Captains Barbarosa and "Mad" Madsen Atirr


Savage Tide Adventure Path


My online mIRC Savage Tide campaign has been running off Dicefreaks for over two years now. Just for fun, I did up the two original northern explorers of the Isle of Dread and put them in my Farshore Thread here.

For those who just want the statblocks, here you go.

Captain Barbarosa

Spoiler:

Rory Barbarosa (CR 8)
XP 4,800
Male human fighter 5/legendary captain 5
LN Medium Humanoid (human)
Init +7; Senses Perception +15
Languages Common, Dwarven, Elven
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AC 22, touch 14, flat-footed 19 (+8 armor, +1 deflection, +3 Dex), combat 25
hp 89 (5d10 + 5d8 + 20 + 5)
Fort +8, Ref +4, Will +5 (+6 vs fear)
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Speed 30 ft.
Melee bastard sword +14/+9 (1d10 + 7 /17-20)
Ranged repeating heavy crossbow +12/+7 (1d10 /19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Combat +11
Atk Options Cleave, combat expertise (-3, +3), combat reflexes, power attack (-3, +6)
Special Actions Great captain, luck of the wind
Combat Gear potion of cure light wounds (x5)
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SQ accelerated firing, armor training 1, bravery +1, leadership +4, steady stance, uncanny navigation, weapon training (heavy blades 1), weather gauge, wind at your back
Abilities Str 16, Dex 16, Con 15, Int 14, Wis 15, Cha 18
Feats Cleave, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Great Captain, Improved Initiative, Power Attack, Sea Legs, Skill Focus (Profession – sailor), Weapon Focus (heavy blades), Weapon Specialization (heavy blades)
Skills Acrobatics +14 (+19 on ship), Athletics +10 (+15 on ship), Craft (carpentry) +15, Diplomacy +17, Intimidate +14, Knowledge (geography) +15, Perception +15 (+20 on ship), Profession (sailor) +21 (+26 on ship)
Possessions breastplate of command, +1 keen bastard sword, masterwork repeating heavy crossbow, ring of protection +1, cloak of resistance +1
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Great Captain When Barbarosa is in command of a vessel, he can use the aid another action to assist all other persons on board who are performing the same action in the current round - for example, making an attack, making Profession (siege engineer) checks, making Profession (sailor) checks and so forth. It is a move action for Barbarosa to command the vessel in combat.

Luck of the Wind Once per day, Barbarosa can reroll an attack roll, saving throw, skill check or ability check.

Accelerated Firing Shipboard weapons on a ship Barbarosa commands can be crewed by one less crew member than normal. If fully crewed, they can be reloaded or re-aimed as a standard action rather than a full round action. In addition, weapon crews gain a +2 morale bonus on Profession (siege engineer) checks.

Leadership Barbarosa's crew gains a +4 morale bonus on attacks and saves.

Steady Stance Barbarosa adds his Legendary Captain level to his Acrobatics and Athletics checks while aboard a ship.

Uncanny Navigation Barbarosa adds his Legendary Captain level to his Perception and Profession (sailor) checks while aboard a ship.

Weather Gauge When a ship captained by Barbarosa gains the advantage, the crew gains a bonus equal to his Legendary Captain level on Profession (sailor) checks, attack rolls made with shipboard weapons and the ship gains a dodge bonus to its AC.

Wind at Your Back A ship captained by Barbarosa moves 20% faster. (Minimum +5 ft.)

Captain "Mad" Madsen Atirr

Spoiler:

Captain "Mad" Madsen Atirr (CR 7)
XP 3,200
Male human swashbuckler 3/rogue 3/legendary captain 2
CN Medium Humanoid (human)
Init +4; Senses Perception +12
Languages Common, Dwarven, Elven
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AC 23, touch 23, flat-footed 18 (+8 defense, +4 Dex, +1 dodge), combat 22
hp 72 (3d10 + 5d8 + 16 + 3)
Fort +7, Ref +10, Will +8
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Speed 30 ft.
Melee Cutlass +12/+7 (1d6 + 5 /18-20)
Ranged Pistol +11 (1d8 /19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Combat +7 (+9 feint)
Atk Options Combat expertise (-2, +2), sneak attack +3d6
Special Actions Great captain
Combat Gear alchemist's fire (x10), potion of heroism, potion of blur, potion of cure moderate wounds, wand of fireball (37 charges), wand of magic missile (14 charges)
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SQ dodge +1, grace +1, insanity, insightful strike, leadership +2, weather gauge
Abilities Str 13, Dex 18, Con 14, Int 16, Wis 13, Cha 12
Feats Combat Expertise, Daring Outlaw, Exotic Weapon Proficiency (firearms), Great Captain, Improved Feint, Weapon Finesse, Weapon Focus (cutlass)
Skills Acrobatics +15, Athletics +10, Bluff +12, Escape Artist +13, Intimidate +12, Knowledge (local) +12, Knowledge (geography) +14, Perception +12, Profession (sailor) +12, Sense Motive +9, Use Magic Device +12
Possessions Combat gear plus +1 cutlass, 6 masterwork daggers, 6 daggers, 3 bandoleers, 4 masterwork pistols, ammo (x10), captain's boots, bicorn
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Insanity Captain "Mad" Madsen Atirr was driven insane by what he witnessed on the Isle of Dread. His unorthodox fighting style (often naked) provides him with a defense bonus of +8 to AC. His shattered mind is hard to control, and he enjoys a +4 bonus on Will saves. However beneficial these may seem, the Captain is unstable, and prone to executing extremely risky maneuvers in combat, such as setting fire to powder kegs, his own ship (before ramming another), or even his own beard.

Leadership Atirr's crew gains a +2 morale bonus on attacks and saves.

Weather Gauge When a ship captained by Attir gains the advantage, the crew gains a bonus equal to his Legendary Captain level on Profession (sailor) checks, attack rolls made with shipboard weapons and the ship gains a dodge bonus to its AC.

Houserule: Athletics is a combined skill of Climb, Jump and Swim, Str based, just as Acrobatics is a combined skill of Balance, Jump and Tumble. If you do not like this rule, I'd suggest putting all the ranks in Climb save 1, into Swim.

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