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.