Zorgus

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Goblin Squad Member. Pathfinder Rulebook Subscriber. 68 posts. No reviews. No lists. No wishlists.




Pathfinder Rulebook Subscriber

Due to some character backgrounds, I hade need of a dire-shark and a BBEG in the Crimson Fleet / Scarlet brotherhood. Here is what I came up with with the help of the wotc Char Op boards.

This was initially posted (and developed) on the wotc boards. Thanks Balthanon! But I know many of you might not go there, so I wanted to share with you guys as well.

Feel free to let me know how it might be improved. Just so you know he is designed to be a sweep the decks and run kind of monster. He will race at the ship, leap across its decks - power attacking, bull rushing and shadow striking all those in his way (and some not quite in his way.) He may do this in hybrid form, but typically he get much joy out of being in shark form.

He hates fighting on the land (or in the air), and will generally not go inland too far. If the PCs go inland he will typically just leave to come back later. If he leaves some people behind on a raid, he figures thats just more terrified souls spreading his legend.

You might note that this ties the Crimson Fleet and the Scarlet Brotherhood much closer together. This is deliberate on my part. If the PCs discover this tie, they can likely deal Hambre Kappal a serious blow, and weaken the SB a little. This will be a big win for several of the characters, so I made some stronger ties that were not initally there.

'The Maw' CR 11
Merrow 3/Were-Dire Shark 18/Monk 3 (Hybrid)
LE Large Giant (Aquatic, Shapechanger)
Init +9; Senses Darkvision 60 ft, low-light vision, scent; Listen +18, Spot +18
Languages Common, Giant, Orc
________________________________________
AC 36 (40) (-2 size, +6 (8) Dex, +7 (9) natural, +7 Wis, +1 monk, +1 Dodge, +3 Deflection), touch 19 (21), flat-footed 30 (32);
hp 374 (27 HD); DR 10/silver
Fort +30 (33), Ref +30 (32), Will +22
________________________________________
Speed 80 ft. [6 squares] or 60 ft., swim 110 ft or 140 ft.

Attacks In Base Form
Melee Unarmed Strike +27/+22/+17/+12 (3d8 + 9) or
Melee Flurry of Blows +25/+25/+25/+20/+15/+10 (3d8 + 9)
Attacks In Hybrid Form
Melee Unarmed Strike +33/+28/+23/+18 (3d8 + 15) and 2 claws +28 (2d4+15/x2) and bite +29 (3d6+15/(19-20) x2) or
Melee Flurry of Blows +34/+34/+34/+29/+24/+19 (3d8 + 15) and 2 claws +28 (2d4+15/x2) and bite +29 (3d6+15/(19-20) x2) or
2 claws +35 (2d4+15/x2) and bite +31 (3d6+15/(19-20) x2) or
bite +36 (3d6+15/(19-20) x2)
Attacks In Dire Shark Form
Melee bite +36 (3d6+15/(19-20) x2)

Space 10 or 15 ft.; Reach 10 or 5 ft.
Base Atk +18; Grp +29 (39)
Atk Options Power Attack, Flurry of Blows, Spring Attack
Special Actions Alternate form, curse of lycanthropy, lycanthropic empathy
Combat Gear Monk's Belt, +2 Shadowstrike, Brutal Surge Amulet of Mighty Fists
Equipment Ring of Jumping (+10), Ring of Deflection (+3), Monk's Belt, +2 Shadowstrike, Brutal Surge Amulet of Mighty Fists
________________________________________
Abilities Str 24 (36), Dex 22 (26), Con 22 (28), Int 12, Wis 22, Cha 16
SQ Special Qualities Curse of lycanthropy, alternate form, damage reduction 10/silver, lycanthropic empathy, Scent, Darkvision 60 ft., low-light vision, Improved grab, swallow whole, Keen scent
Feats
Bonus: Improved Natural Attack (bite), Toughness (5), Weapon Focus (bite), Iron Will, Flying Fish Leap, Improved Unarmed Strike, Stunning Fist, Improved Natural Attack (Unarmed Attack), Cleave, Skill Focus [Jump]
From Levels
Great Cleave, Dodge, Mobility, Spring Attack, Bounding Assault, Rapid Blitz, Run, Power Attack, Improved Overrun, Leap Attack, Rapid Swimming, Leadership, Epic Dodge [Epic] (only in Dire Shark Form), Epic Speed [Epic]
Skill Tricks Extreme Leap, Leaping Climber, Walk the Walls, Quick Swimmer, Speedy Ascent, Up the Hill

