This is the crunch so far. I am not quite sure I got everything right so if someone feel they have the time it would be appreciated if you took a look. As I previously mentioned, this is the first time I do this so I might have misinterpreted one or two things
I did not write any possessions whatsoever. I thought of making him into something of a semi-hermit and since he is covered in fur and lack a scrotum (to increase the similarity with the platypus) I also left out clothes
Edit: Fixed a little of this and a little of that, did I get it all right?
Edit: Still working on the LA
[Spoiler]Bill
Anthropomorphic Platypus Druid 6
True Neutral Small Monstrous Humanoid
Init: +5 (dex + improved initiative)
Languages: Common, Platy-purr (Anthro-platypus language), Druidic
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AC: 11 = 10 + 1 (dex)
hp:36 = 24 (6HD) + 12
Saves: (Base + mod + Racial.+ misc.) Fort: + 7 (5+2), Ref: +3 (2+1), Will: +9 (5+4)
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Speed: 15ft, Swin 30ft
Melee: Attack: Claw +4 melee (1d2-1)
Space: 5ft.; Reach: 5ft.
Base Atk Bonus: +4
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Abilities: Str 13, Dex 13, Con 19 (8 points + 4 Racial), Int 11, Wis 19 (10 points + 2 Racial + Advancement), Cha 12
SQ:Feats: Endurance, Improved Initiative, Natural Spell
Racial Bonus: +2 Wis, + 4 Cha
Class Bonus: Natures sense
Skills (ranks + mod + misc.): Concentration 9 (7+2), Craft (), Diplomacy 4 (3+1), Handle Animal 6 (5+1), Heal 6 (2 +4), Knowledge (nature) 9 (7+0+2), Listen 8 (4+4), Profession, Ride 4 (1+1+2), Spellcraft 3, Spot 7 (3+4), Survival 11(3+4+2+2), Swim 3 (2+1)
Skill Synergies: Ride (Handle Animal), Survival (Know. (Nature),
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Possessions:
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Spells: Druid 6
Spells per day (bonus): 0: 5 1: 4 (1) 2: 4 (1) 3: 3 (1)
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Darkvision: An anthropomorphic creature gain darkvision out to 60'.
Weapon and Armor Proficiency: Weapon and Armor Proficiency:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor.
Spontaneous Casting:Chaotic, Evil, Good, and Lawful Spells:Bonus Languages:Animal Companion (Ex):Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex):Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail
in natural surroundings and cannot be tracked. She may choose to
leave a trail if so desired.
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Wild Shape (Su):Carrying Capacity: