Edge
2014-10-28, 03:54 AM
The Carmine Marauder
Image (http://i.imgur.com/WQuuFa2.jpg) (source (http://imgur.com/gallery/WQuuFa2)),
"Make the blood run, and the gold shall flow." Magda ferch Rhos, Carmine Marauder
The oceans of the world are not a safe place. Any adventurer can tell you of the threats posed by kraken, aboleths, sahuagin and worse. Few of them remember to mention the dangers posed by the waves above slavers, storms, pirates, tsunamis and privateers. Amongst the most dangerous of these are the carmine marauders.
Buccaneers who emulate the unbridled fury of an ocean storm, the carmine marauders are the undisputed masters of naval boarding actions who realise the secret of winning such engagements hitting hard, hitting fast, and winning before you lose too many men.
And when a carmine marauder stands on the enemy's deck, storm clouds clinging to her skin, men cowering before her, and the deck underfoot slick with blood, they know they've succeeded.
They always succeed.
HD: d10
Requirements
Base Attack Bonus +5
Skills: Intimidate 8 ranks, Profession (Sailor) 4 ranks, Use Rope 2 ranks.
Feats: Intimidating Rage, Two-Weapon Fighting
Maneuvers: Must have knowledge of at least three maneuvers of the Army of One, Iron Heart, Oncoming Storm or Tiger Claw disciplines, including one of at least 2nd level, and least one stance.
Special: Must be able to Rage at least 1/day.
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Disguise, Forgery, Gather Information, Intimidate, Jump, Knowledge (local), Listen, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope.
Skill points per level: 4 + Intelligence modifier (minimum 1).
LevelBABFortRefWillSpecial
1+1+2+2+0Buccaneer's Fury 1/day, Terrifying Reputation
2+2+3+3+0Rampaging Thunderhead Stance
3+3+3+3+1Cutlass Quickstep
4+4+4+4+1Crimson Tempest
5+5+4+4+1Bloody Waltz, Buccaneer's Fury 2/day
6+6+5+5+2Sailor's Warning
7+7+5+5+2Eye of the Incarnadine Storm
8+8+6+6+2Crimson-Capped Waves
9+9+6+6+3Buccaneer's Fury 3/day
10+10+7+7+3Red Sky Stance
LevelMan. KnownMan. ReadiedStances Known
1st100
2nd000
3rd111
4th000
5th100
6th011
7th100
8th000
9th111
10th000
Class Features
All the following are class features of the carmine marauder.
Weapon and Armour Proficiency: Carmine marauders gain no new weapon or armour proficiencies.
Maneuvers: At 1st, 3rd, 5th, 7th and 9th levels, the carmine marauder gains new maneuvers known from the*Army of One (http://www.giantitp.com/forums/showthread.php?103406-Army-of-One-Discipline&p=5710173), Iron Heart, Oncoming Storm (http://www.giantitp.com/forums/showthread.php?54816-Beware-the-Oncoming-Storm-Discipline) or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full carmine marauder levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
Stances Known: At 3rd, 6th and 9th levels, the carmine marauder learn a new martial stance from the Army of One, Iron Heart, Oncoming Storm or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Buccaneer's Fury (Ex): At first level, the carmine marauder hones her rage into a more focused weapon, modifying the ability into the Buccaneer's Fury, altering its effects. It now grants her a +4 bonus to Strength, a +4 bonus to Dexterity and a +2 bonus to Charisma, though she still takes a -2 penalty to AC. Unlike a normal rage, Buccaneer's Fury only prevents her from using the Autohypnosis, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Handle Animal, Heal, Open Lock, Search, Spellcraft and Use Magic Device skills, leaving all other skills, feats and actions available to her.
Buccaneer's Fury has a duration equal to 3 + the carmine marauder's (newly improved) Charisma modifier, and is treated as rage for the purposes of all feats and class features, though Greater Rage and Mighty Rage do not improve the bonuses it provides. She gains an additional use of this ability at 5th level and every 4 level thereafter.
