Combat Info-------
HD 4----HP 30 Current 30 subdual-0
Defense- AC-19 (+4 dex,+4 hide shirt,+1 nat.arm.), 14 touch, 15 FF. ACP-3
Armor- Mwk Hide shirt (from the Pathfinder plyrs guide if permitted)(+4ac,Maxdex+4, ACP-2, cost 90gp)
Ranged attacks-sling+7, 1d4+3dmg,x2,50'bludgeoning
-club+7, 1d6+3dmg,x2,10'bludgeoning
-mwk cold iron dagger+8,1d4+3dmg,19-20X2,10'Piercing/slashing
Note: Point Blank Shot-all shots within 30' get +1 att and dmg.
Melee attacks-Scimatar+6, 1d6+4(2h)dmg,18-20X2,slashing
-club+6, 1d6+4(2h)dmg,x2,bludgeoning
-Mwk cold iron dagger+7,1d4+3dmg,19-20X2,piercing/slashing
BAB-+3
Grp-+6
Speed- 30 (50 in predator form)
Initiative-+4
Darkvision 30'
-------------------Saves------
Fortitude- +5
Reflex- +5
Will- +6
(+4 Vs. fey)
------------Skills----------
-2 bluff(eye)
Concentration +6 (5ranks)
Diplomacy +1(bonus rank)(-2-eye) total of -1
Intimidate +2 (eye)
Listen +5 (1ranks)
Spot +7 (1r+2eye)
Survival +6 (3r)
Swim +5 (6r)
Handle animal +3 (2r)
Spellcraft +2 (2r)
Knowledge:Nature +5 (4r)
-------Feats and Features--------
Spontaneous Rejuvenation
Woodland Stride
Trackless step
Nature sense
Wild empathy
Shapeshift (Predator form with Mobility,+1 to attacks/are magical)
Point blank shot
Precise shot
Student of Nature (+1 handle animal, Know:Nature, survival. +2 fort vs. special plant attacks.)
Improved Natural Armor
Resist nature's lure- +4 saves vs. Fey
--------Possessions-----------
Mwk Hide shirt
Sling (30 bullets)
Scimitar
Club
Masterwork cold iron Dagger
Explorers outfit
backpack
50' silk rope
Scrolls:
-Entangle
-Longstrider X2
-Charm animal X2
-Cure light wounds
3 velvet bags
447 gp
9sp
4cp
----------Predator Form Stats----------
Swift action to change into form, no limit per day.
HD, HP, BAB, Base Saves, and skill ranks stay the same.
Gear melds into form. Can't speak, wield weapons or cast in form.
Panther form
Str-+4 (20)
+5 Natural Armor (ac stays the same as before because armor is absorbed into form)
Speed 50'
Bite attack +9, 1d6+6 dmg.(magical)
-------------------------
SPELLS
5-0 level-cure minor wound, detect magic X2, Xmending, light
4-1st level-XProduce flame, cure light wounds, longstrider, faerie fire
3-2nd level-Spiderclimb, Embrace the wild(CA), gust of wind
----Description----------
Coppery-red hair, Amber eyes, Tan complexion
Jagged pink scar running down forehead from hairline down over right eye (still intact) that shows up in alternate forms also. Face always seems to have a streak of dirt on it somewhere.
Spent his youth in Standing Stone Park tending to the grounds and the vast numbers of animals within. As he grew he started taking short trips into the surrounding jungles studying the wildlife of the area and trying to see how it interacts with the closeness of civilization.
Languages----Common, elvish, and druidic
Eye Symbiot
Spoiler:
Race Fiendish Symbiont
Size Fine
Special Abilities Favored Enemy (Ex): Vanthus; Aura of Evil (Ex); Darkvision (Ex); Telepathy (Su)
Alignment CE
Occupation Vengeance
Strength 1
Dexterity 12
Constitution 9
Intelligence 10
Wisdom 10
Charisma 10
About Penkus' Left Eye
"What are you looking at, you stupid sod?"
Consumed with vengeance against Vanthus, this last living portion of Penkus will aid you in your endeavors, provided the result furthers its own macabre goal. The eye refuses to specify whom or what it may have entreated to resume corporeal existence.
This dark brown eye requires an empty eye socket of a living being in order to fully realize its potential, though it is capable of crude locomotion via ganglion in order to locate another host. The eye drains 1 point of constitution per day as it feeds off the host (normally recovered at the end of the day by rest), but offers a +1 dexterity boost in return, owing to particularly keep vision.
Once in place, the eye can communicate with the host (only) telepathically, but is unable to influence the host in any way short of foul-mouthed cajoling or withholding special abilities.
The eyeball grants the host the Favored Enemy ability of a ranger, though in regards to Vanthus only (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks, and a +2 bonus on weapon damage rolls).
Once firmly implanted within the user's skull, Penkus' eye also grants the host darkvision out to 30 feet., but radiates a faint aura of evil to detection spells.
Hosts of the eye receive a -2 penalty on bluff and diplomacy checks, but acquire a +2 bonus to spot and intimidate checks.
Once per day the eye can use Corrupt Weapon, as per the Blackguard ability.
The eye has extensive knowledge of the Lotus Dragon organization and the layout of Sassarine, but what it chooses to share is entirely up to it.