Pirate Summoner: Difference between revisions

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m (Text replacement - "Chaotic Neutral" to "True Chaotic")
m (Text replacement - " Effect list effect. Example: {{Ability-Dmg}} STR dilution and {{Standard-Dmg}} non-lethal damage per interval. Fruition list fruition. Examples: all non-lethal damage becomes lethal; victim dies;...)
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   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} non-lethal damage per interval.
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} {{dmg|poison}} damage per interval.
   Fruition    list fruition. Examples: all non-lethal damage becomes lethal; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   Fruition    list fruition. Examples: Victim takes {{Special-Alpha-Dmg}} {{dmg|poison}} damage; Victim dies; Victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.



Revision as of 15:22, 15 January 2020

Pirate Summoner (CR 3)

Pure Evil - Medium - Humanoid (Half-Orc)
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 (0/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 2x Arcane Rod +6 (1d8+1/19-20 x2)
    as undefined damage type

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

Special Abilities

Command Elementals (Ex)

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)
  • 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)

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

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.

Combat Tactics

Pirate summoners are always encountered with one or more summoned elementals. 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)