Terrifying Reputation (Ex): A carmine marauder is a terrifying foe, and a scourge upon all who dare the waves. At first level, her reputation is already cemented. If she possesses the battle clarity, battle ardour, battle cunning, battle skill or battle mastery class features, they now function off her Charisma modifier rather than her Intelligence modifier. If she possesses the AC bonus or discipline focus (insightful strikes) class features, they now function off her Charisma modifier rather than her Wisdom modifier.
Additionally, her Intimidating Rage feat is no longer limited to only targeting one creature per encounter, though she still may only intimidate one target per round as a free action.
Rampaging Thunderhead Stance (Su): So great is a carmine marauder's wrath, that the very air around them crackles with their fury. At 2nd level, the carmine marauder gains a unique martial stance. She may take a swift action to lose the benefits of her current stance to gain the benefits of this one. Whilst in this stance, the carmine marauder is surrounded by wisps of dark cloud that provide a dodge bonus to AC based on her Intimidate ranks. If she is in this stance whilst in a Buccaneer's Fury, the wisps become a full blown miniature thunderhead, changing the benefit to a miss chance against incoming attacks based on her Intimidate ranks. The table below lists the exact benefits gained from the carmine marauder's Intimidate ranks.
Intimidate RanksDodge BonusMiss Chance
4 8+210%
9 13+420%
14 18+630%
19 23+840%
24++1050%
This stance is a supernatural ability, and is considered to belong to the Army of One and Oncoming Storm disciplines.
Cutlass Quickstep (Ex): Boarding is bloody work, and the carmine marauder knows exactly how to use the best tools for the job. At 3rd level, the carmine marauder may treat the scimitar and the battleaxe as light weapons for the purpose of Two-Weapon Fighting and Weapon Finesse. Additionally, in any round in which she takes a 5ft step whilst wielding only scimitars or battleaxes, she may make an attack with up to two scimitars or battleaxes as a standard action. Finally, she gains the ability to make a second 5-ft action each round as a move action.
Crimson Tempest (Ex): The carmine marauder lashes out mercilessly, and none within her reach are safe from her fury. At 4th level, every time the carmine marauder manages to hit a single target with two or more melee attacks in one round, she deals damage to all other foes within her reach equal to her Strength or Dexterity bonus, whichever is higher. Any targets downed by Crimson Tempest are not considered to have been downed by an attack for the purposes of Cleave, Great Cleave and similar effects.
Bloody Waltz (Ex) At 5th level, the carmine marauder's momentum buoys her fury, keeping her in the killing zone that is the bane of merchant sailors and navies alike. Any round in which the carmine marauder begins her turn in a stance belonging to one of the Army of One, Iron Heart, Oncoming Storm or Tiger Claw disciplines and ends it in a stance belonging to one of the other three listed disciplines does not count against the duration of her Buccaneer's Fury. Stances that are considered to belong to two of these disciplines do not trigger Bloody Waltz simply by maintaining them the carmine marauder explicitly only gains this benefit if the stance she is in actually changes.
Sailor's Warning (Ex): The carmine marauder is a grim tale with a bloody and unhappy ending. None know the truth of this like her victims. At 6th level, she may make an Intimidate check to demoralize as a free action against any target damaged by her Crimson Tempest class feature whilst she is in a Buccaneer's Fury. Furthermore, she may now use fear effects against targets that are immune to them, though such creatures gain a +4 circumstance bonus on their Will save.
Eye of the Incarnadine Storm (Ex): There is stillness... and then the carmine marauder unleashes a barrage of attacks that drive her foes before her. At 7th level, the carmine marauder gains access to a unique strike much like those granted to martial adepts. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Army of One and Tiger Claw disciplines.
Initiating this strike is a full-round action. As part of this strike, the carmine marauder makes a normal full attack. She makes an immediate demoralize attempt against each target she hits as a free action. Each target that loses the opposed check immediately moves 5ft directly away from the carmine marauder, plus an additional 5ft for every 5 points they lost the opposed check by, instead of being shaken as normal. Targets forced to move by this strike suffer damage equal to the carmine marauder's Charisma bonus for each 5ft it moves them, though they do not provoke attacks of opportunity for their forced movement.
