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Acrobatics +5,
Diplomacy 4/+11,
Knowledge (arcana) 4/+9,
Knowledge (nature) 3/+8,
Perception 3/+6 (+7 to determine if surprised),
Spellcraft 3/+8;
UMD 3/+9
Racial Modifiers +2 Acrobatics
Languages Common, Elven, Sylvan, Tien
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Combat Gear:
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Wands- Celestial Healing (50), Shield (50), sling and bullets (50), acid, alchemist's fire (4), oil (5); Other Gear silken ceremonial armor[UC], sling, dagger, Lt Crossbow, 30 bolts, animal glue[UE], backpack, bedroll, belt pouch, earplugs[APG], flint and steel, mess kit[UE], pot, saddlebags, sewing needle, soap, torch (10), trail rations (5), waterskin, 2729 gp, 9 sp, 7 cp
Cloak of Res +2
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Special Abilities:
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*SQ change shape, kitsune magic
*Animal Companion Link (Ex) You have a link with your Animal Companion.
*Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
*Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
*Erastil's Speaker You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
*Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
*Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
*Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise.
*Mylthandyr (Su) Assume a single human form.
*Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
*Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
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Kharam Wolverine:
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Kharam
Wolverine
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 34 (4d8+16)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
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Offense
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Speed 30 ft., burrow 10 ft.
Melee bite +5 (1d6+2), 2 claws +5 (1d4+2)
Special Attacks rage
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Statistics
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Str 15, Dex 16, Con 17, Int 3, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Light Armor Proficiency, Toughness
Tricks Air Walk, Attack, Come, Defend, Down, Fetch, Guard, Guarding, Heel, Seek, Stay, Track
Skills Acrobatics +5, Perception +5, Stealth +5, Swim +4
SQ air walk, come, fetch, guarding, heel, seek, stay, track
Other Gear lamellar (leather) armor[UC]
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Burrowing (10 feet) You have a Burrow speed.
Come [Trick] The animal will come to you on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
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Personality:
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Magic Items Placement:
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Head:
Headband:
Shoulders:Cloak of Res +2
Torso:
Chest:
Hands:
Wrists:
Ring:
Ring:
Feet:
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Background:
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.
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Planned Progression:
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1: Sorceress all the way
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Scenarios:
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CotEF*
MM*
MotLG*
Way of Kirin
Horn of Aroden
Legacy of the Stonelord