Sasquatch

Decr'klunk'rd's page

36 posts. Alias of Kios.


Race

Sasquatch Druid (Ape Shaman) 4

Vital:
HP 70/70, AC: 20_T: 14_FF: 16_Perception +11, Darkvision 60ft, Low-Light Vision, Scent, Initiative +4, Fort +9_ Ref +9_ Will +7_(+4 vs fey and plant), CMB +10, CMD 24, Speed 40 ft.

Classes/Levels

Skills:
Climb +10, Handle Animal +6, Know(Nature) +9, Linguistics +2, Perception +11, Spellcraft +6, Stealth +11(+15 in forested areas), Survival +14, Swim +10

Alignment

NG

Strength 21
Dexterity 19
Constitution 18
Intelligence 11
Wisdom 15
Charisma 14

About Decr'klunk'rd

Background:

Surrounded by singing birds and wild beasts, tall forests with thorny bushes, the Sasquatch are a part of the wilderness they call home like no other humanoid. Though peaceful, to the outside world they are unsolved mystery at best and vicious monsters at worst.

Decr'klunk'rd, or Decr, was a part of a small family of his kind deep in the wilderness without a name. Monsters decided they wanted to ravage his home, tearing down the trees and killing off or enslaving his kind when they were found. Decr could not tolerate this.

If such evil would war on nature, then he would use nature to fight back, saving the natural creatures of the world from the unnatural evil like those that killed his family. He would leave the forest of his birth behind and seek out others to aid him, though he had rarely known others outside his kind.

His first experiences among the humans were less than triumphant. Unlike even the timid animals he had spent time with, humans seemed to be fearful of everything. Anything they didn't fear, they soon used to their advantage. Humans deserved to be saved too, but Decr couldn't do this if they ran screaming or tried to buy him every time he showed his face. It seemed he would have to find another way to gather allies.

Crunch:
Offense

Speed 40 ft, Init + 4, BAB +5
Melee +10, Ranged +9, CMB +10
Slam +10 (1d4+8)
Rock Throw +10 (1d4+8), 120 ft.

Defense

HP 70 (7d8 + 4 favored class + 28)
AC 20 Touch 14 FF 16 CMD 24
Fort +9, Ref +8, Will +7
Senses: Darkvision 60 ft, Low-light vision, Scent, +11 Perception

Spells

0 - Light, Stabilize, Create Water, Know Direction
1 - Magic Stone, Magic Fang, Cure Light Wounds x 2
2 - Cat's Grace, Natural Rhythm, Fog Cloud

Feats

Throw Anything: No penalty for thrown improvised weapons.

Point Blank Shot: +1 to attack and damage with thrown weapons within 30 feet.

Opening Volley: +4 to attack on melee attack within next round if ranged attack hits.

Blind Fight: In melee, you can reroll the miss chance for concealment, invisible attackers get no advantage against you, and you can move at full speed while blinded without having to roll Acrobatics.

Skills

10 Climb (2 + 3 Class + 5 Str)
6 Handle Animal (1 + 3 Class + 2 Wis)
9 Knowledge(Nature) (4 + 3 Class + 2 Sense)
2 Linguistics (2)
11 Perception (2 + 3 Class + 2 Wis + 4 Race)
6 Spellcraft (3 + 3 Class)
11(15) Stealth (3 + 4 Dex + 4 Race)(+4 in Forested areas)
14 Survival (3 + 3 Class + 2 Wis + 4 Race + 2 Sense)
10 Swim (2 + 3 Class + 5 Str)

Languages: Common, Druidic, Sasquatch, Sylvan

Equipment

1620 gp, 12.5 lbs : +1 Darkleaf Wooden Armor (+4 AC, Max Dex +5)

Racial Abilities

+2 Natural Armor

Pungency: can be detected at twice the range via scent.

Woodland Stride: can move through non-magical undergrowth at normal speed without taking damage or any other impairment.

Rock Throwing: 120 foot range. +1 to attack when throwing "rocks" - heavy objects with hardness 5 or greater. Damage listed is for a rock two sizes smaller than the character thrown with both hands.

Darkvision 60 ft, Low-Light Vision, Scent

+4 to Perception, Survival, and Stealth. An additional +4 to Stealth in forested areas.

Class Abilities

Nature's Bond: Companion (Ape)

Nature Sense: +2 to Know(Nature) and Survival checks.

Wild Empathy: may influence animals as with a Diplomacy check using 1d20 + Cha mod. Generally, this takes 1 minute. An ape shaman gets +4 on the check with primates and can influence apes and other primates as a full-round action.

Totem Transformation: may adopt an aspect of the ape while retaining normal form, gaining one of the following bonuses:

movement: (climb speed 20 ft., +4 racial bonus on Climb checks)
senses: (low-light vision, scent)
natural weapons (2 slams [1d6 for a Medium shaman], +2 on combat maneuver checks to grapple)
toughness (+2 natural armor bonus to AC, Endurance feat)
While using totem transformation, the ape shaman may speak normally and can cast speak with animals (primates only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Trackless Step: Leave no trail in natural surroundings and cannot be tracked. May choose to leave a trail if so desired.

Resist Nature's Lure: +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape

Companion:

Ouaora the Large Ape

Str 22, Dex 16, Con 15, Int 2, Wis 12, Cha 7

Speed 30 ft; Climb 30 ft
HP 30 (4.5 x 4 + 12)
AC 23 T 13 FF 20
Fort +6 Ref +7 Will +2

BAB +3
Bite +9 (1d6+6)
Claws x 2 +9 (1d6+6)

SQ: low-light vision, scent.
Feats: Improved Natural Armor, Toughness
Skills: Stealth + 7, Swim + 10, Climb + 10, Acrobatics + 7
Equipment: 1170 gp, 25 lbs: +1 Wooden Armor (+4 AC)
Tricks: Aid, Attack, Come, Defend, Flee, Sneak, Stay, Work