Hurricane King Rebuild ( S&S spoilers)


Advice


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Greetings all. Today I would like to talk about rebuilding of Kerdak Bonefist, who is the ruler of Shackles, as well as the final boss of S&S AP. Why do I want to rebuild? Because I find his build pretty boring. He is an 8 pirate/10 inner sea pirate with hit and damage feats. This is a normal idea, considering that while he shoots, Tzadok will melee. But for an arch-villain obsessed with firearms, he only has a unique pistol (revolver) without much damage, but with a large hit. On the other hand, I don't want to do special minmax for a huge amount of damage, I just want to make battle interesting. In addition to how classes are chosen for a story, classes create a story and hooks for it.

Let's move on to some of my ideas: Kerdak is obsessed with weapons that use black powder, so he must have Gunslinger levels. 1 level gives firearms profiencies, grit, deeds and gunsmith. 5 levels for more deeds and dex to damage

I thought about Grand Marshal Prestige class due to the concept of a certain sheriff with a firearm. Plus legal judgment interesting buffs in battle. The only thing that confuses me here is that this prestige class does not have a lawful alighment in the requirements, but the concept itself speaks of this. Its conflictibg with NE Kerdak's aligment.

I would also like to show some influence of Raugsmauda on him through a dip for example into a witch or something that gives a small supernatural (like hexes) or magic ability (I thinking that Raugsmauda is Kerdak's patron). Some vide of Deadeye hexer hybrid class from Legendary Games, but Kerdak more martial than some kind of caster.

As for gear... I don't know much about high-level magical items yet, but since Kerdak is the king of pirates, I don't think cost matters.

Speaking without the context of story, then I'm need a tough reckless cursed gunner

What are you think about this idea? What ideas you have?


Mechanically:
--One level of mysterious stranger gets him CHA to damage with firearms. If you want to have high level foes with firearms, this is typically much less of a change. Just be carefull of giving this to Succubi.
--He could be an urban Bloodrager, and have a bloodline that represents Raugsmada. Urban Bloodragers dont have shield proficiency, but can rage for dex. They also get partial access to bard spells, including bladed dash which is great for him if he wants to get the hell out of melee.
--I would be kind of worried about a single save or suck ending things, perhaps his patron could be manifested as a fractured mind or spiritualist dip?


I think I need make some clarifications in general (its not so much a spoiler). Kerdak Bonefist have a literally bonefist (or bonehand) after his "meeting" with Raugsmauda on her shiip. Raugsmauda is old lich Who long ago wanted to control these lands, and waked up around 200 years ago. I as GM see her as a kinda of patron, who secretly control some Kerdak`s decisions. And most sad thing, that after such story bonefist is... Just 1d6 negative damage from his unique pistol or revolver and negative level on crit. I want make it more interesting and impactful for battle and strory.

About bloodrager... Kerdak's first mate, who fights with him, is scarred rager half-orc, so 2 barbarian like characters in fight seems odd

Grand Lodge

I would properbly change Kerdak Bonefist to an Intimidate build. That would better explain how he manager to remained in power for so long. Cannons are great at intimidating weapons as well and could be the reason, he loves them so much.
So I would change his alignment to CE and shuffle his stats to increase cha. I would give him at least 3 levels Antipaladin for the aura og cowerdice. A dip of Thug and the rest could be anything which benefit from Intimidate, but Antipaladin would do nicely.
And give him a conductive gun and melee weapon so he can with add his touch of corruption.
And let him heal with negative energy because of his deal with Raugsmauda

When he is killed. He will rise again after an hour as a Dreadknight due to his deal with the lich Raugsmauda.
He will go on a revenge rampage killing of the players henchmen and raising them as undead. Before he kills of the party….


If you want to put an emphasis on his bone-hand you can make him a Jistkan artificer magus. and just have his golem hand be a bone golem type. this would let you use a whole arsenal of abilities with said hand, enough to build legends and rumors on.

he can wield a gun in his other hand, brining both gunpowder and augmounted bone-hand into battle.


*Khan* wrote:

I would properbly change Kerdak Bonefist to an Intimidate build. That would better explain how he manager to remained in power for so long. Cannons are great at intimidating weapons as well and could be the reason, he loves them so much.

