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)