XP 400
Neanderthal fighter 2
N Medium humanoid (human)
Init +2; Senses low-light vision; Perception +1
DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 23 (2d10+12)
Fort +5, Ref +2, Will +1; +2 vs. illusions or enchantments
OFFENSE
Speed 30 ft. (20 ft. in hide armor)
Melee greatclub +5 (1d10+4)
Ranged spear +4 (1d8+3)
Special Attacks hatred
STATISTICS
Str 17, Dex 14, Con 17, Int
8, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Great Fortitide, Power Attack,
Weapon Focus (greatclub)
Skills Intimidate +4, Survival +2
Languages Common
SQ hardy, mental fortitude
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Neanderthals are usually warriors or fighters, with the occasional
barbarian or ranger. Spellcasting neanderthals are usually sorcerers,
and are extremely rare.
Neanderthals are defined by their character classes; they do not have
racial hit dice. Neanderthals have the following racial modifiers.
- +2 Strength, +2 Constitution, -2 Intelligence.
- Medium size Neanderthals have no special bonuses or penalties due to their size.
- Normal Speed A Neanderthal's base land speed is 30 feet.
- Hardy Neanderthals begin play with +6 hit points.
- Low-light vision Neanderthals can see twice as far as humans in conditions of dim light.
- Natural Armor Neanderthals have tough skin and thick bones, which give them a +1 natural armor bonus.
- Hatred Neanderthals receive a +1 bonus on attack rolls against goblins, kobolds, and ogres.
- Mental Fortitude Neanderthals gain a +2 racial bonus to save throws against illusions or enchantments.
- Languages
Neanderthals begin play speaking Common. Neanderthals with high
Intelligence scores can choose any language they want (except secret
languages, such as Druidic.)
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