Goblin Pirate

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Dark Archive

Oh boy, just past 3:00 am here. Well, here goes nothing.

Victoria Bellum

Victoria Bellum | Crunch:

Human Warpriest (Divine Commander) 20
LE Medium Humanoid
Init +1 Perception +17
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DEFENSE
AC 32, Touch 11, Flat-footed 31 (+14 Armor, +7 Shield, +1 Dex)
HP 223
Fort +18 Ref +8 Will +20
Defensive Abilities Fortification (Moderate) Resist SR 13
----
OFFENSE
Speed 20ft.
Melee VICTORY'S PRICE (+5 Lance w/ Impacting + Speed) +28/+23/+18 3d8+14 x3 | If Wielding 2-H +28/+23/+18 3d8+21 | If Charging +30/+25/+20 9d8+42 | If Both 2-H and Charging +30/+25/+20 9d8+63 | If Full-Round Attacking +28/+28/+23/+18
LUCK BLADE (+2 Shortsword) +24/+19/+14 19-20
Ranged SZURIEL'S TEARS (+2 Comp. Longbow w/ Greater Designating) +20/+15/+10 1d8+10 x3 110ft | While Moving +18/+13/+8
Warpriest Spells Prepared (CL 20th, Concentration +27)
TBA
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STATISTICS
Str 28 Dex 30 Con 14 Int 10 Wis 20 Cha 10
Base Attack Bonus +15/+10/+5; CMB +22; CMD 33
Feats Weapon Focus (Lance), Mounted Combat, Point Blank Shot, Charnel Soldiers, Distracting Charge, Ride-By Attack, Leadership, Trick Riding, Spirited Charge, Mounted Archery, Target of Opportunity, Control Undead, Coordinated Charge, Mounted Shield, Weapon Specialization (Lance), Mounted Skirmisher
Traits Inspiring Rush (1/day when I make a charge attack I gain +1 to attack and damage rolls, as do all allies who make charge attacks until my next turn), Called (1/day reroll a nat 1 and take the second roll)
Trained Skills Handle Animal +24, Intimidate +9, Kn. Religion +9, Perception +17, Ride +26
Languages Common, Infernal
SQs Aura (Evil, Overwhelming), Blessed Mount (Fiendish)

I can swap out Leadership for something else if needed, I just figured with the character being a 'Divine Commander' and all it made sense to have. Plus it means more characters to boost with teamwork feats.

Chester, The Baddest Warhorse of them All:

Badass Friggin Fiendish Horse 20
N Animal
Init +9 Senses Low-Light Vision, Darkvision 60ft, Scent, Perception +1
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DEFENSE
AC 48, Touch 11, Flat-footed 46 (+14 Armor, +7 Shield, +16 Natural Armour, +1 Dex, +1 Dodge)
HP 213
Fort +17 Ref +17 Will +7
Defensive Abilities Imp. Evasion, DR 10/Good; Resist Fire 10, Cold 10, SR 23
----
OFFENSE
Speed 50ft.
Melee Bite +21 1d4+10 x2
Hoof x2 +19 1d6+3
Special Attacks Smite Good
----
STATISTICS
Str 24 Dex 20 Con 20 Int 2 Wis 12 Cha 6
Base Attack Bonus +15/+10/+5; CMB +23; CMD 35
Feats Combat Trained, Multiattack, Heavy Armour Prof., Improved Initiative, Run, Toughness, Mobility, Dodge, Combat Reflexes
Trained Skills Survival +14, Swim +15 (+20 w/o armour)
SQs

Gear + Budget:
Gear/Magic Items
Victory's Price (+5 Elysian Bronze Lance of Impact and Speed) - 201,310
Szuriel's Tears (+2 Composite Longbow (+7) of Greater Designating) - 57,100
+5 Full Plate of Determination - 56,650
+5 Heavy Steel Shield of Spell Resistance (13) and Fortification (Moderate) - 100,170
+2 Luck Blade (4 wishes) - 142,960
+5 Full Plate Barding - 31,000
Rune of Razing - 91,000
Belt of Physical Might +6 (Str, Con) - 90,000
Headband of Inspired Wisdom +6 - 36,000
Resplendant Uniform - 7,000
Horseshoes of Speed - 3,000
Cloak of Displacement, Minor - 24,000
Bracers of Archery, Greater (Longbow) - 25,000
80 Elysium Bronze Arrows - 1605
Handy Haversack - 2,000
Military Saddle - 20
Consumables
Potion Cure Serious Wounds (3d8+5) x 10 - 7,500
Potion of Gaseous Form x2 - 1,500
Potion of Keen Edge x2 - 1,500
Potion of Invisibility - 300
Cash
385gp

