Skinwalker (wereshark-kin, seascarred) Ranger 10| HP 33 /104 (114) | AC 19 Touch 12 FF 17| Fo +10 Re +10 Wi +5; Evasion | Init +4 (+6 in urban; +8 in water)| Percep +18, Low-Light Vision
About Faengrim
Faengrim Darkwater
Male wereshark-kin skinwalker (seascarred) ranger 10 (Pathfinder RPG Bestiary 5)
CN Medium humanoid (shapechanger, skinwalker)
Init 4; Senses low-light vision; Perception +18
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 114 (10d10+40)
Fort 11, Ref 10, Will 5
Defensive Abilities evasion, ferocity
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Offense
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Speed 30 ft.
Melee mwk greatsword +14/+9 (2d6+3 S/19+) or
. . zul +14/+9 (1d8+4 P ) or
. . bite +13 (1d6+3 B & P & S), 2 claws +13 (1d6+3 P & S)
Ranged mwk composite longbow +13/+8 (1d8 P/×3)
Special Attacks combat style (natural weapon[APG]), favored enemies (aquatic humanoids +2, giants +4, humans +4)
Spell-Like Abilities (CL 10th; concentration +11)
. . 3/day—charm animals (aquatic animals only) (DC 12)
Ranger Spells Prepared (CL 7th; concentration +8)
. . 2nd—barkskin
. . 1st—lead blades[APG], resist energy, speak with animals
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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 13, Cha 12
Base Atk +10; CMB 13; CMD 25
Feats Aspect of the Beast[APG], Eldritch Claws[APG], Endurance, Extra Feature, Extra Feature, Improved Natural Attack (claw), Multiattack, Power Attack, Vital Strike
Traits friend in every town, shackles seafarer
Skills Climb +8, Diplomacy +9, Handle Animal +5, Intimidate +13, Knowledge (dungeoneering) +4, Knowledge (geography) +10, Knowledge (nature) +8, Linguistics +3, Perception +18, Profession (sailor) +9, Stealth +12, Survival +11, Swim +14; Racial Modifiers +2 Perception, +2 Swim
Languages Common, Kuru, Polyglot, Sahaugin
SQ change shape, change shape (amphibious), change shape (bite), change shape (ferocity), change shape (swim 30 ft.), favored terrains (urban +2, water +4), hunter's bond (companions), swift tracker, track +5, wild empathy +11, woodland stride
Combat Gear potion of bull's strength, potion of cure light wounds (2), potion of cure moderate wounds (2), potion of invisibility; Other Gear +1 mithral chain shirt, zul, mwk composite longbow, mwk greatsword, amulet of natural armor +2, arrows (50), cloak of resistance +1, efficient quiver, adventurer's sash, golden holy symbol of Besmara[UE], prayer book, skeleton key[UE], tattoo holy symbol of Besmara[UE], shark brooch of unusual metal, 8,014 gp, 9 sp
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Special Abilities
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Change Shape (Amphibious) (Su) Change Shape (Bite) (Su) Change Shape (Ferocity) (Su) Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Swim 30 ft.) (Su) Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extra Feature Gain additional feature in bestial form.
Extra Feature Gain additional feature in bestial form.
Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to many rolls when dealing with creatures of the aquatic humanoids category.
Favored Enemy (Giants +4) (Ex) +4 to many rolls when dealing with creatures of the giants category.
Favored Enemy (Humans +4) (Ex) +4 to many rolls when dealing with creatures of the humans category.
Favored Terrain (Urban +2) (Ex) +2 to many rolls when in urban terrain.
Favored Terrain (Water +4) (Ex) +4 to many rolls when in water terrain.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to Survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Faengrim had a rather idyllic upbringing in a small commune inhabited by his people. Then one day the sahuagin attacked. His father told him to run away and not go into the water. So he did. Eventually, Faengrim stopped. He had to stop. When he went back he saw only ruins and the dead. He cried over the remains of his parents until he could cry no more.
A traveling merchant that came by regularly took him to the nearest town. He was left at the doorstep of the first temple they saw. Faengrim never made it inside. He spent some time living on the streets begging, but he was no good at it. He tried stealing, but he was no good at it. He tried beating up the smaller kids and taking from them, but he was no good at it. Then he was shanghaied and taken aboard the Raging Wench. At first Faengrim was not a very good sailor or pirate. But as he grew, he came into his own as a sailor. Unfortunately, he was still not a very good fighter. The rest of the crew teased and bullied him for that.
The Raging Wench came upon a damaged ship. It turned out to be a trap set by the sahuagin. The sahuagin were winning. One was about to skewer Faengrim, but right then he snapped. All of his pent up fear and anger was unleashed. He single handedly turned the tide of the fight. He underwent his first change and savaged them with their own weapons. When that broke he clawed and bit them. He even dove into the water to chase down the fleeing sahaugin. Faengrim had no more trouble from the crew after that.
His time aboard the Raging Wench done, he now seeks to make his way in the world. And kill some sahaugin along the way.
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Dice:
Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3
Change Shape: Water
Con +2 (+10 hp, +1 fort); Amphibious; Swim 30'; Bite +13 1d6+3
[dice=Perception]1d20+18[/dice] +2 in urban terrain; +2 v aquatic humanoids; +4 in water terrain; +4 v humans; +4 v giants
[dice=Stealth]1d20+12[/dice] +2 in urban; +4 in water
Zul (Trident): human bane
[dice=To Hit]1d20+13+1[/dice] [dice=To Hurt]1d8+3+1[/dice]
[spoiler=Transmuting Strike]As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.