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palcosmo
2006-09-11, 04:47 PM
http://www.clever-name.com/andy/nerd/bellamy.png

Drake Bellamy, Human Adept 1/Rogue 7/Marshal 2/Assassain 4
Size/Type: Medium Humanoid (Human)
Hit Dice: 10d6 + 2d8 + 56 (97 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 +2 Chain Shirt, +4 Shield), touch 10, flat-footed 20
Base Attack/Grapple: +9/+12
Attack: +1 Trident +13 melee (1d8+4) or Harpoon* +9 ranged (1d10+3)
Full Attack: +1 Trident +13/+8 melee (1d8+4) or Harpoon* +9 ranged (1d10+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Attack, Sneak Attack +6d6
Special Qualities: +2 Save Against Poisons, Evasion, Improved Uncanny Dodge, Poison Use, Trap Sense +2, Trapfinding
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 17, Dex 10, Con 19, Int 13, Wis 10, Cha 16
Skills: Bluff +10, Balance +6, Climb +9, Diplomacy +12, Disable Device +7, Forgery +7, Gather Information +10, Intimidate +10, Profession (Sailor) +10, Open Lock +7, Search +6, Sense Motive +10, Spot +7, Swim +10, Use Rope +3
Feats: Skill Focus (Diplomacy), Iron Will, Exotic Weapon Proficiency (Harpoon*), Scourge of the Seas*, Leadership, Hamstring**, Great Captain*
Challenge Rating: 13
Possessions: Amulet of Health +4, Belt of Giant Strength +4, +2 Mithral Chain Shirt, +2 Heavy Steel Shield, +1 Trident
Alignment: Lawful evil

The Marshal base class is from the Miniatures Handbook.
* from Stormwrack
** from Complete Warrior

Auras (Ex) All allies, who speak common and have an intelligence of 3 or higher, within 60 feet of Drake can benefit from his Marshal auras. He can specifically grant his allies DR 1/- and a +3 bonus to damage rolls when flanking foes.

Death Attack Can paralyze or kill an unsuspecting target after 3 rounds of study; fortitude save (DC 15) to negate.

Improved Uncanny Dodge (Ex) Drake can only be flanked by a rogue of 15th level or higher.

Poison Use Drake is never at risk for accidentally poisoning himself when applying poison to a blade.

Sneak Attack Drake adds 6d6 damage to his attacks when his opponent is denied her AC bonus or he has her flanked.

Trap Sense Drake adds a +2 bonus to his Reflex saves, and a +2 dodge bonus to AC versus traps.

Trapfinding Drake can find and disable mundane and magical traps with Search DCs above 20.

Spells Drake casts spell as a Bard, using his Intelligence modifier as opposed to his Charisma modifier for bonus spells, etc. His spell selection comes from the Assassain spell list.

Assassain Spells Known
1st Level– Detect Poison, Feather Fall, Obscuring Mist, True Strike
2nd Level – Alter Self, Invisibility, Spider Climb

Marshal Auras Known
Major: Hardy Soldiers
Minor: Master of Tactics

[hr]
CORE VERSION
Drake Bellamy, Human Adept 1/Rogue 7/Assassain 6
Hit Dice: 12d6 + 56 (95 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 +2 Chain Shirt, +4 Shield), touch 10, flat-footed 20
Base Attack/Grapple: +9/+12
Attack: +1 Trident +13 melee (1d8+4) or Javelin +9 ranged (1d6+3)
Full Attack: +1 Trident +13/+8 melee (1d8+4) or Javelin +9 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Attack, Sneak Attack +7d6
Special Qualities: +3 Save Against Poisons, Evasion, Improved Uncanny Dodge, Poison Use, Trap Sense +2
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 17, Dex 10, Con 19, Int 13, Wis 10, Cha 16
Skills: Bluff +10, Balance +6, Climb +9, Diplomacy +12, Disable Device +7, Forgery +7, Gather Information +10, Intimidate +10, Profession (Sailor) +10, Open Lock +7, Search +6, Sense Motive +10, Spot +7, Swim +10, Use Rope +3
Feats: Iron Will, Improved Unarmed Strike, Power Attack, Leadership, Cleave, Improved Sunder
Challenge Rating: 13
Possessions: Amulet of Health +4, Belt of Giant Strength +4, +2 Mithral Chain Shirt, +2 Heavy Steel Shield, +1 Trident
Alignment: Lawful evil

Assassain Spells Known
1st level – Detect Poison, Feather Fall, Obscuring Mist, True Strike
2nd Level – Alter Self, Cat’s Grace, Invisibility, Spider Climb
3rd Level – Deep Slumber (DC 14), Deeper Darkness, False Life

Death Attack Can paralyze or kill a target; fortitude save (DC 17) to negate.

