WAM! Jungle Adventure
ONI-BLOODED HULK CR 1
Male medium claws tiefling (oni-spawn) ranger 2
LE Medium outsider (native, oni-spawn)
Init + 2; Senses darkvision 60 ft., Perception + 6
AC 20, touch 12, flat-footed 18 (+ 6 armor, + 2 Dex, + 2 natural)
hp 15 (2d10+ 4)
Fort + 5, Ref + 5, Will + 1
Resist cold 5, electricity 5, fire 5
Speed 20 ft.
Melee bite + 5 (1d6+ 3)
Melee claws + 5/+ 5 (1d4+ 3)
Ranged dart + 4 (1d4+ 3)
Special Attacks Favored Enemy (Humanoid (Human)) +2,
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Armor of the Pit, Aspect of the Beast
Skills Acrobatics -3, Acrobatics (Jump) -7, Appraise +0, Bluff -1, Climb +3, Craft (Untrained) +0, Diplomacy -1, Disguise -1, Escape Artist -1, Fly -3, Handle Animal +3, Heal +1, Intimidate -1, Knowledge (Nature) +4, Perception +6, Perform (Untrained) -1, Ride -3, Sense Motive +1, Stealth +2, Survival +6, Survival (Follow or identify tracks) +7, Swim +3
Languages Common, Infernal
SQ fiendish sprinter, prehensile tail, wild empathy +1,
Gear Four-Mirror Armor; dart (x3);
Favored Enemy (Humanoid (Human)) (Ex): You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Fiendish Sprinter: 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Prehensile Tail: use tail to retrieve small, stowed objects carried on their persons as a swift action.
Track (Ex): You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex): You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.