D&D 3.5 Totemist Shadow Disciple Build: Shapeshifting Mastery

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Article-At-A-Glance

  • The Shadow Disciple[1] seamlessly combines primal savagery with arcane versatility for unique gameplay.
  • Highlights crucial character development milestones, such as evolving forms and tactical abilities.
  • Addresses weaknesses with strategic equipment choices and counters to enhance survivability.
  • Emphasizes roleplaying opportunities, blending transformation mastery with intriguing character narratives.

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The Totemist class at level 1 focuses on utilizing meldshaping abilities to enhance physical prowess. This character excels in stealth and tracking with the Alertness, Mortalbane, Track, and Willing Deformity (Eyes) feats. The race, Neraph, contributes to this by enhancing reflexes and perception.

Stat Block Level 1:

Shadow Disciple[1]: female, Neraph Totemist 1; CR 1; Medium outsider (native); HD 1d8+3; hp 11; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Base Atk +0; Grp +3; Atk Dagger +3 melee (1d4+3/19-20) or Dagger +0 ranged (1d4+3/19-20); Full Atk Dagger +3 melee (1d4+3/19-20); SA None; SQ Wild Empathy, Meldshaping (2 soulmelds, 1 essentia), Totem Shape (1 soulmeld); AL Chaotic Neutral; SV Fort +5, Ref +0, Will +0; Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Handle Animal +5, Knowledge (Nature) +5, Move Silently +3, Survival +5; Alertness, Mortalbane, Track, Willing Deformity.

Special Attacks and Qualities:

Meldshaping allows the creation and binding of soulmelds to boost physical abilities.

Possessions: Dagger, Chainshirt.

At level 5, this Totemist build is designed to be a formidable primal force. With skills and soulmelds enhancing physical abilities, the character can bind soulmelds to multiple chakras, focusing on durability and martial presence. The combination of deformities and past attacks lead to unique combat traits, unleashing unexpected prowess in battle.

Stat Block Level 5:

Unnamed: male, Neraph Totemist 5; CR 6; Medium outsider (extraplanar); HD 5d8+15; hp 40; Init +0; Spd 30 ft.; AC 18, touch 10, flat-footed 18; Base Atk +4; Grp +7; Atk +8 melee (1d4+3, dagger) or +4 ranged; Full Atk +8 melee (1d4+3, dagger) or +4 ranged; SA Chakra Bind (Crown, Feet, Hands); SQ Wild Empathy, Illiterate; AL CN; SV Fort +7, Ref +1, Will +5; Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Handle Animal 5, Knowledge (Nature) 5, Move Silently 3, Survival 5; Alertness, Mortalbane, Endurance, Deformity (Hands).

Special Attacks and Qualities:

Able to bind soulmelds to crown, feet, and hands chakras, granting unique benefits.

Possessions: Dagger, chain shirt.

At level 10, this Totemist/Mortal Hunter/Primeval build is a terrifying skinwalker Neraph. With the ability to transform into a Cave Ankylosaurus, they can cause massive destruction both in close and ranged combat thanks to their strong physical abilities boosted by their unique shape and soulmelds. They utilize Mortal Hunting to seek out humanoids and enhance attacks with their deformities and Boost Spell-Like Ability feat.

Stat Block Level 10:

Shadow Disciple[1]: female, Neraph Totemist 7/Mortal Hunter 3/Primeval 0; CR 10; Medium Outsider (Extraplanar, Shapechanger[2]); HD 10d8+46; hp 91; Init -1; Spd 30 ft.; AC 18, touch 10, flat-footed 17; Base Atk +8; Grp +11; Atk Dagger +11 melee (1d4+3/19-20) or Bite +6 melee (1d6+2); Full Atk Dagger +11/+6 melee (1d4+3/19-20) or Bite +6 melee (1d6+2), Claw +3 melee (1d6+1); SA Mortal Hunting +2, Boost Spell-Like Ability; SQ Mortal Skin, Animal Empathy, Totem Chakra Bind, Detect Mortals, Illiterate; AL CE; SV Fort +12, Ref +5, Will +3; Str 16, Dex 10, Con 22, Int 9, Wis 10, Cha 8.