Improved Uncanny Dodge (Ex) Drake can only be flanked by a rogue of 17th level or higher.

Sneak Attack Drake adds 7d6 damage to his attacks when his opponent is denied her AC bonus or he has her flanked.

[hr]
History
In the coastal jungles of Kingdom Machiavel, survival is paramount: isolated from any neighbors, overpopulated to the point of bursting, and surrounded by the vicious denizens of the ever-encroaching jungle, it is often necessary to employ less orthodox measures to stave off death. Indeed, thievery is viewed as a full-time, viable, and legal means of ensuring your safety and comfort. In Machiavel, where the struggle for resources is so pronounced, the weak that are stolen from are at fault, not the thieves.

The same could be said for kidnapping: the man who allows his wife and two daughters to be stolen away from him is a weak fool. And, since the kidnapping -- and the loss, fear, emasculation, and gnawing madness that came with it -- Drake Bellamy’s true savagery has since been evoked.

He has known little else but the seas for over 55 years, living the constantly turbulent existence of a pirate for the entirety of his adult life. Mentored by his own father, a First Mate on one of Machiavel’s long-range pillaging ships, Bellamy has been raised on blood and salt water. He too followed in his old man’s footsteps, pirating for the glory and sustenance of Machiavel for nearly two decades before he could afford his own ship: a run down longship that was, perhaps, new when his father began his career. He still pirated for his home when the price was right, but the majority of his work became dedicated to the amassing of wealth for him and his crew.

Then, while away from his home, where his family once lived in a kind of peace that was rare for Machiavel, local barbarians kidnapped his wife and daughters. The number and sheer ferocity of the berserkers proved too much for the dozen of trained bodyguards Bellamy once thought sufficient to protect his loved ones. He now pirates with a nearly skeletal crew of dedicated pirates, their earnings going almost exclusively to the outrageous ransom demanded for his family’s safe return.

Character
It has been nearly a month since Bellamy’s family was taken, and his personality has eroded quickly and gravely in that time. Even before, Bellamy was somewhat renowned for the violent lengths he would go to in order to secure profit, but since the loss of his family, Bellamy is merely regarded as a kind of restless specter with an unquenchable hunger for blood and gold. It is as if he no longer has the time to not kill his prey.

He speaks little, and then only to bark orders.

Appearance
Bellamy is a relatively short and plump man, softened by years of being a successful pirate captain. His dark blue clothes seem forever drenched in salt water, and they cling at awkward angles to his rotund but imposing frame. He purposefully keeps his hair and beard unkempt, so that they create a black buffer that hides and distracts from the deep crags and furrows of his face; he knows that the slightest unconscious and self-defeating tick of his face could spell disaster in his line of work.

He is rarely seen without his harpoon and trident sheathed across his back, the two weapons crossing to form a deadly X.

palcosmo
2006-09-11, 04:52 PM
http://www.clever-name.com/andy/nerd/purmondis.png

Purmondis, Awakened Monkey Effigy Ninja 9
Size/Type: Small Construct
Hit Dice: 2d10 + 9d6 + 21 (63 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 21 (+1 size, +2 armor, +3 natural, +2 Dex, +2 Wis, +1 Ninja), touch 16, flat-footed 19
Base Attack/Grapple: +6/-6
Attack: +1 Shocking Kama +11 (1d4-1 plus 1d6 electricity) or bite +10 melee (1d3-2)
Full Attack: +1 Shocking Kama +11/+6 (1d4-1 plus 1d6 electricity) and bite +5 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spring Attack, Sudden Strike +5d6
Special Qualities: Damage Reduction 1/adamantine, construct traits, darkvision 60 ft., low-light vision, ki dodge, ghost step, ghost strike, great leap, ki power 6/day, improved poison use, speed climb, trapfinding
Saves: Fort +4, Ref +10, Will +8*
Abilities: Str 7, Dex 15, Con -, Int 10, Wis 14, Cha 15
Skills: Balance +17, Climb +17, Disable Device +3, Escape Artist +19, Gather Information +5, Hide +10, Jump +9, Listen +7, Move Silently +8, Open Lock +8, Sleight of Hand +8, Spot +7, Sense Motive +4, Swim +1, Tumble +6
Feats: Dodge, Improved Toughness, Mobility, Spring Attack, Weapon Finesse
Challenge Rating: 11
Possessions: +1 Shocking Kama, Amulet of natural armor +1, Bracers of armor +2, Boots of Striding and Springing, Cloak of Resistance +1
Alignment: Lawful evil

* includes +2 to Will saves (see Ki Power below)

Skills
Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Trapfinding Identical to the Rogue class feature of the same name.