Fluff:

Victoria was raised in Cheliax, found out she liked to stab stuff and tell people who to stab. She fit in pretty well in Cheliax, though could never quite get on board with the whole 'devil summoning' thing they had going on there. Too much risk for something that'll most likely screw you over in the long run.

Eventually she found her way into the church of Szuriel, the Horseman of War. From there she got really good at waging war. And once the Kaiju started to spring up? Well it was just another foe to bring down, albeit much larger than most she'd faced.

The reason she, an evil, murderous, violent sunuvagun is looking to save the last dregs of humanity from utter annihilation? Easy. She worships the Horseman of War, if there's no people around then who the heck is gonna fight all the wars? Thereby, she has to save humanity so it can continue to kill itself off.

Dark Archive

I'd be considering a Gunslinger/ Unchained Rogue/ Warpriest. They'd be a bit of an all-rounder, eventually taking Charnel Soldiers and using animate dead to get some undead pirate buddies with teamwork feats. Get a boat, have a literal skeleton crew. It'd be great!

In all (semi)seriousness they would probably look something like this:

Pester:
Female Gunslinger 1/ Unchained Rogue 1/ Warpriest 1
LE Changeling (Sea Hag)
Initiative +4 | Perception +8
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Defense
-----------------------------
AC 15 | touch 11 | flat-footed 14
HP 11
CMD 15
Fort +2 | Ref +6 | Will +6
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Offense
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Speed 30 ft.
Melee: Claws +1 (1d4) | Rapier +5 (1d6)
Ranged: Battered Pistol +5 (1d8+1)
CMB +1
Spells known:
Orisons: Detect Magic, Detect Poison, Purify Food + Drink
LvL 1 spells(2/day): Murderous Command, Burning Disarm
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Statistics
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Str 10 | Dex 18, Con 11 | Int 14 | Wis 18 | Cha 12
Base Atk +1 | CMB +1 | CMD 15
Feats: Gunsmithing, Weapon Focus (Firearms), Rapid Reload (Pistol), Precise Shot
Traits: Sea-Born, Seventh Child of a Seventh Child, Never Stop Shooting
Deformity: Fungal Patch (-2 to saves vs. Poison)
Skills:
Acrobatics +8, Appraise +6, Bluff +5, Climb +4, Escape Artist +8, Intimidate +5, Knowledge Local +6, Perception +8, Stealth +8, Swim +4
Background skills
Profession (Sailor) +8, Sleight of Hand +8

I was considering taking the Buccaneer archetype for gunslinger, to make them more pirate-y, but then I'd have to probably go with an arcane caster so that I wouldn't need to split my major stats 3 ways, but arcane casters aren't as good at raising the dead so my skeleton crew would be delayed, ad it'd be a whole thing. The stat block up there doesn't account for armour mind you, I'd probably end up either grabbing leather or studded leather.

Dark Archive

So, the Geist Channeler Archetype for the spiritualist. Its Phantom is only able to manifest corporeally, and has no strength score, yet it still has a 1d8 slam attack. Presumably this is for fighting other incorporeal creatures, or for the brief moments where it can manifest in ectoplasm later on. However, since it has no strength score (as previously mentioned), What does it use to modify the damage on its slam attacks? Is it just treated as a flat 10 for the purposes of this? I can't find anything which specifies on this, and any help would be appreciated.

EDIT: Here's a quote from the D20pfsrd: "A geist channeler's phantom can't manifest in ectoplasmic form, and is limited to manifesting in incorporeal form. As a result, the phantom has no Strength score, and has a starting Wisdom score of 12. Instead of gaining two slam attacks, it gains only a single slam attack that deals 1d8 points of damage."