Race |
| HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 |
Classes/Levels |
| Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. | |
Gender |
Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 |
About Equinius 'Quinn' Bikakpu'unde
Equinius 'Quinn' Bikakpu'unde
Male human (Mwangi) shifter (adaptive shifter) 3 (Pathfinder Campaign Setting: Distant Realms 12, Ultimate Wilderness 26)
N Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 16, touch 16, flat-footed 14 (+3 defensive instinct, +3 Dex)
hp 28 (3d10+6)
Fort +4, Ref +6, Will +4
Defensive Abilities defensive instinct +3/+1
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Offense
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Speed 30 ft.
Melee cold iron dagger +6 (1d4+2/19-20) or
. . cold iron spear +5 (1d8+3/×3) or
. . 2 claws +7 (1d4+3)
Special Attacks shifter claws
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Statistics
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Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 21
Feats Weapon Finesse, Weapon Focus (claw), Shifter's Edge
Traits ambush training, beast of the society
Skills Acrobatics +8, Climb +6, Handle Animal +3, Knowledge (nature) +5, Perception +9, Ride +7, Stealth +8, Survival +8, Swim +6
Languages Common, Druidic, Polyglot
SQ reactive aspect (1 form)
Combat Gear potion of cure light wounds, wand of cure light wounds(49/50), acid (2), alchemist's fire (2), antiplague[APG], antitoxin, holy water (2), vermin repellent[UE]; Other Gear cold iron dagger, cold iron spear, wayfinder[ISWG], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mead (per mug)[UE] (2), monk's outfit, pot, silk rope (50 ft.), trail rations (4), traveler's outfit, twine (50')[APG], waterskin, whetstone, wooden holy symbol, 2525 gp, 9 sp, 7 cp
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Special Abilities
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Adaptive Defense (1 round, Will Save) (Su) When active gain +3 comp bonus to your will save
Defensive Instinct +3/+1 (Ex) +3 AC & CMD unarmored and unshielded or +1 with nonmetal armor or shield
Reactive Aspect (1 form, 9/day) (Su) As imm or swift action gain the benefit of a reactive form.
Spiked Form (1d4, 1 round) (Su) When active do 1d4 p to foes hit you with unarm/nat melee
Stretching Form (1 round) (Su) If active all natural weapons reach increases by 5 feet
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Born of a mixed heritage, his father was of the Mwangi people and his mother hailed from Cheliax, Quinn did not stand out at all in the cosmopolitan city of Katapesh where his family were the owners and caretakers of a private zoo. His father, Shokampisi, is a well known druid and his mother, Arula, was his apprentice and an accomplished herbalist. The Bikakpu'unde family were the sole caretakers of this private zoo, which was often visited by the middle and upper class merchants and their kids.
Early on Quinn noticed differences between himself and other kids he would run into. Being used to all the animals he was a little awkward around people. At first glance, Quinn appears normal, dusty skin, black dreadlocks, and features similar to his parents. However upon closer inspection, his facial features appear slightly abnormal from what genetics say he should look like based upon his parents. As he was happy in his role at the zoo and his natural way with animals Quinn just ignored any comments and concentrated upon being happy.
Quinn always believed the fees his parents charged the visitors were sufficient to pay all the bills and provide feed and care for all the animals. It was the discovery of the truth that led Quinn to flee his home, with a pathfinder agent, of the Exchange faction, who often would sell new and exotic animals to the zoo. As the truth he faced was too horrible to quickly come to terms with and with the camaraderie he felt on the trail, Quinn decided to join the pathfinders, help their causes, and gain some worldly views so that somehow he could come to understand this 'relationship' his parents enjoyed.
In light of this discovery he now hates his first name, Equinius, and the nickname his mother called him, Equini, and asks to be called Quinn instead.
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