Fiendish Baboon

Ferocia Monkyarro's page

30 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Ferocia Navarro

Race

| HP: 154/154 (199) | AC 21 (T18, FF 20) (+4 vs. giants) | CMB: +23 CMD: 37* | F:+12 (14*) R:+10 W:+12 | Init +3 | Perc +20*, SM +3, Intimidate +0

Classes/Levels

| Speed 30* ft., Climb 50 ft. | Minor Aspect: 19/21, Wild Shape: 16/18 hours | Active Conditions: Wild Shape

Gender

Female Dire Monkey

Size

Large

Age

52

Alignment

N

Deity

Green Faith

Location

Sandpoint

Languages

Common, Aklo, Druidic, Dwarven, Goblin, Sylvan, Sign Language

Strength 24
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Ferocia Monkyarro

Statistics:

Ferocia Navarro
Female Dwarf Dire Monkey Shifter 15
N Large Humanoid (dwarf) Animal
Init +3; Senses Low-light vision 60 ft., Scent (30 ft.), Perception +20 (+2 in natural settings, +2 stonecunning)

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DEFENSE
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AC 21, touch 18, flat-footed 20 (+0 armour, +1 deflection, +2 Dex, +3 natural, +0 shield, +3 Wis, +3 DT)
…+4 dodge AC vs. giants
hp 154
Fort +14, Ref +10, Will +13
…+2 vs. poison, spells and spell-like abilities

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OFFENSE
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Speed 30 ft., Climb 50 ft.
Space 10 ft., Reach 10 ft.
Melee 2 claws +24 (1d10+7) and bite +23 (1d10+11)
...shifter's fury: bite +23/+18/+13 (1d10+11) and 2 claws +18 (1d10+8)
Ranged
Combat Modifiers: Hatred (+1 attack vs. goblinoids and orcs), Bodywraps of Mighty Strikes +2 (on up to 3 attacks per round), Holy Amulet of Mighty Fists (+2d6 damage vs. evil and bypass their DR)

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STATISTICS
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Str 24 (26), Dex 12, Con 16, Int 12, Wis 16, Cha 8
Base Atk +14; CMB +22; CMD 36 (+4 vs. bull rush & trip while standing on the ground)
Traits Bloody-Minded, Eyes of the Wild
Feats Emriss, Extended Aspects, Hover, Power Attack (-4 attack, +8 damage), Shifter's Rush, Voice of Beasts, Weapon Focus (claw)
Skills Acrobatics +20 (+23 to jump), Appraise +2 (+2 w/ non-magical goods that contain precious metals or gems), Climb +35, Fly +13, Handle Animal +12, Intimidate +0, Knowledge (geography) +11, Knowledge (nature) +15, Linguistics +5, Perception +20 (+2 in natural settings, +2 w/ unusual stonework), Perform (woodwind) +1, Stealth +15, Survival +20 (+23 to track), Swim +23
(8 points; 4 class, 2 background, 1 INT, 1 favoured class)
Abilities chimeric aspect, defensive instinct (+3), defensive training, greed, hardy, hatred, shifter aspect (19 minutes, bear, monkey, owl), shifter claws, slow and steady, stability, stonecunning, track (+6), trackless step, weapon familiarity, wild empathy (+12), wild shape (16 hours/day)
Languages Common, Aklo, Druidic, Dwarven, Goblin, Sylvan, Sign Language

Special Abilities:

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SPECIAL ABILITIES
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Bloody-Minded (trait): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Chimeric Aspect (Su): When a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.

Defensive Instinct (Ex): When unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Extended Aspects (feat): You can invoke your aspect’s minor form for longer stretches of time than most of your allies and rivals. Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animals focus ability to assume the aspects of an animal. (Adds +2 minutes).

Eyes of the Wild (trait): Having spent much time immersed in the wilderness, you’re now attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.

Shifter Aspect (Su): At 1st level a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level (6 minutes). The duration need not be consecutive, but it must be spent in 1 minute increments. Shifting into a minor form is a swift action, while ending this effect is a free action that can be taken only on a shifter’s turn. She can assume only one minor form at a time (until level 9). Shifting to a new aspect (or aspects, later), ends all minor form currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefit of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects.
Bear - Minor - You gain a +2 enhancement bonus to your Constitution score. At 8th level, this increases to +4, and at 15th level it increases to +6.
Bear - Major - Your shape changes to that of a dire bear. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), a bite attack (1d8 damage), and two claw attacks (1d6 damage) with the grab ability. At 8th level, you gain Improved Natural Attack (Bestiary 315) with your claws. At 15th level, the critical multiplier of your claw attack increases by 1 (×2 becomes ×3) to a maximum of ×4, and you gain the Awesome Blow feat (Bestiary 314).
Monkey - Minor: You gain a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Monkey - Major - Your shape changes to that of a Large monkey (as per the dire ape; Bestiary 17). While in this form, you gain a base speed of 30 feet, a climb speed of 30 feet, low-light vision, scent (30 feet), a bite attack (1d6 damage), and two claw attacks (1d6 damage), and you can still use your hands to wield weapons, hold objects, and manipulate objects normally. At 8th level, your climb speed increases to 50 feet, and you can use your tail to hold and manipulate objects as if you had a third hand, but you cannot use it to wield weapons or shields. At 15th level, you gain a rend attack that deals extra damage equal to that of your shifter claws attack plus 1-1/2 times your Strength bonus when you hit with two of your normal shifter claws attacks.
Owl - Minor: You gain a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Owl - Major: Your shape changes to that of a Medium owl. While in this form, you gain two talon attacks (1d6 damage), a fly speed of 60 feet (average), darkvision with a range of 60 feet, and a +2 racial bonus on Stealth checks. At 8th level, you gain Flyby Attack as a bonus feat, and the range of your darkvision increases to 120 feet. At 15th level, you can take the form of a Large owl and gain the benefits of the Snatch feat, but you can use it only to grab a creature at least one size category smaller than yourself, and you can squeeze a creature grappled with this ability no matter what size it is.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage. If she uses one of her claws in conjunction with a weapon held in the other hand, the claw acts as a secondary attack instead. Her claws ignore DR/cold iron, DR/magic, and DR/silver. As the shifter gains levels, the power of her claws increases.

Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

Shifter's Rush When you use a move action to move 10 feet or more or when you charge, you can use wild shape as a free action during that movement.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Track (Ex): A shifter adds half her level as a bonus on Survival checks to follow tracks. (+5)

Trackless Step (Ex): A shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Voice of Beasts While you are using wild shape, you gain the ability to communicate with all animals. This acts as speak with animals, though the effect is supernatural in nature and can’t be dispelled.

Weapon and Armor Proficiency: Battleaxe, club, dagger, dart, heavy pick, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, warhammer. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Proficient with light and medium armor but are prohibited from wearing metal armor. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier 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, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Wild Shape (Su): A shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent. A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
...A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier (13 hours). It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use. A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Woodland Stride (Ex): A shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear battleaxe, sling, sling bullets (9), potion of cure light wounds (6), potion of cure moderate wounds, potion of shield
Possessions +3 wooden armour, belt pouch (2), flint and steel, necklace (wooden flower charm), amulet of mighty fists (holy), belt of giant strength +2, lacy pink gloves of swimming and climbing, ring of protection +1, ring of jumping, waterskin
Non-essential Possessions: backpack, bedroll, mess kit, rope (50 ft.) with grappling hook, skillet, tent, whetstone
Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried (all possessions) 74.5 lbs.
Money 509 GP 6 SP 6 CP

Background:

Ferocia Navarro was born and raised in Sandpoint—or so the story goes. Her parents claim loudly and often that she never left, though the fact that they bother to proclaim it at all makes that unlikely. There’s rumours that she ran away as a child. Got lost in the woods, maybe. But, they’re wrong. She had been taken. By the fey.

She can’t remember much about those early days. She remembers the smell of the trees, and running barefoot through the woods. She remembers strange songs, and stranger faces. She remembers having fun. Feeling at peace.

And then a woman found her—Shalelu Andosana. Shalelu took Ferocia from the forest and brought her back home—or so she said. Ferocia was returned to parents she didn’t remember, to a city too loud and stinky to be healthy, and too crowded to feel safe. Her parents were ecstatic. But she had fought and cried and tried to flee. To run. To escape to the safety of the trees. It didn’t work, of course. She was still young then, and they kept a close watch on her.

It time the memories faded, but Ferocia never forgot her time among the fey. She still felt comfortable in the woods and the wild places. But she also resented it. Her time away from Sandpoint had made her strange. She could do things that other dwarves couldn’t. Felt things they didn’t understand. Speak tongues no one she knew spoke. She was an outsider, a fact which neither her parents nor her so-called ‘friends’ ever really got used to. Even among a crowd, she felt alone.

She grew into a bitter young woman, and mellowed out little as she matured. Her penchant for getting into brawls gave her a foul reputation, and these days she’s known as a bit of a trouble-maker.

Her parents are alive and well. They work for the mercantile league, and scold her every opportunity they get for her ‘wasted life’ and ‘bad attitude.’ They love her—she knows that. But then, it doesn’t matter much when you’re a disappointment. She has plenty of brothers and sisters—proper dwarves, the lot of them. Upstanding, respectable and boring. They couldn’t be more different. What few relationships she’s had have been short and meaningless. Most of the time she can’t be bothered to remember her ex-lovers names. Occasionally her parents hire her for minor odd jobs that she ‘couldn’t possibly screw up.’ Deliveries and hauling product, mostly. When she’s feeling rebellious she messes it up anyway, or takes work hauling cargo on the docks for ships unaffiliated with her family.

Appearance and Personality:

Ferocia Navarro is a sarcastic dwarf with a short temper. She has white/gray hair that’s wavy and shoulder length on one side of her head, and shaved down to her skin on the other side. Lines of vine-like, twisting tattoos cover her jaw, neck, chest and shoulders. An ugly scar runs across the bridge of her nose. She wears multiple wooden earrings, some of which are quite thick, and an elaborate wooden necklace tucked into her shirt, which features a flower motif. Her armour is made of intricately carved wood, and is trimmed with black fur that looks like it comes from a bear. She’s short for a dwarf, but no less sturdy.

Ferocia is prone to losing her temper, and is constantly getting in brawls and arguments. She always seems to have a headache, and occasionally complains about the noise or stink of Sandpoint. Every once in a while she disappears for weeks at time, and comes back in a better mood—for a day or two at least.