So I would change his alignment to CE and shuffle his stats to increase cha. I would give him at least 3 levels Antipaladin for the aura og cowerdice. A dip of Thug and the rest could be anything which benefit from Intimidate, but Antipaladin would do nicely.
And give him a conductive gun and melee weapon so he can with add his touch of corruption.
And let him heal with negative energy because of his deal with Raugsmauda

When he is killed. He will rise again after an hour as a Dreadknight due to his deal with the lich Raugsmauda.
He will go on a revenge rampage killing of the players henchmen and raising them as undead. Before he kills of the party….

I had some interesting ideas for some cannon user with siege mage/siege gunner/EK using spells like reloading hands, named bullet and enlarge person. I was inspires by fight with Screaming Satyr, but than i realized, that dont correctly know siege weapons rules.

3 Antipaladin\1 Thug Rogue and then rest as Gunslinger ( Mysterious Stranger) ?

Grand Lodge

I think 1 lev dip mysterious stranger gunslinger is enough.
16 level Antipaladin
1 level Thug unchained rogue
1 level Mysterious stranger gunslinger
Stats should be cha->dex->str (intimidating provess and melee weapon alternative)->con->int->wis (but no dump stats as Bonefist has a very high pointbuy.

I would take the Intimidate feats over ranged feats because you hit touch AC and debuff so much with a conductive pistol.
But pick up rapid reload and Deadly aim.

The antipaladin aura i only 10ft which is much better suited for melee weapons. But it is only nessesary if some one is immune to fear effects or you need the -4 penalty to fear checks.


*Khan* wrote:

I think 1 lev dip mysterious stranger gunslinger is enough.

16 level Antipaladin
1 level Thug unchained rogue
1 level Mysterious stranger gunslinger
Stats should be cha->dex->str (intimidating provess and melee weapon alternative)->con->int->wis (but no dump stats as Bonefist has a very high pointbuy.

I would take the Intimidate feats over ranged feats because you hit touch AC and debuff so much with a conductive pistol.
But pick up rapid reload and Deadly aim.

The antipaladin aura i only 10ft which is much better suited for melee weapons. But it is only nessesary if some one is immune to fear effects or you need the -4 penalty to fear checks.

I would change levels of Antipaladin for Gunslinger for story for storywise. Kerdak is scary person, but he is known for his possession and use of firearms. And i think it must be display by gunslinger's deed. He is gunslinger with some negative energy, not antipaladin using a unique gun.


There is a Paladin archetype with a gun, but its terribad.

I could see him an an insinuator Antipaladin, makes him quite flexible morale wise, which I think he is.


The module Fort Scurvy (which is included in Pirate Campaign Compendium) by Legendary Games replaces the final dungeon of S&S with a full-on castle / fortress. At the end the PCs face "Ismail Queeg, The Pirate King" which is obviously a stand-in for Kerdak.
They have him statted as a gunslinger (pistolero) 15/deep sea pirate 4 and is listed as being CR18.
He's (mostly) useless in melee, but higher to hit with his gun and significantly higher damage. (4 attacks which start at +39 to hit for 2D6 + 16 or, with Deadly Aim, +34 for 2D6 + 26.)

Grand Lodge

Conductive weapon enchantment will increase the damage alot depending on the level of Antipaladin.

My suggestion of 16 levels equals 8d6 touch of corruption to add on each bullet hitting ranged touch AC + a different Cruelty debuff on each hit like; exhausted, blinded, staggered, cursed, or paralysed.
But he will use up his touch of corruption fast as conductive weapon eats 2 uses pr. shot.


Warped Savant wrote:

The module Fort Scurvy (which is included in Pirate Campaign Compendium) by Legendary Games replaces the final dungeon of S&S with a full-on castle / fortress. At the end the PCs face "Ismail Queeg, The Pirate King" which is obviously a stand-in for Kerdak.

They have him statted as a gunslinger (pistolero) 15/deep sea pirate 4 and is listed as being CR18.
He's (mostly) useless in melee, but higher to hit with his gun and significantly higher damage. (4 attacks which start at +39 to hit for 2D6 + 16 or, with Deadly Aim, +34 for 2D6 + 26.)

NOTE: "Deep Sea Pirate" turns out to be the non-copyright names for the "Inner Sea Pirate"


That seems to be one heck of a terrible prestige class without any redeeming features. Its basically a rouge with slower sneak attack progression and far worse tricks? The only thing that is maybe reasonable is cornugnon smash for sneak attacks (basically), but that needs 6 levels in it, yikes.

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