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I remade Tunuak from Jade Regent 3: The Hungry Storm as a shaman class. While he is called a "shaman" in his description, he was statted as an oracle because the shaman class did not exist at that time. I tried to stick as close to the spirit of the original as I could except for making him an actual shaman class. I gave him dust of disappearance because shamans don't get the invisibility spell or ability and it seems important to his strategy. I made his spirit animal familiar an artic hare named Amarok with the mauler template. It's actually an Inuit word for "wolf" and I though it was funny for him to have a cute white bunny named "wolf" that turns into a Rottweiler-sized nightmare-fuel lagomorph.
TUNUAK
Chaotic Evil Medium Human Shaman 9;
Init 4; Senses Perception: +8 (+10 with familiar)
Defense
AC 21, touch 13, flat-footed 21 (+6 armor, +3 deflection, +2 natural)
hp 84
Fort 8, Ref 5, Will 15
Offense
Speed 30 ft.
Melee Staff of Journeys +3/-2 (1d6-3 ),
Ranged Ranged Touch Attack +6
Shaman spells prepared (CL 9; concentration +16)
5th (2/day)- Baleful Polymorph (DC 22); Summon Nature's Ally V (DC 22);
4th (3/day)- Air Geyser (DC 21); Cure Critical Wounds (DC 21); Rope Tornado (DC 21);
3rd (5/day)- Cure Serious Wounds (DC 20); Dispel Magic (DC 20); Protection from Energy (DC 20); Stinking Cloud (DC 20); Wind Wall (DC 20);
2nd (6/day)- Bear's Endurance (DC 19); Cure Moderate Wounds (DC 19); Eagle's Splendor (DC 19); Hold Person (DC 19); Spiritual Weapon (DC 19); Winter Grasp (DC 19);
1st (6/day)- Cure Light Wounds (DC 18); Doom (DC 18); Endure Elements (DC 18); Obscuring Mist (DC 18); Produce Flame (DC 18); Thorn Javelin (DC 18);
0th (at will)- Create Water (DC 17); Detect Magic (DC 17); Light (DC 17); Purify Food and Drink (DC 17);
Spirit Magic Known (spontaneous) (CL 9; concentration +16)
5th (1/day)- control winds (DC 22); beast shape III
4th (1/day)- river of wind (DC 21); stoneskin (DC 21)
3rd (1/day)- cloak of winds (DC 20); rage
2nd (1/day)- gust of wind (DC 19); bull’s strength (DC 19)
1st (1/day)- Alter winds (DC18); Enlarge person (DC 18)
Statistics
Str 5, Dex 10, Con 16, Int 14, Wis 24, Cha 12
Base Atk +6; CMB +3; CMD 16
Feats Combat Expertise; Defensive Combat Training; Eschew Materials; Extra Hex x2;
SQ Familiar; Greater Spirit Ability: Spark Soul; Spirit Ability: Powerful Smash; Spirit Ability: Shocking Touch; Spirit Animal; Spirit Magic; Shaman Spirits: Mammoth; Wind; Witch Hexes: Flight; Familiar: Familiar: Initiative checks +4 bonus; Shaman Hexes: Air Barrier; Chant; Evil Eye; Misfortune; Phantom Stampede; Wind Sight; Witch Hex;
Skills Bluff +10; Diplomacy +10; Fly +10; Intimidate +6; Knowledge (history) +8; Knowledge (planes) +6; Knowledge (religion) +11; Perception +8 (+10 with familiar); Sense Motive +13; Spellcraft +12; Stealth +9
Equipment 2x Potion of Barkskin +2; Potion of Shield of Faith; Cloak of resistance +2; 2x Dust of Disappearance; Outfit, Cold-Weather; Ring of Mind Shielding; Staff of Journeys; Unholy Symbol of Sithhud
AMAROK (MAULER)
Neutral Tiny magical beast
Init 3; Senses low-light vision; Perception +5
DEFENSE
AC 20, touch 15, flat-footed 17 (+5 Natural Armor, +3 Dex, +2 Size)
hp 42
Fort +2, Ref +6, Will +7
SR 0;
OFFENSE
Speed 50 ft.
Melee bite +11 (1d3-2 );
Space 2-1/2 ft.; Reach 0 ft.;
STATISTICS
Str 7, Dex 16, Con 9, Int 6, Wis 12, Cha 5,
Base Atk +6; CMB 7; CMD 15
Feats Run
Skills Acrobatics+3 (+11 when jumping), Climb+3, Diplomacy+3, Intimidate+5, Sense Motive+7, Swim+3, Fly+17, Bluff+6, Knowledge (religion)+4, Knowledge (history)+4, Knowledge (planes)-1, Perception+5, Spellcraft+5, , Stealth+23 (+27 in snow)
Bond Forged in Blood (Su)
A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could.
At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round.
This replaces speak with master and speak with animals of its kind.
Increased Strength (Ex)
At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
This alters the familiar’s Intelligence score advancement.
Battle Form (Su)
At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect.
This replaces deliver touch spells.
Battle Form for Amarok
Neutral Medium Magical Beast
Init 3; Senses low-light vision; Perception +5
DEFENSE
AC 19, touch 11, flat-footed 18 (+8 natural armor, +1 Dex)
hp 42
Fort +6, Ref +4, Will +7
SR 0;
OFFENSE
Speed 50 ft.
Melee bite +9 (1d6+4 );
Space 5 ft.; Reach 5 ft.;
STATISTICS
Str 17, Dex 12, Con 17, Int 6, Wis 12, Cha 5,
Base Atk +6; CMB 14; CMD 20
Feats Run
Skills Acrobatics+1 (+13 when jumping), Climb+8, Diplomacy+3, Intimidate+5, Sense Motive+7, Swim+8, Fly+15, Bluff+6, Knowledge (religion)+4, Knowledge (history)+4, Knowledge (planes)-1, Perception+5, Spellcraft+5, Stealth+13 (+17 in snow)