Katra Sebine

Morgana of House Deverin's page

514 posts. Alias of Nikolaus de'Shade.


Full Name

Morgana of House Deverin

Race

HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft

Classes/Levels

| Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

About Morgana of House Deverin

Morgana of House Deverin
Female Human Holy Beast Shifter 1
Medium NG Humanoid (Human)

Init +3 (+2 dex, +1 trait)
Senses: Perception +6.

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)

HP 12/12 ([10+1con+1FBC])

Fort +3 (2 base, +1 Con)
Ref +5 (2 base, +3 Dex)
Will +3 (0 base, +2 Wis, +1 trait)

OFFENSE
Claws x2, +5, d4+4, x2. (P)
Bite +5, d6+4, x2. (BPS)
Spear +5, d8+6, x2. 20ft. (P)

Spd 30ft.
Space 5 ft.; Reach 5 ft.

Base Atk +1 (+1 Shifter)
CMB +5 (1 BAB, +4 Str)
CMD 19 (10, +2 BAB, +3 Dex, +4 Str)

STATISTICS
Str 18 (+4) [16 base, +2 racial]
Dex 16 (+3) [14 base, +2 racial]
Con 12 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

FEATS
Dirty Fighting [Level 1]: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Feats:
Improved Grapple, Shifters Rush, Imp Nat Attack, Chimeric Adept, Chimeric Master/Vital Strike?

TRAITS
Set Mind (Campaign): Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.
Survivor (Regional): You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Carefully Hidden (Race): You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Scarred (Drawback): You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

SKILLS
Handle Animal* +4 (1 rank, +0 Cha, +3 class)
Knw History* +1 (1 rank, +0 Int)
Perception +6 (1 rank, +2 Wis, +3 class)
Sense Motive +7 (1 rank, +3 Wis, +3 class, +1 trait)
Stealth +8 (1 rank, +4 Dex, +3 class)
Survival +6 (1 rank, +2 Wis, +3 class)

Total Points: 6 [1x(4 Shifter + 0 Int + 2 background)]
AC penalty is 0

LANGUAGES
Common, Druidic.

EQUIPMENT
Masterwork Studded Leather Armor (175gp)
Spear (2gp)

3 gold 0 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Dual Talented: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Proficiencies: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. 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.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
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.
Bonus Languages: A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
Shifter Aspect: 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 (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.

Aspects:
Tiger
The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency.
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).

Blessed Claws: 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 claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
At 3rd level, her claws count as magic weapons, ignore DR/cold iron and DR/silver (and see Update at left). At 3rd level, her claws are treated as one type of aligned weapon (chaotic, evil, good, or lawful) within one step of her deity’s alignment in addition to ignoring DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Divine Fury: A holy beast shifter focuses entirely on hunting down specific outsiders on behalf of her deity. She gains the ranger’s favored enemy class feature, except she can select only an outsider type from the favored enemy table. The bonus against her favored enemy automatically increases by 1 at 5th level and every 5 levels thereafter. At 5th level and every 5 levels thereafter, she can forgo gaining an additional shifter aspect to instead gain an additional outsider type as her favored enemy. Her bonuses from the favored enemy feature against new outsider types chosen in this way are equal to the bonus for the type chosen at 1st level.
This replaces wild empathy, track, woodland stride, and trackless step.

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Appearance/Personality
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Following her poisoning Morgana is no longer the fine specimen of womanhood she once was. Her height remains and recent care has tamed her hair back into a neatly trimmed queue, but months of near starvation and illness have taken their toll. Her fine-boned chelish ancestry now verges on gaunt and the paleness of her skin owes as much to months of bedrest as it does to aristocratic breeding.

Her near death and the accompanying loss of her faith has changed Morgana's outlook on life. She still enjoys the finer things in life, but she values the simple pleasures far more than before. An evening simply reading a book means more to her now than she would ever have imagined.

Likes: Minkian tea, flirting, history books.
Dislikes: slobs, snobs, anything tasting of vanilla.

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Background
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Lord Hobart Deverin, the ‘Simple Lord’, of Magnimar married a most un-simple woman, Lady Verilana Fex from Cheliax. The marriage was a strategic one and Lord and Lady Deverin were very much at odds by the time their fifth child, Morgana, was born.

Morgana took after her mother in looks and Lady Verilana paid her more attention than she had to most of her other children – tutoring her daughter in all the ‘proper’ forms of manners and dress. As Lady Verilana often said “I’m going to have at least one child to be proud of – no matter what my husband says!” Morgana proved to be an apt pupil of her mothers, developing a delight in clothes, fashion and the social whirl of the aristocracy. However, for all her mother’s efforts, the influence of her father (and her four older siblings) could not be completely shut out and Morgana picked up a number of less noble skills and, at her older brother's insistence, competency with a sword.

When Lady Verilana finally passed away, ‘of sheer disdain’ many whispered, Morgana gradually fell in with a ‘fast’ young set of noble youths who frittered away money on clothes, entertainment, gambling and occasionally street duels. It was then that she found the church of Falayna who taught that a woman could kick arse, take names and still be feminine and look fabulous in the process. Inspired, Morgana turned her efforts to her new faith instead, training harder and spending just as much time as she did before having fun but now with a renewed sense of divine purpose.

However things didn’t stay pleasant for long. When word came of an abyssal cult which had taken up residence in the Irespan Morgana took up arms along with her fellow worshippers of Falayna and joined forces with two Iomedean paladins in assailing the cults base of operations. The holy warriors were ultimately successful in slaying many of the cultists, but Morgana didn’t escape entirely unscathed – one cultist managed to hurl a glass ampule into her face just before she slew him, leaving her pretty face studded with glass shards. Fortunately the damage was easily healed and the group mourned their three casualties and rejoiced in a successful, and heroic, victory.

The true damage only became apparent a few days later when Morgana awoke wracked with what she thought were stomach cramps. The truth was far worse. The poison she’d ingested, however unwillingly, was a potent mutagen which warped her from the inside out – twisting her body and threatening to shatter her mind beyond repair. She survived, just. Her siblings never gave up on her, even when their little sister was more monster than (wo)man and had to be locked in the cages that had once held her mother’s exotic pets and thanks to their support and her own stubbornness Morgana eventually found and kept her human form. She was a changed woman though – her formerly perfect skin a welter of horrendous scars and her previous confidence shattered.

The solution, Guin decided, was travel. Her little sister needed to leave Magnimar, to see new shores and come to terms with herself in an environment where she’d be appreciated rather than judged. She spoke to Arthur and he, as heir to the Deverin family, spoke to the Bountiful Venture company. As luck would have it they had a colony ship, due to call in Magnimar in a few weeks before setting off across the Arcadian Ocean and in thanks for the Deverin families generous sponsorship a place was found for Morgana on the expedition.