Skills
Jump +52 (58) (remember +4 for every 10ft move over 30)
Tumble +33 (35)
Climb +20 (22)
Spot +17
Search +17
Listen +17
Swim +25 (31)
Profession (sailor) +17
Sense Motive +17

Note: I am using variant rules where there are stat increases every even level and a feat every odd level, so if you are trying to validate the build keep that in mind.

Now for the Fluff:

Bred as part of a Brotherhood eugenics program "The Maw" was born to be a raider. Little was known of the We Jass aesthetic whose mad cross-breeding led to "the Maw's" creation. What is known, however, was that he failed a brother of the scarlet sign - some say it was the father of obediance himself.

After his creator was assassinated, "the maw" (although he was yet to be named) passed into the hand of the a Brothers of the Scarlet Brotherhood, named Hambre Kappal. Much Hambre's chagrin, "the maw" soon became a problem. For however, he also turned out to be, (for an ogre at least) smart and a born leader. Looking to turn this asset into a liability, Hambre began to train "the maw" in the ways of Brotherhood combat. His initial hope was that he would have a very effective bodyguard. "The maw", bred for blind obedience, was amazingly well suited to the training.

As time went on Hambre rose within the Brotherhod ranks. He played a key part in the planning of assault on the Hold of the Sea Princes. Some say Hambre was best suited to come up with the plan to use the savage races - after all he consorted with them daily - look at his body guard. And soon Hambre saw that "the maw" was holding him back politically. That is why, when Hambre was tasked with creating a method of taking over Sasserine by projecting naval power he decided to send his favored bodyguard away.

The plan was to fund a band of Privateers. Such a band of chaotic misfits could and would be kept at arms length, but still serve at the Brotherhood's (and Hambre's) whim. Although technically a Vitiates, or "flawed," and unable to rise any further in the brotherhood itself, "the maw" had found a comfortable niche, where he can flourish. Given his blind obedience to the Brotherhood, he would never question his status. But as part of the Crimson Fleet - a band of shadowy privateers he could rise in status that befitted his power. But he had yet to realize just how much power he had.

On a routine raid "the maw" jumped into the water - the better to raid the other ship. Perhaps it was the rush of the salt water combined with the blood, but once submerged "the maw" found out another secret of his breeding. He was a true were dire shark. With that began his carrer of terror. And when reports came back from Sasserine on that first attack, "the maw" also gained a name.

Soon tales flew around of the great dire-shark that raided pirates and merchants alike - anyone who tried to run the terrible blockade surrounding the city. It was not long before "the maw" stood at the head of the Crimson Fleet, operating at Hambre's command to control the seas surrounding the Almedio Jungle.

OK. There he is. Enjoy all! And thanks for everyone's help.


Pathfinder Rulebook Subscriber

How is he for the first fight? Does he need any pumping up there?

I know he stinks on ice in the prison battle. Anyone got some ideas on how to make him scary again for this tussle?


Pathfinder Rulebook Subscriber

As I go through the savage tide, I am really enjoying the subtle hints for what is in store.

Some examples of symbolism in the AP so far.

Duality:

The most obvious duality is that of the savage tide itself.

Vanthus Vanderboren (VV), and his ahm... fascination with his other half.

There are others, but they escape me right now. I need to write them down as I come across them.

Anyone got anything else?


Pathfinder Rulebook Subscriber

Any chance the new supplements will be available for download soon?

Also, can you make the hi-res editions available as well. The last two have been low-res only. The low-res maps look like chess boards once I blow them up to mini map size.

Thanks!


Pathfinder Rulebook Subscriber
JwT wrote:

What is the significance of the mast in Kigante's trophy room. It is marked T...M...AUT. What am I missing here.

