CN Medium humanoid (Ragebred wereboar)
Init +3 (+3 Dex +1 Trait)
Defense
AC 19 (10 +5 Armor Bonus +2 Shield +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 17 (10 +5 Armor Bonus +2 shield)
HP 13 (10 +1x2 Con +1 Class)
Fort Save +2 (+2 Class); Ref Save +1 (+1 Dex +0 Class); Will Save +1 (+1 Wis +0 Class)
Offense
Speed: Medium (30 ft) 30 ft. with armor
Melee: Claw x2
Damage: 1d6 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3
Melee: Gore
Damage: 1d6 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3
Melee: Bite
Damage: 1d8 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3
Melee: Hoof x2
Damage: 1d4 +4 (+2d6 sneak)
Attack roll: +5 (+1 Base Atk +4 Str)
Crit: x3
Statistics
Str 18 (16 + 2), Dex 16, Con 14, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +5 (+4 Str +1 BAB); CMD 16 (10 +4 Str +1 Dex +1 BAB)
Feats (Other):
Extra feature (hooves)
Step up
Traits (Racial):
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Skinwalkers of specific heritages gain a +2 bonus to different checks as indicated.
Change Shape (Ragebred, gore): A skinwalker can change shape to and from a bestial form as a standard action. These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.
Traits (Other):
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get to act at the start of a battle.
Skills (Untrained):
Acrobatics -2 (-4 Armor Penalty +2 Dex)
Bluff +1 (+1 Cha)
Climb 0 (+4 str -4 ACP)
Ride -2 (-4 Armor Penalty +2 Dex)
Sense Motive 0 (0 Wis)
Swim 0 (+4 str -4 ACP)
Diplomacy +1 (+1 Cha)
Heal 0 (0 Wis)
Stealth -2 (-4 Armor Penalty +2 Dex)
Skills (Trained):
Craft (Varies) +5 (+1 Rank +3 Class -1 Int +2 tool)
Perception +4 (+1 Rank +3 Class)
Intimidate +2 (+1 Rank +3 Class +1 cha)
Survival +4 (+1 Rank +3 Class +0 Wis)
Languages: Common
Equipment:
Combat gear:
Hooked axe (20gp, 6lbs.);
Heavy wooden shield [+2|-|-2] (7gp, 10lbs.);
Axe, throwing [x2] (8gp, 2lbs.)
Dagger [19-20/x2 | 1d4 | 10ft. | P or S] (2gp, 1lbs.)
Wearing:
Scale mail [+5|+3|-4] (50gp, 30lbs.)
Cold-weather outfit (8gp, 7lbs.)
Inventory:
Backpack (2gp, 2lbs.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (each 1cp, -)
Flint and steel (1gp, -)
sack (empty) (1sp, 0.5lbs.)
Rations [5x] (0.5gp, 1lbs.)
Torch [x10] (1cp, 1lbs.)
Rope (50ft) (1gp, 10lbs.)
Waterskin (1gp, 4lbs.)
Mead [x8] (5cp, 0.5lbs.)
Alchemist's fire [x2] (20gp, 1lbs.)
Encumbrance: 86.5lbs.; Light load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 6gp 7sp 4cp
Class Info
Favored class: Alchemist (Beastmorph & Vivisectionist)
Favored class bonus: +1x1 hp
Sneak Attack:
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level.
Torturer’s Eye:
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Cruel Anatomist:
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Brew Potion (Ex):
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Discoveries:
- Feral mutagen