Half-Ogre Pirate Captain


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blackbloodtroll wrote:
Not some other "undesirable" race?

Probably not, ogres and ogrekin only hang out with each other. You could make the captain into an actual Ogre, and then have his ogrekin lackey that is the brains of the operation

Grand Lodge

I would have to apply the Ogrekin template to a medium race with a bonus to intelligence.

What CR should the First Mate be?

Dark Archive

Cavalier bases pirate captain.

Spoiler:
CAPTAIN CRUNCHER
CR 4
XP 1,200
Male ogrekin human cavalier 4
CN Medium humanoid (human, giant)
Init +1; Senses low-light vision, Perception +8
DEFENSE
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 natural)
hp 47 (4d10+20)
Fort +8, Ref +2, Will +2

OFFENSE
Speed 20 ft.
Melee +1 falchion (large/wield one step greater) (two handed) +11 ((two handed) 2d6+13/18-20)
Special Attacks Cavalier's Charge, Challenge, STATISTICS
Str 26, Dex 12, Con 18, Int 8, Wis 13, Cha 8
Base Atk +4; CMB +12; CMD 23
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dazzling Display, Furious Focus, Intimidating Prowess, Martial Weapon Proficiency, Outflank, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics -2, Acrobatics (Jump) -3, Acrobatics (Jump/Underground) -6, Appraise +3, Bluff +3, Bluff (Feint) +8, Climb +12, Craft (Untrained) -1, Diplomacy +3, Disable Device (Traps) +1, Disguise -1, Escape Artist -2, Fly -2, Handle Animal +3, Heal +1, Intimidate +14, Perception +8, Perception (Distinguishing Statue-Like Creatures) +8, Perform (Untrained) -1, Profession (Sailor) +5, Ride -2, Sense Motive +5, Stealth -2, Survival +1, Swim +9
Languages Common
Archetypes Beast Rider,
SQ armor proficiency, bonus feat, braggart, exotic mount, low-light vision, obese, order, order of the cockatrice, oversized limb, skilled, tactician,
Gear +1 falchion (large/wield one step greater); +1 agile breastplate;
SPECIAL ABILITIES
Braggart (Ex) At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
Cavalier's Charge (Ex) At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Challenge (Ex) 2/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 4. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Exotic Mount (Ex) At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability. Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power. Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor). Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval. In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications - Size Large; Ability Scores Str +2, Dex -2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments). Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead. This ability replaces the standard cavalier's mount and expert trainer abilities.
Obese The ogrekin takes a -2 penalty to Dexterity (minimum score of 1).
Order of the Cockatrice An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Oversized Limb The ogrekin can wield weapon sone size category larger than normal without any penalty and gains a +2 bonus to its Strength.
Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

He's a beast rider and his 'mount' is a medium hippo called Chomper. It's more of a pet than a combatant, though, mostly lazing around. Still a better fit than a horse or camel.

Grand Lodge

I am not sure if a Hippo is appropriate for a Sea Captain.

Dark Archive

The alternatives would be big cat, brachiosaurus, tyrannosaurus, mastodon, auroxs, camel or horse ...

Also, this

Grand Lodge

Whoa.

Well, that is new to me.


Or, have the actual captain be the ogrekin, and the brain behind the whole deal be their daughter, who is thus 1/4 ogre, which you could just mechanically be a normal human with above-average strength? Make it the ship's navigator, have an int/wis at least average. Cha isn't needed as she's just the brains, not the face.

Perhaps a witch, or witch/ranger? Stats along Str 16 / Dex 12 / Con 12 / Int 16 / Wis 10 / Cha 7.

Witch 4/Ranger 1 perhaps.

Albatross familiar and Beast of Bad Omen hex, stars patron (bc navigator), spells that makes sense in marine combat such as Obscuring Mist, Summon Swarm etc. Wields a falchion (because why not) and may jump in to provide a flank after casting a bit, etc.

While generally 5th level characters are CR4, with her lack of focus it's more like CR3, and could be a decent backup to "round out" the encounter.

Grand Lodge

Well, here is what I got for the Captain:

Captain Fathands:
Captain Fathands CR 4

Human Ogrekin Ranger (Freebooter, Wild Stalker) 4
CE Medium humanoid (giant, human)
Init +0; Senses low-light vision; Perception +9
Aura freebooter's bane (1 ft.)
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+4 armor, +3 natural)
hp 60 (4d10+20)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +4
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) masterwork trident +13 (2d6+12) and
net +8 ()
Special Attacks rage (8 rounds/day)
Ranger (Freebooter, Wild Stalker) Spells Prepared (CL 1st; concentration +2):
1st—longstrider
--------------------
Statistics
--------------------
Str 26, Dex 10, Con 18, Int 10, Wis 13, Cha 6
Base Atk +4; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush)
Feats Endurance, Improved Bull Rush, Iron Will, Power Attack
Skills Climb +15, Intimidate +5, Perception +9 (+11 while in water terrain, only -1/20' while using a
spyglass, instead of -1/10'), Profession (sailor) +8, Stealth +7 (+9 while in water terrain), Survival +8 (+10
while in water terrain, +10 to track, +10 to avoid becoming lost when using this), Swim +15 (+19 to resist
nonlethal damage from exhaustion)
Languages Common
SQ favored terrain (water +2), freebooter's bond, track, wild empathy
Combat Gear oil of invisibility, Potion of Aid, Potion of Shield of Faith (x2); Other Gear +1 wooden
armor, masterwork trident, net, bandolier, compass, grappling hook, pirate clothes, fancy, rope, spyglass, 2
GP, 5 SP
--------------------
Special Abilities
--------------------
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Water +2) (Ex) +2 to rolls vs Favored Terrain (Water).
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to
spend a move action to grant her allies extra combat prowess when they work as a team. All allies within
30 feet who can see or hear the freebooter gain an additional
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Potion of Aid Add this item to create a potion of a chosen spell.
Potion of Shield of Faith (x2) Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Track +2 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

This is the only one the DM has peeked at, and seemed to like it.

He also really wants to see the First Mate now.


darkwarriorkarg wrote:

Here's one I whipped up. Might be a bit much. And could use some proofing. This THING is suppose dto be CR4? Yeesh.

Took the base ogrekin from beastiary 2 (based on a fighter) and then changed it.

** spoiler omitted **...

Oooh! Hope you won't mind me using this in my campaign.

Zoinks! ;P

Grand Lodge

I really like the Daughter First Mate idea.

Should she really be the same CR as the Captain though?

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