Silent Crow Goliath Tribe
The Silent Crow tribe consists 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.
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 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 |
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| Bard | 2 | 1 | |||||
| Cleric | 2 | 1 | |||||
| Druid | 1 | ||||||
| Scout | 4 | 2 | 1 | ||||
| Warrior | 2 | ||||||
| Expert |
| 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 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 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, +5 natural) Base Attack/Grapple: +1/+6 Attack: Weapon +2 melee and bite -3 melee (1d8+1) and 2 claws -3 (1d6+1) Space/Reach: 5 ft/5 ft Special Attacks: Bardic 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, +5 natural) Base Attack/Grapple: +1/+6 Attack: Bite +2 melee (1d3+1) Space/Reach: 5 ft/5 ft Special Attacks: Bardic 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 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, +5 natural) Base Attack/Grapple: +2/+11 Attack: Weapon +7 melee and bite +2 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, +5 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, +5 natural) Base Attack/Grapple: +1/+8 Attack: Large spear +4 melee (2d6+4) 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, 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, +5 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) |
| Size/Type: Medium Monstrous Humanoid (goliath) Scout 5 Hit Dice: 5d8 (32 hp) Initiative: +6 Speed: 40' Armor Class: (+1 dex) Base Attack/Grapple: +3/+11 Attack: +7 melee 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, 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: |
| Goliath Form 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 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: 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 Scout 2 Hit Dice: 4d8 (18 hp) Initiative: +4 Speed: 30', swim 20' Armor Class: (+3 dex, +5 natural) Base Attack/Grapple: +2/+10 Attack: Weapon +6 melee and bite +1 melee (1d8+4) and 2 claws +1 melee (1d6+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 +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: 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 (18 hp) Initiative: +4 Speed: 30', swim 30' Armor Class: (+3 dex, +5 natural) Base Attack/Grapple: +2/+10 Attack: Bite +6 melee (1d3+4) 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 +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: 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. |
| Goliath Form Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Scout 2 Hit Dice: 4d8+4 (22 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. |
Hybrid Form 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. |
| Size/Type: Medium Monstrous Humanoid (goliath) Scout 1 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: |
| Size/Type: Medium Monstrous Humanoid (goliath) Scout 1 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: |
| Size/Type: Medium Monstrous Humanoid (goliath) Scout 1 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: |
| 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: -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: |
| 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: +5 melee 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: Climb +8, Jump +8, Sense Motive +0, Swim +8 Feats: Weapon Focus 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: +5 melee 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 +7, Jump +6, Sense Motive +4, Swim +7 Feats: Athletic Gear: Alignment: TN 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 Humanoid (neanderthal) Expert 6
Hit Dice: 6d6 (33 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +4/+7
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 +7
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 (arctic half-orc, shapeshifter) Expert 3
Hit Dice: 3d6 (16 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +2/+5
Attack:
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:Low-light vision, cold endurance, orc blood
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 16, Dex 12, Con 14, Int 15, Wis 10, Cha 7 (-2)
Skills: +2 Diplomacy
Feats:
Gear:
Alignment: CG
Languages:
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 +2
Abilities: Str 17, Dex 11, Con 14, Int 16, Wis 9 (-1), Cha 7 (-2)
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: CG
Languages:
Size/Type: Medium Humanoid (neanderthal) Expert 3
Hit Dice: 3d6 (16 hp)
Initiative: -1
Speed: 30'
Armor Class: (-1 dex)
Base Attack/Grapple: +2/+4
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 +5
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) Expert 3
Hit Dice: 3d6 (16 hp)
Initiative: +1
Speed: 30'
Armor Class: (+1 dex)
Base Attack/Grapple: +2/+3
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 +5
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, shapeshifter) Expert 1
Hit Dice: 1d6 (5 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) Expert 1
Hit Dice: 1d6 (3 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 +4
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) Expert 1
Hit Dice: 1d6 (4 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 +3
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) Expert 1
Hit Dice: 1d6 (4 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 +2
Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 10, Cha 13
Skills: +2 Sense Motive
Feats:
Gear:
Alignment: LG
Languages:
32 1st-level goliath experts and 11 1st-level neaderthal experts