Futanari Skinwalker (Coldborn) Barbarian (Mad Dog) 6
Chaotic Good Medium Humanoid (Skinwalker/Shapechanger)
Init +3; Low-Light Vision; Perception +9
AC 19; Touch 12; Flat-Footed 18; (+7 Armor, +1 Dex, +1 Deflect)
Fort +9; Ref +4; Will +5
Trap Sense +2
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to armor class against attacks made by traps. These
bonuses increase by +1 every three barbarian levels thereafter
(6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple
| 30 ftMelee
| Bane of Aberrations Greataxe +1 | +12/+7 | 1d12+1 | x3Natural Attack
| Bite | +11/+6 | 1d6 | x2Natural Attack
| 2 Claw | +11/+6 | 1d4 | x2Spell-like Ability
| Calm Animals 1/day
School enchantment (compulsion) [emotion, mind-affecting]; Level druid 1, ranger 1; Domain animal 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets animals within 30 ft. of each other
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals
(those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of
the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals
you can affect is equal to 2d4 + caster level.
The affected creatures remain where they are and do not attack or flee. They are not helpless and
defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Str 20, Dex 12, Con 17, Int 8, Wis 14, Cha 8
Base Attack +6/+1; CMB +11/+6; CMD 23Feats
| Extra Feature
, Power Attack
, Death by Snu-SnuSkills
| Climb +11/+8, Handle Animal +6, Perception +9, Ride +8/+5, Survival +11, Swim +9/+6; +2 to Climb & Wild Empathy
A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and
adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
To use wild empathy, the druid and the animal must be able to study each other, which means
that they must be within 30 feet of one another under normal conditions. Generally, influencing
an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2,
but she takes a –4 penalty on the check.
| Change Shape, Rage (11/day), Pack Tactics, Ferocious Fetch, Ferocious Beast
A skinwalker can change shape into a bestial form as a standard action. In
bestial form, a werebear-kin gains +2 Wisdom. While in this form, a skinwalker
also takes on an animalistic feature that provides a special effect. Each time a
skinwalker assumes bestial form, she can choose to gain one of the following
*2 claw attacks that each deal 1d4 points of damage
*Bite attack that deals 1d6 points of damage
*Climb speed of 20 feet
*Scent to a range of 30 feet
*Darkvision to a range of 60 feet.
*+1 racial bonus to natural armor.
The racial ability score bonus and additional feature last as long as the skinwalker
remains in that form, and a skinwalker can remain in bestial form for as long as she
wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and
Charisma-based checks when interacting with humanoids that lack the shapechanger
A skinwalker can return to her humanoid form as a swift action. To change forms and
gain a different benefit, a skinwalker must first return to her humanoid form then use
her shapechange ability again.
A barbarian can call upon inner reserves of strength and ferocity,
granting her additional combat prowess. Starting at 1st level, a barbarian can rage
for a number of rounds per day equal to 4 + her Constitution modifier. At each level
after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution,
such as those gained from rage and spells like bear's endurance, do not increase the
total number of rounds that a barbarian can rage per day. A barbarian can enter rage
as a free action. The total number of rounds of rage per day is renewed after resting
for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution,
as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor
Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but
these disappear when the rage ends and are not lost first like temporary hit points. While
in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills
(except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or
A barbarian can end her rage as a free action and is fatigued after rage for a number
of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot
enter a new rage while fatigued or exhausted but can otherwise enter rage multiple
times during a single encounter or combat. If a barbarian falls unconscious, her rage
immediately ends, placing her in peril of death.
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack
rolls while flanking the same opponent (instead of the normal +2 bonus).
At 5th level, a mad dog's war beast gains Improved Drag as a bonus feat.
As a swift action, a mad dog can command her war beast to move toward
an opponent within 30 feet and attempt a drag combat maneuver to pull the
target back toward the mad dog. The war beast can move before and after
performing the maneuver, but this movement counts toward the war beast's
total movement during its turn.
While the barbarian is raging, her animal companion also gains
the benefits of rage (including greater rage, mighty rage, and tireless rage),
though the barbarian must spend 1 additional round of rage per round if her
companion begins or ends its turn adjacent to her, and 2 additional rounds of
rage per round if not.
, Child of Nature
, Raised among PrudesDrawback
| UnlearnedCombat Gear
| Bane of Aberrations Greataxe +1, Crossbow, heavy, +1 Mountain Pattern ArmorOther Gear
| Belt of Giant Strength +2, Cloak of Resistance +1, Ring of Protection +1