Skills, Abilities, and Feats:

Handle Animal +5, Knowledge (Nature) +5, Move Silently +3, Survival +5; Alertness, Mortalbane, Track, Willing Deformity, Endurance, Toughness, Boost Spell-Like Ability, Deformity (Mouth).

Special Attacks and Qualities:

Mortal Hunting allows the Shadow Disciple[1] to gain bonuses against humanoids, and Mortal Skin lets her assume the form of victims to conceal her identity.

Possessions: Dagger, Chainshirt.

At Level 15, this Totemist-Shadow Disciple[1] exhibits formidable physical prowess and versatility in forms. Capable of shifting into a primeval form of a fearsome cave ankylosaurus, this character can strike with multiattack enhancements and has deformities further augmenting its feral capabilities. It harbors deadly potential with an impressive array of feats like Multiattack and Deformity(Madness). The character’s primal alterations and accumulated meldshaping advantages make it a fearsome hybrid of beast and warrior.

Stat Block Level 15:

Shadow Disciple[1]: female, Neraph Primeval 10; CR 15; Medium monstrous humanoid (extraplanar); HD 3d10+11 plus 3d8+9 plus 10d10+50; hp 135; Init +0; Spd 30 ft.; AC 19, touch 10, flat-footed 19; Base Atk +10; Grp +13; Atk claw +15 melee (1d8+5) or dagger +15 melee (1d4+5/19-20); Full Atk 2 claws +15 melee (1d8+5) and bite +13 melee (2d6+2) or dagger +15/+10 melee (1d4+5/19-20); SA Primeval Form 2/Day; SQ Totem Chakra Bind, Deformity(Madness), Feral Power, Scent, Regression 2, Damage Reduction from Mortal Hunter class; AL Chaotic Neutral; SV Fort +12, Ref +6, Will +6; Str 19, Dex 10, Con 20, Int 9, Wis 11, Cha 10.

Skills, Abilities, and Feats:

Handle Animal +5, Knowledge(Nature) +5, Move Silently +3, Survival +5; Alertness, Mortalbane, Track, Willing Deformity, Endurance, Deformity(Hands), Self-Sufficient, Toughness, Boost Spell-Like Ability, Power Attack, Multiattack, Deformity(Madness).

Special Attacks and Qualities:

Primeval Form allows transformation and enhanced combat abilities; Deformities grant unique abilities connected to hands and madness.

Possessions: dagger, chainshirt.

At level 20, this Totemist 7/Mortal Hunter 3/Primeval 10 excels in shapeshifting, particularly into a fearsome Cave Ankylosaurus form up to four times a day, showcasing immense physical prowess. Utilizing soulmelds, this character can manipulate physical attributes for devastating effect. Its Mortal Hunter class grants it unique abilities like Mortal Hunting and Mortal Skin, perfect for hunting down humanoid targets. The Primeval[3] class gifts feral might and regression perks, further enhancing its innate combat abilities.

Stat Block Level 20:

Shadow Disciple[1]: male, Neraph Totemist 7/Mortal Hunter 3/Primeval 10; CR 20; Medium Outsider (Chaotic, Extraplanar, Evil); HD 11d8+30 plus 3d10+9 plus 10d10+60; hp 232; Init +0; Spd 30 ft.; AC 19, touch 11, flat-footed 19; Base Atk +18; Grp +23; Atk Bite +25 melee (2d6+5) or Claw +25 melee (1d8+5); Full Atk Bite +25 melee (2d6+5) and 2 claws +23 melee (1d8+5); SA Mortal Hunting, Mortal Skin, Primeval Form, Feral Power, Abominable Form; SQ Wild Empathy, Totem Chakra Bind, Totem’s Protection, Regression, Fast Movement, Primeval Shapeshifter; AL Chaotic Evil; SV Fort +20, Ref +9, Will +9; Str 24, Dex 10, Con 26, Int 9, Wis 9, Cha 6.

Skills, Abilities, and Feats:

Handle Animal +5, Knowledge (Nature) +5, Move Silently +3, Survival +5; Alertness, Mortalbane, Track, Willing Deformity, Endurance, Self-Sufficient, Toughness, Boost Spell-Like Ability, Power Attack, Multiattack, Improved Unarmed Strike.

Special Attacks and Qualities:

Skinwalk into humanoid victims, Feral Power enhances physical abilities in Primeval Form, Regression reduces mental faculties but increases physical stats.

Possessions: Dagger, Chain Shirt.

Milestones Of Character Development

  • Levels 1-5: The character begins its journey as a Totemist, gaining abilities like Wild Empathy and a range of feats such as Alertness, Mortalbane, and Track. The development of Totem Chakra Bind and increasing constitution allows for enhanced soulmeld capacity and resiliency in combat.
  • Levels 6-10: Transitioning into a Mortal Hunter, this phase introduces abilities like Mortal Hunting and Mortal Skin, along with Deformity (Mouth). Enhanced abilities focus on detecting and combating mortals, while stat increases expand the character’s potential further.
  • Levels 11-15: Entering the Primeval[3] phase, the character taps into primal power, gaining Primeval Form transformations. Feral Power and Regression abilities offer formidable combat enhancements. Multiattack and Deformity (Madness) provide strategic advantages.
  • Levels 16-20: The character reaches its peak potential with Primeval Shapeshifter abilities, giving access to Primeval Form four times a day. Abominable Form is unlocked, and cumulative stat boosts make this stage extremely deadly.

Core Abilities & Features

Within the Totemist – Shadow Disciple[1] build, the intrinsic capabilities exhibit a compelling symbiosis between primal savagery and arcane malleability. At the forefront, the Neraph race imbues the character with Slaad-like resilience from Limbo, harmonizing with the Totemist’s combat prowess and the ethereal Mortal Hunter’s transformational versatility.

As a Totemist 7, the character binds soulmelds through Totem Chakra Bind, utilizing these enhancements to amplify physical and sensory abilities. This intrinsic feature, increasing meldshaper level, allows for an augmented actuation of soulmeld effects, suitable for many encounters. The Mortal Hunter levels inject an edge of nefarious efficiency. Mortal Skin and Detect Mortals offer cunning tactical advantages for infiltration and identification of humanoid threats.

The shift in dominance to Primeval from level 11 weaves the character into a monstrous form, like a Cave Ankylosaurus, amplifying physical allure with power-scaling traits. The progression of the Primeval Form daily uses enhances the character’s resilience and offensive traits. Accumulating abilities, such as Feral Power and Regression, reflect the loss of refined cognitive faculties but forge an unrelenting survival machine. The finale is the imposing Abominable Form, epitomizing the volatile interchange of dread and might, revealing true, formidable prowess on the battlefield.

Equipment Progression

Level RangeEquipmentDetails
L1-5Masterwork Chain ShirtProvides a +4 armor bonus with a low cost, enhancing the character’s defense without impacting mobility significantly. Useful for the early levels where defense is crucial.
L6-10Amulet of Health +2Boosts Constitution, increasing HP and Fortitude saves, critical for sustaining through Mortal Hunter levels which focus on survivability.
L11-15Belt of Giant Strength +4Enhances Strength, vital for Primeval’s combat abilities. Coupled with Multiattack, it maximizes physical prowess in combat forms.
L16-20Cloak of Resistance +5Essential in later levels to keep saving throws competitive against high-level challenges, ensuring the character resists debilitating effects.