Improved Poison Use Can apply poison to a weapon as a move action.

Sudden Strike (Ex) As sneak attack, but no extra damage when flanking.

Great Leap (Ex) Always makes Jump checks as if running with the Run feat.

Speed Climb (Ex) Can climb at 40 ft.; must start and end on horizontal surface.

Ki Power (Su) Expend one daily use to activate ki-based abilities; +2 to bonus on Will saves as long as at least one daily use remains.

Ghost Step (Su) Swift action, one daily ki power use, invisibility for 1 round.

Ki Dodge (Su) Swift action, one daily ki power use, concealment (20% miss chance) for 1 round.

Ghost Strike (Su) Move action, one daily ki power use, ignores miss chance against incorporeal or ethereal creatures.

[hr]
CORE VERSION: If you do not have access to the Ninja base class from Complete Adventurer, instead treat Purmondis as a Monk 6/Rogue 3. Furthermore, if you do not have access to the Improved Toughness feat from Complete Warrior, exchange said feat for Toughness, and reduce Purmondis’ Hit Points to 55.

Although the Awaken Construct spell from Spell Compendium and the Effigy template from Complete Arcane were used to create Purmondis, these books are not necessarily required to include this character as an NPC. The use of said books is essentially a “necessary evil” to mechanically create a character that, in my mind, epitomizes the character concept better than core rules alone could.

[hr]
History
During the rule of Machiavel’s God-King, a vast number of automata were crafted by the arcane caste, and spread out throughout the jungle to serve as wandering guards and protectors. Amongst the myriad of golems and robots, there were a number of effigies: mechanical creatures constructed to resemble and blend with the kin they were modeled after. Unsurprisingly, a number of robotic monkey effigies were built, partially due to their inexpensive and quick construction.

When it was first built, Purmondis was altogether unremarkable. It was, like all of its kind, a mindlessly obedient and nameless machine. However, at random, Purmondis was chosen to be the representative for all monkey effigies, and was brought before the God-King to be awakened. At the touch of the God-King’s hand, Purmondis was given a semblance of life, gifted with self-awareness and free will.

Purmondis worked the same as any of Machiavel’s jungle guard, though he was also responsible for ensuring the safety and repair of his brothers. Furthermore, to ensure that he served as a potent protector, he was trained at Machiavel’s sole college for martial arts, The Fiendeater School. There, he studied and learned the way of the ninja.

Purmondis’ role and work became increasingly unnecessary with time as more and more monkey effigies were destroyed, unable to withstand the monstrous flora and fauna of Machiavel’s jungles. Furthermore, no new monkey effigies were slated to be built due to their predecessors’ seeming ineffectiveness. Disheartened by the loss of his kin, and the seeming disdain of its creators, Purmondis set out for new work.

Amused with the idea of leaving Machiavel, at least for a time, Purmondis was attracted to Drake Bellamy and his pirate lifestyle. At first, Bellamy only allowed Purmondis onto his crew for equal parts novelty and desperation to man his ship, but was impressed early on by the grace and intelligence of the mechanical monkey. Since joining the crew, this robot-monkey-ninja-pirate has climbed the ranks over a period of four years to now serve as Bellamy’s first mate. Between the two of them, Purmondis and Bellamy have a keen relationship based on mutual respect and genuine care. Furthermore, Purmondis seems to be the only crewmate who can make the otherwise dour Bellamy grin with joy -- as opposed to making him grin with rage.

Character
Where Bellamy is perhaps most emblematic of the archetypal pirate’s savagery, Purmondis instead exemplifies the carefree and hedonistic aspects of piracy. It lusts for monetary gain and relishes in combat. Purmondis is predominantly jovial and empathic, earning the respect of the crew with its skill and charisma, while remaining a powerful and sometimes reckless brigand. Indeed, his consistent delight is typically unnerving for his enemies.

Appearance
Purmondis wears the typically dark and lightweight garb of a ninja, though he sometimes adds a vibrant tri-corner seafarer’s hat for flair. On a cursory inspection, it is difficult to decipher his true nature, as either automaton or monkey, through but the eye-slits of his clothes -- though his tail may serve as a confusing clue.

palcosmo
2006-09-11, 04:53 PM
Since Kingdom Machiavel has a rich history of creating construted creatures, it is no surprise that Drake utilizes automatons that are representative of his home's mechanical mastery. Wuri, the ship's mage and item-crafting maestar, is the inventor of both the drill penguin and the skirmishing albatross.

