Thursday, November 14, 2013

Jeff Crunch: A Soul Bound for the Locker




Ahab - awaiting the white whale by Thomacek from www.deviantART.com

By Jeff Harris

Captain Ahab
male human expert (sailor) 5/deep sea pirate 6
Description: Captain Ahab cares nothing for other ships or other men’s goods, he lives only to be master of the Pequod and to kill what he sees as a devil incarnate, the great white whale.  At five and fifty years his zeal to find the creature that maimed him is undiminished. The man himself is tall and wind burned, his thick dark beard half masks his scowl.  Dressed in a fine but understated black suit and never seen without his bronze studded leather great coat on deck, the Captain cuts an intimidating figure.

Captain Ahab CR 10
NE Medium crusty* humanoid (human)
Init +3; Senses Perception +17
===== Defense =====
AC 18, touch 10, flat-footed 18; (armor +4, deflection +2, natural +2)
hp 134 (14d8+68)
Fort +9, Ref +6, Will +8
Defensive Abilities  Liquid Courage, Stubborn as Hell, Tough as Nails
===== Offense =====
Spd 25 ft. (due to the peg leg)
Melee “Hell’s Heart” +15/+10 (1d8+5/19-20x3), +1 bich’hwa +13/+8 (1d4+4/19-20x2), unarmed strike +12/+7 (1d3+3/20x2)
Ranged “Hells Heart” +12/+7 (1d8+5/19-20x3)
Special Attacks Ranged Grapple (harpoon), Sneak Attack +2d6
===== Tactics =====
Before Combat Captain Ahab is a reasonable man, in so far as he will try iron handed diplomacy before taking more drastic measures.

During Combat Captain Ahab will answer challenges from his crew as needed, he will not hesitate to turn his harpoon on a crewman should his crime warrant it.  However if faced with the white whale Ahab will not relent, taking to the whale boat with harpoon in hand to face his nemesis.                                                  

Morale There is little in this world that can move Captain Ahab from his course, and he fights to the death against his sworn foe.  Such is the fate of a man who thinks he is a hand of god, any god.
===== Statistics =====
Str 16, Dex 10, Con 18, Int 12, Wis 11, Cha 11
Base Atk +9/+4; CMB +12  CMD 24
Feats Exotic Weapon Proficiency (bich’hwa), Improved Critical (harpoon) Improved Initiative, Improved Unarmed, Intimidating Prowess, Lightning Reflexes, Martial Weapon Proficiency (harpoon), Skill Focus (sailor), Toughness, Weapon Focus (harpoon). 
Skills  Acrobatics +10, Appraise +10, Climb +11, Diplomacy +8,  Intimidate +12, Knowledge (geography) +7, Knowledge (nature) +6, Knowledge (religion) +6, Perception +17, Profession (sailor) +14, Profession (whaler) +11, Sense Motive +9, Swim +11.
Languages Common, Shoanti.   
SQ deep breath, farseer, shipboard authority, storm sailor, windrigger
Combat Gear hell’s heart, +1bronze studded leather great coat, +1 bich’hwa (gifted to him after his fateful encounter with the white whale), three 50 ft. spider silk rope coils, ring of protection +2 (his wedding ring); Other Gear peg leg made of whalebone ivory, fine black suite, leather bound journal containing the Pequod’s logs, spy glass, silver pocket watch, brass whistle.
===== Special Abilities =====
Deep Breath (Ex): The Deep Sea pirate can hold his breath for a number of rounds equal to three times his Constitution modifier before he must start making Constitution checks.                                          

Farseer (Ex): Pirates take turns serving as lookouts. A Deep Sea pirate with this ability reduces any distance-based penalties on Perception checks by half when he is at least 10 feet off the ground or above the deck of a ship.                                                                                                                                       

Liquid Courage (Ex): When intoxicated, the crusty creature gains the benefits of a rage spell in place of the normal effects of intoxication.                                                                                                             

Shipboard Authority (Ex): As a full-round action once per day, the Deep Sea pirate can shout orders to his crew. All allies within 30 feet of the Deep Sea pirate who can hear him gain a +1 morale bonus on attack rolls or on a particular skill check for 1 round per the Deep Sea pirate’s level. The Deep Sea pirate specifies which bonus applies when he uses this ability and may not change the bonus for the duration of this ability.                                                                                                                                                         

Stubborn as Hell (Ex): Those with the crusty template are hardier and more set in their ways then their more youthful peers and gain a +2 to CMD, Will, and Fortitude saves.                                                      

Storm Sailor (Ex): The Deep Sea pirate treats all storms as if they were one category less severe for the purposes of sailing and navigation. (This benefit stacks with the Hurricane Savvy character trait and other effects related to wind conditions.) He can make an Acrobatics check to move his normal speed across uneven ground, and he does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions.                                                                                          

Tough as Nails (Su): Treat this as orcish ferocity, meaning the crusty creature can act in a round that would normally knock them out.                                                                                                                      

Windrigger (Ex): The Deep Sea pirate has learned the tricky art of tacking. With a DC 15 Profession (sailor) check, he increases his ship’s base movement by 5 feet for 1 hour.


Hell’s Heart
Aura faint necromancy, moderate conjuration, moderate transmutation; CL 10th
Slot weapon; Price 20,000; Weight 16 lb.
===== Description =====
Hell's heart is the name the crew have given Ahab’s harpoon. The weapon itself is a mahogany hafted harpoon with a plain but razor sharp barbed head.  Engraved all along the weapons shaft is tiny writing, which seems to ramble on about devil whales and tests of faith.
Hells heart is a +2 returning whale bane wounding harpoon, though instead of returning to you as a normal returning weapon, hell's heart spawns a mundane copy of itself, leaving its “husk” as a permanent steel harpoon, along with the length of line attached at the time, imbedded in the target.  Hell’s heart itself returns to the wielders hands after each throw.  The weapon's wide barbed head ensures the weapon sinks deep and fast, and bleeds the target as well.
===== Construction =====   
Requirements Craft Magic Arms and Armor, bleed, fabricate, summon monster I, telekinesis.           Cost 10,000 gp

Armor                                                                                                                                                          
Studded Leather Great Coat (light armor) AC +3 max Dex +4, Armor check penalty -1, Spell Failure 10%, Weight 10 lbs.

*Please note that the “crusty” template is courtesy of FrankGori and Kobold Press.   

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