Combat Scenarios

  • Dungeon Crawls:
    • In tight corridors, use the Primeval[3] Form’s resilience to absorb attacks. Bind Totem Chakra to Bull Rush enemies, using the narrow space to limit their mobility. As a surprise, shift to Ankylosaurus form to clear passages and intimidate foes.
  • Open Fields:
    • Utilize the speed from Fast Movement gained in Primeval form to close the gap quickly. Multiattack and Heavy Armor from Chainshirt provide you offense and defense for extended battles, while Mortalbane boosts magical attacks if needed.
  • Ambushes:
    • Disguise using Mortal Skin to blend with surroundings, becoming a silent predator. Once enemies are within striking distance, shift to Primeval Form for powerful strikes. Scent ability can help preemptively detect hidden threats, reducing the chance of being caught off-guard.
  • Defensive Stands:
    • Engage from the front with high HP from Regression and Primeval traits acting as anchoring force. Use Rage effects from Mortalbane to bolster defensive capabilities, ensuring your frontline holds. Quick transformation between forms allows adapting to enemy focus shifts.
  • Urban Encounters:
    • Navigate crowded spaces with the deft control of Chakra binds, using transformations as crowd control when chaos erupts. Use Move Silently to fall back and hide, then surprise adversaries with sudden powerful attacks from Primeval Form, disrupting formations.

Weaknesses & Counters

WeaknessCounter
Low Dexterity (Dex 10)Equip Boots of Elvenkind – Provides +5 bonus to Move Silently checks.
Murky Eyed Flaw – Miss chance in combatWear a Ring of True Seeing – Provides continuous True Seeing effect.
Limited Ranged Attack CapabilityUse a Composite Longbow for better ranged damage. Consider Enhance Arrow (Imbue Your Pathfinder Melts for Range).
Low Intelligence and CharismaRely on party members for skill checks and social interactions.
Limited number of Primeval Form uses per dayPlan encounters around the Primeval[3] Form and use strategically. Allow party members to bait enemies into optimal situations.
Susceptible to Will Save attacks due to low WisdomEquip a Cloak of Resistance – Increases saving throws by +1 to +5.
High dependency on specific soulmelds for effectivenessFocus on adapting soulmelds each day based on anticipated challenges. Ensure access to tools like the Cerulean Sign for versatile soulmeld binding.

Roleplaying the Shadow Disciple

Embrace the Shadows

The Shadow Disciple[1]’s connection to primeval forces provides rich roleplaying opportunities. Use your skinwalker abilities to create suspense and intrigue within the party. Perhaps your character takes on the demeanor of a cunning trickster, using their powers for subterfuge and mimicry. Conceal your true nature from others, weaving lies and deceit to achieve your goals. Engage with NPCs in a way that heightens the mystery surrounding your character’s origins and motivations, all while maintaining an air of enigma.

Worship of an Elder Evil

Your devotion to an Elder Evil adds an ominous theme to your roleplaying. Delve into the internal conflict between your primal instincts and the loyalty to ancient, dark powers. Channel this into moments of moral ambiguity where you struggle with decisions that could aid or hinder your allies. Play with the mental toll this takes on you, manifested through your chosen deformities. Make your character a symbol of the duality of nature, fierce loyalty juxtaposed with unpredictable savagery.

Master of Transformation

The ability to transform into a fearsome creature like the cave ankylosaurus opens up dynamic roleplaying scenarios. Use this primal power to assert dominance in primal environments or when threatened. Explore how your character copes with the rush of power when shifting forms. In social situations, reflect on the tension between the civilized veneer and the creature within. Let this inner beast influence your demeanor, creating a compelling character ride on the edge of control.

Shadow Disciple

FAQ

How does the Shadow Disciple[1] benefit from the Totemist class?

The Totemist class enhances the Shadow Disciple[1] with its binding abilities. By utilizing Totem Chakra Binding, you gain power through connected soulmelds. This optimizes both your physical prowess and keen senses, essential for varied encounters. Each soulmeld adds to your adaptiveness, making you flexible in battle.

What are the roleplaying opportunities for a Shadow Disciple[1]?