[hr]
Animated Mop
An animated mop is exactly that: an autonomous mop that is solely dedicated to the cleanliness of the ship’s deck. It works tirelessly, ruthlessly scrubbing, occasionally getting in the way. The crew typically see it as more of a nuisance than a blessing.

There is but one animated mop for the entire ship; Drake unwittingly ordered one from Wuri, and now refuses to discuss the broom itself or its extravagant price.

Moderate transmutation; CL 14th; Animate Objects, Permanency; Price 15,000 gp + 1 cp; Cost 1 cp + 3000 XP.

[hr]
Drill Penguin
Size/Type: Small Construct
Hit Dice: 3d10 + 10 (30 hp)
Initiative: -2
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 13 (+1 size, + 4 natural, -2 dex), touch 11, flat-footed 13
Base Attack/Grapple: +0/-6
Attack: Adamantine drill +0 melee (1d6-2/19-20)
Full Attack: Adamantine drill +0 melee (1d6-2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Focused sunder, Vicious drill
Special Qualities: Construct traits, darkvision 60 ft., damage reduction 1/adamantine
Saves: Fort +1, Ref -1, Will +1
Abilities: Str 6, Dex 7, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Challenge Rating: 1
Alignment: Neutral

Though it has the general shape of a penguin, it is larger and with a menacingly large drill instead of a beak. It cuts through the water with a grace that seems impossible for such an awkward, mechanical animal.

In naval combat, drill penguins are effective at attacking both the hulls and the rudder of opposing ships while, for a time, going undetected. By using both the water and the cover of an enemy ship for protection, drill penguins are typically safe to cause significant damage.

Focused Sunder (Ex)
As an adamantine weapon, the Drill Penguin’s beak ignores any object’s hardness that is less than 20. Furthermore, the Drill Penguin is treated as having the Improved Sunder feat (+4 to attack rolls made to attack a held or carried object; does not provoke attacks of opportunity when attempting to sunder).

Vicious Drill (Ex)
The breadth, length, and sheer velocity of the drill beak are such that, on a critical hit, the attack deals 1 point of Constitution damage. Creatures immune to critical hits are also immune to the Constitution damage dealt by this weapon.

Construction
Assembling the body requires a Knowledge (architecture and engineering) check (DC 15). The expense of the adamantine drill is including in the below cost and price.

CL 5th; Craft Construct,haste; Price 12,000 gp; Cost 7,000 gp + 240 XP.

[hr]
Skirmishing Albatross
Size/Type: Small Construct
Hit Dice: 2d10 + 10 (25 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 50 ft. (poor)
Armor Class: 14 (+1 size, + 4 natural, -1 dex), touch 11, flat-footed 14
Base Attack/Grapple: +0/-7
Attack: Bite -2 melee (1d4-3) or acid +3 ranged (1d6)
Full Attack: Bite -2 melee (1d4-3) or acid +3 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, Irritant cloud
Special Qualities: Construct traits, darkvision 60 ft., damage reduction 1/adamantine
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 4, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Challenge Rating: 1
Alignment: Neutral

The automaton only resembles an albatross when displaying its silhouette against the sun; its metal frame is dull, pock-marked and worn. It still flies with ease and speed, though it obviously lacks the true maneuverability of the creature it was modeled after.

Drake typically uses skirmishing albatrosses to directly attack the rigging of opposing ships. This tactic typically impedes the ship’s maneuverability, while also slowing his enemy’s escape.

Acid Spit (Ex)
Five times a day, as a standard action, a skirmishing albatross can spit acid. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Irritant Cloud (Ex)
Five times a day, as a full-round action, a skirmishing albatross can loosen a cloud of fine metal dust from its body. Any creatures adjacent to the albatross must make a Fortitude save (DC 12) or be dazzled for 1d6 rounds.

Construction
Assembling the body requires a Knowledge (architecture and engineering) check (DC 15).

CL 1st; Craft Construct, acid splash, daze; Price 9,000 gp; Cost 5,000 gp + 240 XP.

palcosmo
2006-09-11, 04:54 PM
(Ne'ermind, no optional Ship & Crew section for me.)

palcosmo
2006-09-11, 04:57 PM
So sick right now -- no chance of me getting the Ship & Crew done... at least not done well.

As always -- could I please get some feedback?