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One was a big barbarian, one a charismatic shaman, and one a cunning but cruel scout who tortured the secrets of tinkering and guns from his captives. Below is Qoth, the shaman. More to come.
Qoth Longtooth, 7th-Level Quilboar Thornweaver/3rd-Level Quilboar†
Male Quilboar: CR 10; Medium humanoid (quilboar); HD 10d8+20, hp 68; Init +4; Spd 30 ft.; AC 19, touch 12, flat-footed 19; Base Atk +8 (+9 with quarterstaff); Grp +11; Atk +13 melee (1d6+4, quarterstaff); Full Atk +13/+8 melee (1d6+4, quarterstaff); SA greater pack fighting, pack fighting, supreme pack fighting; SQ darkvision 60', augur, deathboon, lesser domain (ancestor), pack casting, scent, totems, tribal defense, turn/rebuke elementals, quilboar traits; AL LE; SV Fort +12, Ref +5, Will +10; Str 16, Agy 10, Sta 15, Int 7, Spt 17, Cha 11.
Languages Spoken: Common.
Skills: Concentration +9, Diplomacy +7.
Feats: Combat Casting, Great Fortitude, Improved Initiative, Magical HeritageB, Power AttackB, Spell Focus (conjuration), Still SpellB.
Shaman Spells (6/5/4/4/2; save DC 13 + spell level): Qoth’s high Spirit score allow him to prepare 7 spells per level; he can prepare most of the spells on the shaman spell list. He favors the following spells:
1st — earth shock*, mark kin‡; 2nd — cure moderate wounds*; 3rd — earthbind totem*, entangling roots; 4th — cure critical wounds, fire nova totem*.
Domain Spells: 1st—mark kin‡; 2nd—ancestral healing ward; 3rd—magic circle against non-quilboar.
Domains: Ancestor (recitation of blood)‡.
Possessions: +4 leather armor, +1 quarterstaff of instinct, ring of protection +2, three cure serious wounds potions.