Roleplaying a Shadow Disciple[1] offers rich storytelling potential. Balance your primal instincts with loyalty to ancient powers. This creates moral ambiguity in your decisions. Use your abilities to introduce suspense and cunning into interactions. Steer scenarios with deceptive tactics that align with your mysterious persona.

How does a Shadow Disciple[1] handle their combat weaknesses?

Counters are crucial to mitigate weaknesses. For low Dexterity, equip Boots of Elvenkind. If murky eyesight hinders you, a Ring of True Seeing simplifies targeting. Strategically plan Primeval Form usage to maximize your effectiveness in combat.

Can a Shadow Disciple[1] cross different campaign settings?

The Shadow Disciple[1]’s versatility allows adaptation across settings. Campaigns range from urban intrigue to wild survivals. Utilize shapeshifting and psychic abilities to immersion in each environment. Tailor roleplaying to emphasize primal elements or the Elder Evil worship you embody.

How do Shadow Disciples succeed in ambush scenarios?

A Shadow Disciple[1] excels in surprise attacks using Mortal Skin for disguise. Scent ability detects enemies, preventing counter ambushes. Shift to Primeval Form when enemies are within reach. Execute strong, decisive attacks, utilizing the element of surprise in these dynamic situations.

Join us at Stellar Dragons!

Try building a Shadow Disciple[1] in your next game. Could it be the best D&D 3.5 build? Join the discussion on Stellar Dragons Discord at https://discord.gg/uAPvgEq6Z7!

Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. Totemist – Shadow Disciple – D&D 3.5 ( Shadow Disciple )

Shadow Disciple

The group of survivors gathered around the campfire and brushed themselves off from the dust, dirt and rubble covering them. After a hard day of roaming through the ruins, scavenging and uncovering what, and who they could. The people shared a heartwarming veggie soup and pieces of bread as they began to rest for the evening. One of the women wept, as she caressed a burnt doll she’d found during the day. The silence outside of that; heavy. So many lives were lost that day.

As they ate, none realized that the enemy was still present, among them, wearing the skin of a sobbing woman, ready to take her primeval form and massacre them all in moments…

Race

Neraph

Class

Totemist 7/Mortal Hunter 3/Primeval 10 (Worships an Elder Evil)

Ability Scores

Str 16/Dex 10/Con 16/Int 10/Wis 10/Cha 12

Skills

Handle Animal 5, Knowledge(Nature) 5, Move Silently 3, Survival 5

Equipment

A Dagger, Chainshirt

Flaws

Murky Eyed, Shaky

Goal

Yes, you are a skinwalker. Neraphs are slaad-like beings from limbo, and you in particular are a vicious representative of the species. With the ability to shape a variety of soulmelds to augment your physical prowesses, your deformities that stay between forms, your ability to steal the skin of your victims and the ability to transform into a cave ankylosaurus, but with claws and a teeth filled maw is just downright extremely violent.

LevelClassHDFeatSpecial
1Totemist11Alertness, Mortalbane, Track, Willing DeformityWild Empathy, Illiterate
2Totemist1d8+3Totem Chakra Bind (+1 Capacity)
3Totemist1d8+3EnduranceTotem’s Protection
4Totemist1d8+3+1 Con
5Totemist1d8+3Deformity(Hands)Chakra Bind (Crown, Feet, Hands)
6Totemist1d8+3Self-SufficientTotem Chakra Bind (+1 Meldshaper Level)
7Totemist1d8+3
8Mortal Hunter1d10+11Mortal Hunting +1, Mortal Skin(Humanoid), +1 Con
9Mortal Hunter1d10+7Toughness, Boost Spell-Like AbilityDetect Mortals
10Mortal Hunter1d10+4Deformity(Mouth)Mortal Hunting +2
11Primeval1d10+4Primeval Form (Cave Ankylosaurus) 1/Day, Animal Empathy
12Primeval1d10+16Power AttackRegression 1, Animal Empathy, +1 Str, Dex, Wis, +2 Con, -1 Int, Cha
13Primeval1d10+5Feral Power
14Primeval1d10+5Primeval Form 2/Day
15Primeval1d10+5Multiattack, Deformity(Madness)Regression 2, Scent, +1 Str, Dex, Con, Wis, -1 Int, Cha
16Primeval1d10+21Feral Power 2, +1 Con
17Primeval1d10+6Primeval Form 3/Day
18Primeval1d10+6Improved Unarmed StrikeRegression 3, Fast Movement, +1 Str, Dex, Con, Wis, -1 Int, Cha
19Primeval1d10+6Feral Power 3
20Primeval1d10+26Abominable FormPrimeval Form 4/Day, Primeval Shapeshifter, +1 Con
2. Ranger – Wildshaper – D&D 3.5 ( Shapechanger )

