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