonerExpert 1
Hit Dice: 1d41d6 (23 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 +24
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) CommonerExpert 1
Hit Dice: 1d41d6 (34 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 +13
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) CommonerExpert 1
Hit Dice: 1d41d6 (34 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 +02
Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 10, Cha 13
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: LG
Languages:
Size/Type:32 Medium Humanoid (neanderthal) Commoner 6Hit Dice: 6d4 (27 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +3/+6Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracySaves: Fort +4, Ref +3, Will +4Abilities: Str 17, Dex 12, Con 14, Int 11, Wis 14, Cha 14Skills: +2 Listen, Spot, & SurvivalFeats: Gear:Alignment: CNLanguages:
Size/Type: Medium Humanoid (neanderthal) Commoner 3Hit Dice: 3d4 (13 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex)Base Attack/Grapple: +1/+3Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracySaves: Fort +3, Ref +0, Will +3Abilities: Str 15, Dex 8 (-1), Con 14, Int 10, Wis 14, Cha 10Skills: +2 Listen, Spot, & SurvivalFeats: Gear:Alignment: TNLanguages:
Size/Type: Medium Humanoid (neanderthal) Commoner 3Hit Dice: 3d4 (13 hp)Initiative: +1Speed: 30'Armor Class: (+1 dex)Base Attack/Grapple: +1/+2Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracySaves: Fort +3, Ref +2, Will +3Abilities: Str 13, Dex 13, Con 15, Int 9 (-1), Wis 14, Cha 11Skills: +2 Listen, Spot, & SurvivalFeats: Gear:Alignment: TNLanguages:
Size/Type: Medium Monstrous Humanoid (goliath) Commoner 1Hit Dice: 1d4 (2 hp)Initiative: -2Speed: 30'Armor Class: (-2 dex)Base Attack/Grapple: +0/+7Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +0, Ref -2, Will +4Abilities: Str 16, Dex 6 (-2), Con 11, Int 7 (-2), Wis 18, Cha 11Skills: +2 Sense MotiveFeats: Gear:Alignment: CNLanguages:
Size/Type: Medium Monstrous Humanoid (goliath) Commoner 1Hit Dice: 1d4 (4 hp)Initiative: -1Speed: 30'Armor Class: (-1 dex)Base Attack/Grapple: +0/+7Attack:Space/Reach: 5 ft/5 ftSpecial Attacks:Special Qualities:Powerful build, mountain movement, acclimatedSaves: Fort +2, Ref -1, Will +3Abilities: Str 17, Dex 9 (-1), Con 14, Int 6 (-2), Wis 16, Cha 10Skills: +2 Sense MotiveFeats: Gear:Alignment: NGLanguages:
30 1st 1st-level goliath commonersexperts and 11 1st-level neanderthalneaderthal commonersexperts