If this forced movement would move a target into a hazardous situation, such as into a pit of lava, or off a cliff, they may make a Will save (DC 10 + class level + carmine marauder's Charisma modifier). If successful, they overcome their fear for the carmine marauder, and remain in the last safe space they occupied. If they fail, the hazard seems preferable to facing the marauder's wrath, and they keep moving.
Crimson-Capped Waves (Ex): Where the carmine marauder sails, the waters run red. At 8th level, whilst in a Buccaneer's Fury, any target she hits with a melee attack or damages with her Crimson Tempest class feature must make a Fortitude save (DC equal to 10 + her class level + the higher of her Strength or Dexterity modifiers) or suffer a horrible injury that continues to bleed profusely. A target that fails their save continues to take 1d4 points of damage per round until they receive a DC 15 Heal check, or any amount of magical healing.
Additionally, creatures so afflicted leave the ground beneath them slick with blood, and until they receive the Heal check or magical healing, any square they enter is considered to be under the effects of a grease spell until the end of the encounter.
Red Sky Stance (Ex): Red sky at night, shepherd's delight. Red sky in the morning... At 10th level, the carmine marauder gains a unique martial stance. She may take a swift action to lose the benefits of her current stance to gain the benefits of this one. Whilst in this stance, any target she damages with a melee attack must make a Fortitude save (DC 10 + her class level + the higher of her Strength of Dexterity modifiers) or suffer one of two fates either take 1d2 Constitution damage, or become shaken, and grant the carmine marauder temporary hit points equal to the target's Hit Dice. The target chooses which effect applies. Temporary hit points gained from this stance last until the end of the encounter, and do not stack with themselves or with temporary hit points from other sources. Only the highest amount applies.
A given target may only suffer the effects of Red Sky Stance once per round, and the stance is considered to belong to the Oncoming Storm and Tiger Claw disciplines.
Image (http://i.imgur.com/WQuuFa2.jpg) (source (http://imgur.com/gallery/WQuuFa2)),
"Make the blood run, and the gold shall flow." Magda ferch Rhos, Carmine Marauder
The oceans of the world are not a safe place. Any adventurer can tell you of the threats posed by kraken, aboleths, sahuagin and worse. Few of them remember to mention the dangers posed by the waves above slavers, storms, pirates, tsunamis and privateers. Amongst the most dangerous of these are the carmine marauders.
Buccaneers who emulate the unbridled fury of an ocean storm, the carmine marauders are the undisputed masters of naval boarding actions who realise the secret of winning such engagements hitting hard, hitting fast, and winning before you lose too many men.
And when a carmine marauder stands on the enemy's deck, storm clouds clinging to her skin, men cowering before her, and the deck underfoot slick with blood, they know they've succeeded.
They always succeed.
HD: d10
Requirements
Base Attack Bonus +5
Skills: Intimidate 8 ranks, Profession (Sailor) 4 ranks, Use Rope 2 ranks.
Feats: Intimidating Rage, Two-Weapon Fighting
Maneuvers: Must have knowledge of at least three maneuvers of the Army of One, Iron Heart, Oncoming Storm or Tiger Claw disciplines, including one of at least 2nd level, and least one stance.
Special: Must be able to Rage at least 1/day.
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Disguise, Forgery, Gather Information, Intimidate, Jump, Knowledge (local), Listen, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope.
Skill points per level: 4 + Intelligence modifier (minimum 1).
LevelBABFortRefWillSpecial
1+1+2+2+0Buccaneer's Fury 1/day, Terrifying Reputation
2+2+3+3+0Rampaging Thunderhead Stance
3+3+3+3+1Cutlass Quickstep
4+4+4+4+1Crimson Tempest
5+5+4+4+1Bloody Waltz, Buccaneer's Fury 2/day
6+6+5+5+2Sailor's Warning
7+7+5+5+2Eye of the Incarnadine Storm
8+8+6+6+2Crimson-Capped Waves
9+9+6+6+3Buccaneer's Fury 3/day
10+10+7+7+3Red Sky Stance
LevelMan. KnownMan. ReadiedStances Known
1st100
2nd000
3rd111
4th000
5th100
6th011
7th100
8th000
9th111
10th000
Class Features
All the following are class features of the carmine marauder.