Shapechanger

Wildshaper

-“What happened to her after you defeated the beast?” Asked one of the kids, the old man across from them gave a mild chuckle, their curiosity always bringing a smile to him. He scratched his chin slowly, collecting his thoughts as the fire cracked in the fireplace. The whole inn was listening to the half-elf’s story now.

-“Well, as well traveled as I am, there were many things I could teach her, I could teach everything about listening to nature, how to hunt beasts and how to recognize plants and prints. Though, as with all teachers, there were some things I could never teach her. How to be a beast, as she already was, being a werewolf and all. She wanted to learn to better control and use that part of her. So she left too, eventually, in search of the Lady of the Woods.”

There were whispers in the inn when that name came out of the storyteller’s mouth. The traveling woman pulled out a smoke pipe and started cleaning it, and prepared some dried herbs. The half-elf continued unfazed.

-“The Lady is said to be as old as the forest, and its most ancient guardian, capable of taking the form of all the beasts who walk its depths. From the smallest insect to the most majestic dragon, she is one with each of these forms. If someone could teach our young wolf lady how to control her inner beast, it was the Lady.”

Race

Changeling

Class

Wildshaping Ranger 5(Variant)/Master of Many Forms 10/Nature’s Warrior 3/Warshaper 2

Ability Scores

Str 12/Dex 16/Con 16/Int 10/Wis 14/Cha 8

Skills

Knowledge(Nature) 8, Knowledge(the Planes) 2, Survival 8

Equipment

A shortbow, a Shortsword. Any light armor.

Goal

You are a ranger capable of Wildshaping like the druid. But you take that ability and crank it to eleven. You have more than ten uses per day, can change your form in the same use of wild shape, and can take nearly any form in the monster manual. This makes you a fantastic swiss army knife of a character, with a form for every situation, and by gaining the Extraordinary abilities of your forms, your toolset only expands even more. Take the form of a fly to spy on a conversation or the form of a friggin’ Dragon to fight virtually any enemy as two examples.

And they say only Tier 1 characters have a backpocket plan for any situation…

LevelClassHDFeatSpecial
1Ranger11Track, Weapon FinesseWild Empathy, 1st Favored Enemy, Fast Movement
2Ranger1d8+3
3Ranger1d8+3Endurance, Alertness
4Ranger1d8+3Animal Companion, +1 Con
5Ranger1d8+3Wildshape 1/Day, 2nd Favored Enemy
6Nature’s Warrior1d10+9Improved ToughnessNature’s Weapon, Wildling
7Master of Many Forms1d8+4Shifter’s Speech, Improved Wildshape 2/Day, Humanoid
8Master of Many Forms1d8+12Improved Wildshape 3/Day (Large), Giant, +1 Con
9Master of Many Forms1d8+5Improved InitiativeFast Wildshape, Improved Wildshape 4/Day, Monstrous Humanoid
10Master of Many Forms1d8+5Improved Wildshape 5/Day(Tiny), Fey
11Master of Many Forms1d8+5Improved Wildshape 6/Day, Vermin
12Master of Many Forms1d8+5Combat ReflexesImproved Wildshape 7/Day (Huge), Aberration, +1 Con
13Master of Many Forms1d8+5Extraordinary Wildshape, Improved Wildshape 8/Day, Plant
14Master of Many Forms1d8+5Improved Wildshape 9/Day(Diminutiv e), Ooze
15Master of Many Forms1d8+5Robilar’s GambitImproved Wildshape 10/Day, Elemental
16Master of Many Forms1d8+21Evershifting Form, Improved Wildshape 11/Day (Gargantuan), Dragon, +1 Con
17Warshaper1d8+6Morphic Immunities, Morphic Weapons
18Warshaper1d8+42Stand Still+4 Str, +4 Con
19Nature’s Warrior1d10+8
20Nature’s Warrior1d10+8Water’s Flow, +1 Con
3. Barbarian – The Primeval Being – D&D 3.5 ( The Primeval )