Thanks

Sorry. A little more detail here. This is in the Bullywug Gambit (issue 140). Room K8 in Kraken Cove. Kigante Valeros has a room dedicated to various trophies, esp ones taken from plundered ships. One of the trophies is a mast with the above mentioned markings. It just seemed like it has greater significance, given the detailed description. I am betting it refers to a ship found in an old module. Barring that maybe the author put it in there as a personal easter egg.

Either way I was hoping the paizo boards knew what the deal was.


Pathfinder Rulebook Subscriber

Well Ripclaw and the savage pirates ate the party a new one. They are terrified, and are basically fleeing for their life, back to Sasserine. Thing is, they barely got through the first two rooms.

Since this section of the adventure is hard to really return to, I am thinking this is appropriate. Harliss Javell manages to fight her way out of the caverns (along with a replacement character for a dead party member). She will beg passage on the ship, claiming she can sail them out safely.

She will reveal all that she might with a successful diplomacy check (I will assume that if the PC give her passage, she does them a good turn.) Then sometime in the night she will steal their smaller boat and get away from the party.

Will this work? Am I forgetting something?

I just don't like the idea of the PCs returning to Kraken Cove only to find Javell still fighting for her life, etc., etc.


Pathfinder Rulebook Subscriber

The Fluff:

Chitin's Doom was an ordinary buckler, found on the floor of the training room of a Thieves Guild by Lear Cain, a budding psionic warrior. Soon after he wore the shield, he was attacked by Rhagodashes, fearsome silverfish-like creatures from the Almedio Jungle. Lear had always been unnerved by such vermin, and this soon turned to outright terror as the creatures captured him in their nigh inescapable grasp, then began to fight over him like starving dogs over fallen table scrap. But the buckler, picked up by mere happenstance, repeatedly saved his life in that battle. Time and again the beasts jaws crunched inches away from Lear's face. And as Lear's fear began to shift to confidence in the newfound buckler, something began to change the buckler itself. Lear could sense that somehow his destiny was now tied to that once castaway hunk of wood.

Chitin's Doom is made out of a carved piece of drift wood.

Themes for the shield:

Nautical (Lear is a former pirate, and the entire campaign is nautical themed.)

Psionic (It must be psionic in nature; Lear is a psycic warrior.)

Vermin (The player HATES creepy crawly things, and this always bleeds into every character I have seen him play - so any sort of defense against bugs would be great.)

The Character is now 3rd level, so the first abilities should manifest soon.

I will post more once I get my mitts on my books, but I wanted to see what ideas y'all might have.

TIA.


Pathfinder Rulebook Subscriber

I hate to be a pest, but any chance of seeing the online supplements for issues #144 and up?

Thanks


Pathfinder Rulebook Subscriber

It was not completely co-incidence that threw you all onto the same ship. Each of you knew your way around on the seas. And truthfully each of you were a little short on cash. So when you heard about an opportunity to sign on with captain Smithson's crew, it seemed like a good option for a sailor down on their luck. So not complete coincidence.

And perhaps it was not coincidence that the ship was struck on its way back into port. The shipping lanes you were plying have become dangerous of late. Tales of deep sea beasts sinking vessels so they may pluck its treasures at their leisure were on the rise. In fact the captain did not seem too surprised when the cry went out. He merely turned to the crew and asked for "Somebody hold them off."

No matter how much fate was involved, the fact remains that you stood forward, and took on the invaders when no one else would. in the face of overwhelming odds, you stood forth, and held off the beasts long enough for the captain to summon help. And what fell beasts they were. Horrible mantas with teeth that could gnaw through wood, all led by a giant, slug-like, many tentacled beast that was later identified as Kopru. Spells flew from Vaar and Lollilar's fingertips, and the brave souls Lorraine and Lear hung off the side of the ship in an effort to repel the invaders. Then, when all seemed lost, and the Kopru was poised to fell Phiprion, a green man also defending the ship, the captain re-emerged, and summoned a beast composed of water.

