Pirate Summoner

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Pirate Summoner (CR 3)

Pure Evil - Medium - Humanoid
Lore: Know (Local)
6 22
Basic DC Full DC
Initiative
Initiative Icon 2.png
6
Perception:
15 +5
Passive Active
Ambush:
12+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
16
Monster Health
49 24 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +1
Refl: +1
Will: +6

Strong Against:

  • ER 4/-
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Arcane Rod +6 (1d4/19-20 x2)
    as fire (energy, common)
    If their Elemental is some other type, their Arcane Rod damage is usually the same as that inflicted by their summons.

Full Attack (Melee):

  • 2x Arcane Rod +6 (1d8+1/19-20 x2)
    as fire (energy, common)
    If their Elemental is some other type, their Arcane Rod damage is usually the same as that inflicted by their summons.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

11
STR
12
DEX
14
CON
19
INT
8
WIS
11
CHA

Skills:

Languages: Common, Alden, Itlaxi

Feats:

  • Weapon Focus (EFFECT: +1 bonus on attack rolls with two weapons you choose and are proficient in, one melee, one ranged.)

Special Abilities

Command Elementals (Ex) Move Action

As a move action, a pirate summoner can issue new orders to any elementals they have summoned. Orders can be fairly general, as the elementals have some intelligence. "Attack those people," and "destroy that house," are both good examples of valid orders. Due to the fact that they are summoned creatures, however, issuing the commands requires an effort of will, which is why it requires a move action.

Elemental Orb (Sp) Move Action
  • Concentration: 1d20 + 10 vs. a DC of 19 (9 needed on the die)

As a move action, a pirate summoner can cast an elemental orb. This can be done as many times per round as the summoner has move actions available (i.e. twice, if they use their move and standard actions). An elemental orb has the following characteristics:

  • Elemental Orb 1d20 + 10 vs. AC (always hits on a 17+ on the die) (1d8+1/x2) as energy damage as the same type as their summoned elemental
Principle of Equivalent Exchange (Su) Swift Action 1/Enc

Once per encounter as a swift action, the pirate summoner can swap places with one of its summoned elementals. This does not provoke for either the pirate summoner or the summoned elemental. Any creatures adjacent to the space the pirate summoner leaves are immediately subjected to the elemental's aura ability, if it has one, even if it would not normally be triggered at this time. In addition, if the aura ability is triggered by something the elemental does during its turn,

When you're a pirate, the only people you can trust are the ones you make yourself.

Pirate Summoner

Pirate summoners are humanoids who like to steal other people's things, preferably in the most violent fashion possible.

Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as bandits, or raiders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around.

Not every pirate relies on a sharp sword, dirty tricks, and a willingness to be magnificently amoral. Some pirates find that an aptitude for magic gives them an advantage that their peers lack. Among these, a rare few bind themselves to beings from beyond our world, allowing them to draw upon their power and call forth shades of their true forms, to fight at their side and defend them from everyone else, especially those pirates with swords.

Pirate Summoners are very rarely found alone, as they tend to keep their pet Elemental active at all times. This Elemental can be of any type, although many Summoners seem to prefer Fire elementals for their sheer terrifying power, and ship-dwelling Pirates will only rarely have an Earth elemental...although water elementals are usually a strong second favorite. Wind elementals are seen with the smarter summoners.

Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Summoners, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered completely out, and allow the faint hope of redemption...although it's not likely.

Combat Tactics

Pirate summoners are almost always encountered with one or more summoned elementals. The GM must 'build' each encounter from Summoners and Elementals in such a case, being mindful of the strength of the Elementals. Summoners tend to like Fire elementals, because they are Killers and incredibly deadly, but that means that Summoner encounters are often small...which doesn't make them any less dangerous!

Each summoner specializes in a particular elemental type (fire, water, air, or earth), though higher level summoners may specialize in more exotic elemental types (void, force, shadow, etc.). They prefer to lead from behind, allowing their summoned elementals to do all the dirty work of meleeing any enemies, while they use their elemental orb ability to pick off any foes who want to stay off the front lines, or who come too close.

Pirate summoners are terrible in melee, themselves. The first time they are forced into melee, they will trigger their Principle of Equivalent Exchange ability to quickly move somewhere else. Once that trick is used up, however, they'll make use of 5-foot steps to pull back and attack with their elemental orb ability.

Out of Combat

Booze, debauchery, and sailing on the open seas — a pirate's life would seem a paradise to most anyone, until you get to the murder, mayhem, and pillaging part, where most decent folk usually decide on a different career. These aren't decent folk, obviously.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)