The Primeval Being

The young man was hiding in a tree, observing the cave man go out of his cave with only a spear and a club to hunt. He had been studying him for a month now. The lonely, hirsute man was barely wearing a few pelts, yet he always came back with incredible prey. The young man had come a long way to understand his inner fire, and the fight with the bandits was months behind him now. But he still didn’t quite understand that rage inside of himself. And thus he watched the caveman, trying to understand it all.

That’s when he saw the caveman coming back running to the cave completely unarmed, as a massive girallon pursued him. He hesitated a moment. Should he intervene? In his moment of indecision, the cave man turned around and landed a surprise uppercut to the girallon, knocking it a few feet backs. That delay was all the caveman needed, as his form shaped in that of a cave lion he pounced on the beast and turned it into ribbons. The young man had never seen such ferocity. As the caveman turned back in his normal form, he let out a victorious scream before looking directly at the young man which almost made him fall from his branch.

-See? THIS is what you were missing. Now come down, I cannot eat this beast alone.

Race

Neanderthal

Class

Spirit Lion Totem Barbarian 4/Fist of the Forest 3/Human Paragon/Primeval 10

Ability Scores

Str 20/Dex 12/Con 16/Int 8/Wis 10/Cha 8

Skills

Survival 5, Intimidate 4, Handle Animal 5, Knowledge(Nature) 5 Flaws(2): Murky Eyes, Shaky

Equipment

A greatclub

Goal

Be Grug. Don’t like long nose tribe. Chieftain wants to take clubs. Grug become big cat. Eat chieftain. Now Grug Chieftain. All tribe gets club.

Level Class HD Feat Special
1 Barbarian 15 Great Fortitude, Improved Unarmed Strike, Power Attack Pounce, Illiteracy, Rage 1/Day
2 Barbarian 1d12+3 Uncanny Dodge
3 Barbarian 1d12+6 Improved Toughness Trap Sense +1
4 Barbarian 1d12+4 Rage 2/Day, +1 Str
5 Fist of the Forest 1d10+4 AC Bonus, Feral Trance 1/day, Fast Movement, Primal Living, Unarmed 1d8
6 Fist of the Forest 1d10+4 Endurance Improved Uncanny Dodge, Untamed Strike
7 Human Paragon 1d8+4 Adaptive Learning
8 Human Paragon 1d8+4 Self-Sufficient +1 Str
9 Primeval 1d10+4 Leap Attack Primeval Form 1/Day, Animal Empathy
10 Primeval 1d10+4 Regression 1, Low-Light Vision
11 Primeval 1d10+4 Feral Power
12 Primeval 1d10+4 Improved Sunder Primeval Form 2/Day, Str +1
13 Primeval 1d10+4 Regression 2, Scent
14 Primeval 1d10+4 Feral Power 2
15 Primeval 1d10+4 Combat Brute Primeval Form 3/Day
16 Primeval 1d10+4 Regression 3, Fast Movement, +1 Str
17 Primeval 1d10+4 Feral Power 3
18 Primeval 1d10+4 Improved Initiative Primeval Form 4/Day, Primeval Shapechanger
19 Human Paragon 1d8+4 +2 Strength
20 Fist of the Forest 1d10+4 Feral Trance 2/Day, Scent, +1 Str

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