And that is what led Lavinia to notice you. So later that week she invited you all to her mansion. There she asked for your aid and shared her tale of woe. Lavinia recently became an orphan. Her parents, renown explorers, were caught aboard a ship when it burned to the waterline. While he parents were well respected in the community, they were less than savvy financially, and they left Lavinia with mounting debts and no immediate access to funds. Lavinia too, was certainly not up to the challenge of managing a mercantile explorers company, and she had turned to captain Smithson for help.

Foremost in Lavinia's mind was the recovery of her hijacked ship, 'The Blue Nixie'. She last saw it at pier 5 in the harbor when she pair the docking fees in arrears. But when she tried to reclaim her ship she was rebuffed. Laviaina rightly suspected it was now in the hands of a smuggler Sollar Vark. Your newly formed company set off to liberate the lady's ship, and to find Lavinia's father's signet ring. With the ring Lavinia might be able to access the family vault.

But it was not to be that easy. Yes, Sollar Vark was using the ship to smuggle contraband. As it turns out he was smuggling dangerous beasts. With some struggle, the company managed to climb the ships anchor chain, and defeat the smuggles, but in the process a giant arthropod escaped below decks and nearly killed Lorraine in the process. In the ensuing chaos Sollar Vark escape (exhibiting miraculous swimming prowess in the process.) But now you had Lavinia's ship, the signet ring, and a mysterious clue, that would soon prove vital to helping Lavinia get back on her feet.

Returning to Lavinia, ring in hand, she asked you return tomorrow to accompany her to the family vault. The clerk took some time to verify the signet ring, and more importantly Lavinia's heritage. But eventually he let you and Lavinia pass into the vault room. Ther, in the first antechamber a fearsome metal snake arose to defend the family treasures. It looked impossible to defeat until Lollilar asked Lavinia to stand forth and present her signet ring as credential. This quited the beast, and after a brief search Lear was able to find a secret door giving egress deeper into the vault.

In the final room of the vault. After much collaboration, and studied teamwork, you hazarded a guess at the solution. You intuition served you well (GOOD JOB ON THIS BTW) and you unlocked the vault on the first try. But there still were surprises in store, for Lavinia's vault was nearly stripped of all it treasures. All that remained was one chest, and a strange journal written in a foreign tongue. With that revalation, Lavinia began to sob great gasps despair that echoed around her now empty family vault.


Pathfinder Rulebook Subscriber

If so which ones for which adventure? Just curious.


Pathfinder Rulebook Subscriber

No - I didn't post this in the wrong place ;-)

Balabar (or as I called him mallowmar) was such a popular baddie in the last Adventure Path that I really want to use him in STAP. (I was a player in the the AoW AP, so I am not sure on his details, but in our game he lived the Kenku assault and fled with some angry PCs wanting his hide.)

My current plan is to make him a member of the Crimson Fleet - a high up, but not the big bad guy. I may make him part of an early assault force on Farshore.

Any ideas?


Pathfinder Rulebook Subscriber

Can anyone help me find such a beastie! I am looking for one in soft format - preferrable Excel. And if it has ALL TSR products then yay, but at this point I'd settle for one convering all D&D put out by TSR.

Thanks!


Pathfinder Rulebook Subscriber

I was reading through the immortal boxed set (TSR 1017) looking for references to demogorgon to get ready for the STAP. Much to my surprise, right there on page 34 it describes Demogorgon as a she.

This may explain his/her internal conflict.

It also claims she often polymorphs into a 'child in mortal peril' (tm) and lies in wait for unsuspecting adventurers.


Pathfinder Rulebook Subscriber

So I am DM for the next set of games, and I plan on running STAP in the FR. In order to get ahead of the game, I wanted to do some reading. Any pre-hints on what areas in the Realms that I should bone up on?

I had a feeling that it would be on the sword coast. Just how far N or S I am not sure, but I am betting it is closer to Chult than Waterdeep.

Anyway - any tips / hints would be a great help, as I gotta start boning up on the areas right now. I also wanted to start prepping the players.

(NOTE: I am in no way pre-complaining about conversion notes, nor am I asking tht SATP be moved to the realms. Just looking for whare to start my DM homework....)