Weapon and Armour Proficiency: Carmine marauders gain no new weapon or armour proficiencies.
Maneuvers: At 1st, 3rd, 5th, 7th and 9th levels, the carmine marauder gains new maneuvers known from the*Army of One (http://www.giantitp.com/forums/showthread.php?103406-Army-of-One-Discipline&p=5710173), Iron Heart, Oncoming Storm (http://www.giantitp.com/forums/showthread.php?54816-Beware-the-Oncoming-Storm-Discipline) or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full carmine marauder levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
Stances Known: At 3rd, 6th and 9th levels, the carmine marauder learn a new martial stance from the Army of One, Iron Heart, Oncoming Storm or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Buccaneer's Fury (Ex): At first level, the carmine marauder hones her rage into a more focused weapon, modifying the ability into the Buccaneer's Fury, altering its effects. It now grants her a +4 bonus to Strength, a +4 bonus to Dexterity and a +2 bonus to Charisma, though she still takes a -2 penalty to AC. Unlike a normal rage, Buccaneer's Fury only prevents her from using the Autohypnosis, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Handle Animal, Heal, Open Lock, Search, Spellcraft and Use Magic Device skills, leaving all other skills, feats and actions available to her.
Buccaneer's Fury has a duration equal to 3 + the carmine marauder's (newly improved) Charisma modifier, and is treated as rage for the purposes of all feats and class features, though Greater Rage and Mighty Rage do not improve the bonuses it provides. She gains an additional use of this ability at 5th level and every 4 level thereafter.
Terrifying Reputation (Ex): A carmine marauder is a terrifying foe, and a scourge upon all who dare the waves. At first level, her reputation is already cemented. If she possesses the battle clarity, battle ardour, battle cunning, battle skill or battle mastery class features, they now function off her Charisma modifier rather than her Intelligence modifier. If she possesses the AC bonus or discipline focus (insightful strikes) class features, they now function off her Charisma modifier rather than her Wisdom modifier.
Additionally, her Intimidating Rage feat is no longer limited to only targeting one creature per encounter, though she still may only intimidate one target per round as a free action.
Rampaging Thunderhead Stance (Su): So great is a carmine marauder's wrath, that the very air around them crackles with their fury. At 2nd level, the carmine marauder gains a unique martial stance. She may take a swift action to lose the benefits of her current stance to gain the benefits of this one. Whilst in this stance, the carmine marauder is surrounded by wisps of dark cloud that provide a dodge bonus to AC based on her Intimidate ranks. If she is in this stance whilst in a Buccaneer's Fury, the wisps become a full blown miniature thunderhead, changing the benefit to a miss chance against incoming attacks based on her Intimidate ranks. The table below lists the exact benefits gained from the carmine marauder's Intimidate ranks.
Intimidate RanksDodge BonusMiss Chance
4 8+210%
9 13+420%
14 18+630%
19 23+840%
24++1050%
This stance is a supernatural ability, and is considered to belong to the Army of One and Oncoming Storm disciplines.
Cutlass Quickstep (Ex): Boarding is bloody work, and the carmine marauder knows exactly how to use the best tools for the job. At 3rd level, the carmine marauder may treat the scimitar and the battleaxe as light weapons for the purpose of Two-Weapon Fighting and Weapon Finesse. Additionally, in any round in which she takes a 5ft step whilst wielding only scimitars or battleaxes, she may make an attack with up to two scimitars or battleaxes as a standard action. Finally, she gains the ability to make a second 5-ft action each round as a move action.
