Harradin

Class: Gorilla 4, Wizard 10
Size: Medium
Speed: 30 feet, Climb: 30 feet.

Str: 24 Dex: 11 Con: 17
Int: 21 Wis: 13 Cha: 10
Save Total Class Bonus Ability Score Bonus
Fortitude: 10 7 3
Reflex: 7 7 0
Will: 9 8 1
HP: 114 AC: (+3 NA, +3 Deed) Init
Base Attack Bonus +8 Grapple Ranged
Skill Total Rank Ability Misc
Bluff 14, Climb 7, Intimidate 14, Jump 7, Listen 7, Spot 14, Spellcraft 17, Use Magic Device 10
• +8 racial bonus to Climb checks. Apes can always take 10 on Climb checks, even if rushed or threatened.
Feats/Flaws
Summon Familiar, Scribe Scroll, Craft Wondrous Item, Craft Construct, Weapon Specialization (Ray), Spell Penetration, Craft Weapons and Armor, Spell Focus (Evocation)
Special Qualities
• Hands: Unlike most animals, apes have hands to grasp tools. While their “natural” cousins still have not grasped the higher concepts involved in using tools, a Noble Ape can use tools and weapons without any problems.
• Fists: An ape’s hands are considered natural weapons, and therefore do not provoke attacks of opportunity.
• Cannot Swim. Apes have insufficient body fat to stay afloat in water, and therefore cannot swim. Apes cannot purchase ranks in the Swim skill and automatically fail Swim checks.
• Low-light Vision (Ex).
• Scent (Ex).
Special Abilities
Bite (1d4).
Deeds
+3 NA
Boons
Attacks
Attack Attack Bonus Damage Crit Range/Notes

Possessions: Belt of Athleticism, Boots of Big Stepping, Greater Cloak of the Salamander (1d6+7 fire damage to those striking him), Robe of Thunder (5 rounds, 2d6 Sonic damage to all striking), Crystal Mask of Dread (+10 Intimidate), Beholder Crown
Potion of Cure Critical Wounds x4,
Proficiencies:
None

Languages: High Fauna and Simian; Canine, Common, Crocodilian, Elephant, Serpent, Ursine, and Woodland.

Spells:
1 - 7; Color Spray, Magic Missile, Shocking Grasp, Cause Fear, Ray of Enfeeblement, Animate Rope, Jump
2 - 5; Ray of Ice, Scorching Ray, Bull's Strength, Wraitstrike, Invisibility
3 - 5; Dispel Magic, Summon Undead 3, Greater Mage Armor (+6 AC), Fireball, Blink
4 - 5; Evard's Black Tentacles, Summon Undead 4 (Ghast), Confusion, Dragon Breath, Wall of Fire, Greater Invisibility, Polymorph, Stone Shape, Voice of the Dragon
5 - 5; Summon Undead 5 (Vampire Spawn), Dismissal, Wall of Dispel Magic, Cloudkill, Teleport, Contact other Plane, Baleful Polymorph, Animal Growth, Permanency, Draconic Might, Greater Enlarge Animal, Death Throes, Earth Reaver

Spells Per Day: 0x6 1x5 2x5 3x4 4x4 5x3

• charm monster (Will DC 17 negates)
• charm person (Will DC 17 negates)
• deep slumber (Will DC 17 negates)
• disintegrate (Fort DC 17 partial)
• fear (Will DC 17 partial)
• fi nger of death (Fort DC 17 partial)
• fl esh to stone (Fort DC 17 negates)
• infl ict moderate wounds (Will DC 17 half)
• slow (Will DC 17 negates)
3 -1• telekinesis (violent thrust against a target of up to 325 pounds; Will DC 17 negates)