Monkey

Tomo-chan's page

8 posts. Alias of JAF0.


Full Name

Tomo

Race

spider monkey

Special Abilities

low light vision, +5 perception

Homepage URL

4 con damage, currently 6

Strength 3
Dexterity 15
Constitution 10
Intelligence 6
Wisdom 12
Charisma 5

About Tomo-chan

pic of Tomo killing Mr. Swabb

link to monkey stats in OGC

Init +2; Senses low-light vision; Perception +5
DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size,+2 leather armor)
(Has tiny leather armor, commissioned as a gift from Flynn)
hp 32 (7d8)
Fort +2, Ref +11, Will +5
OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +6 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +20, Climb +10, Perception +11; Racial Modifiers +8 Acrobatics
SPECIAL ABILITIES
Familiar

The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

MAGIC ITEMS/EQUIPMENT
tiny leather armor
Circlet of Speaking, lesser: This thin, silver circlet allows an animal wearing it to speak. gives the wearer the ability to speak a language due to not having the ability to vocalize when they might otherwise be able to speak. The creator of the item decides what language the circlet's wearer can speak when she crafts the item (Orcish); once crafting is complete, this cannot be changed. A circlet of speaking does not grant an animal a bonus to Intelligence, and the wearer's general behavior remains largely the same while it wears a circlet of speaking, though it can communicate its desires and rudimentary knowledge as though being spoken to via speak with animals. val 2000 gp

Familiar Basics

Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.
Master Class Level Natural Armor Adj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.