Crimson Tempest (Ex): The carmine marauder lashes out mercilessly, and none within her reach are safe from her fury. At 4th level, every time the carmine marauder manages to hit a single target with two or more melee attacks in one round, she deals damage to all other foes within her reach equal to her Strength or Dexterity bonus, whichever is higher. Any targets downed by Crimson Tempest are not considered to have been downed by an attack for the purposes of Cleave, Great Cleave and similar effects.
Bloody Waltz (Ex) At 5th level, the carmine marauder's momentum buoys her fury, keeping her in the killing zone that is the bane of merchant sailors and navies alike. Any round in which the carmine marauder begins her turn in a stance belonging to one of the Army of One, Iron Heart, Oncoming Storm or Tiger Claw disciplines and ends it in a stance belonging to one of the other three listed disciplines does not count against the duration of her Buccaneer's Fury. Stances that are considered to belong to two of these disciplines do not trigger Bloody Waltz simply by maintaining them the carmine marauder explicitly only gains this benefit if the stance she is in actually changes.
Sailor's Warning (Ex): The carmine marauder is a grim tale with a bloody and unhappy ending. None know the truth of this like her victims. At 6th level, she may make an Intimidate check to demoralize as a free action against any target damaged by her Crimson Tempest class feature whilst she is in a Buccaneer's Fury. Furthermore, she may now use fear effects against targets that are immune to them, though such creatures gain a +4 circumstance bonus on their Will save.
Eye of the Incarnadine Storm (Ex): There is stillness... and then the carmine marauder unleashes a barrage of attacks that drive her foes before her. At 7th level, the carmine marauder gains access to a unique strike much like those granted to martial adepts. This strike must be recovered and readied to use, just like any maneuver, and is considered to belong to the Army of One and Tiger Claw disciplines.
Initiating this strike is a full-round action. As part of this strike, the carmine marauder makes a normal full attack. She makes an immediate demoralize attempt against each target she hits as a free action. Each target that loses the opposed check immediately moves 5ft directly away from the carmine marauder, plus an additional 5ft for every 5 points they lost the opposed check by, instead of being shaken as normal. Targets forced to move by this strike suffer damage equal to the carmine marauder's Charisma bonus for each 5ft it moves them, though they do not provoke attacks of opportunity for their forced movement.
If this forced movement would move a target into a hazardous situation, such as into a pit of lava, or off a cliff, they may make a Will save (DC 10 + class level + carmine marauder's Charisma modifier). If successful, they overcome their fear for the carmine marauder, and remain in the last safe space they occupied. If they fail, the hazard seems preferable to facing the marauder's wrath, and they keep moving.
Crimson-Capped Waves (Ex): Where the carmine marauder sails, the waters run red. At 8th level, whilst in a Buccaneer's Fury, any target she hits with a melee attack or damages with her Crimson Tempest class feature must make a Fortitude save (DC equal to 10 + her class level + the higher of her Strength or Dexterity modifiers) or suffer a horrible injury that continues to bleed profusely. A target that fails their save continues to take 1d4 points of damage per round until they receive a DC 15 Heal check, or any amount of magical healing.
Additionally, creatures so afflicted leave the ground beneath them slick with blood, and until they receive the Heal check or magical healing, any square they enter is considered to be under the effects of a grease spell until the end of the encounter.
Red Sky Stance (Ex): Red sky at night, shepherd's delight. Red sky in the morning... At 10th level, the carmine marauder gains a unique martial stance. She may take a swift action to lose the benefits of her current stance to gain the benefits of this one. Whilst in this stance, any target she damages with a melee attack must make a Fortitude save (DC 10 + her class level + the higher of her Strength of Dexterity modifiers) or suffer one of two fates either take 1d2 Constitution damage, or become shaken, and grant the carmine marauder temporary hit points equal to the target's Hit Dice. The target chooses which effect applies. Temporary hit points gained from this stance last until the end of the encounter, and do not stack with themselves or with temporary hit points from other sources. Only the highest amount applies.
A given target may only suffer the effects of Red Sky Stance once per round, and the stance is considered to belong to the Oncoming Storm and Tiger Claw disciplines.