Th' legendary pirate Kaptain K. Rool be what they call me. Wit' th' Gang Plank Galleon and Th' Flying Krock th' high seas be mine. Ta'get'ar wit' me Kremlin' Kuthroats, gettin' me revenge on that bilge-sucking ape and his friends fer sinkin' me island twice will be had.
This be me 3.5? (Soon ta' be Pathfinda') characta' sheet
-Me name be Kaptain K. Rool, a male level 40 anthropomorphic giant crocodile (Savage Species) wit' a 2 level adjustment.
-Got 10 levels in pirate from th' "Pirate- Power Class" book, 10 levels o' dread pirate from th' "Complete Adventurer" book, dishonorable o' course, 10 levels o' Legendary Captain and 10 levels o' Scarlet Corsair from th' "Stormwrack" book.
-Me ship be th' Gang Plank Galleon and it be well worth ova' 10,000 gold pieces.
-Height: 16ft tall, 8ft long tail
-Deity: Davy Jones
Me stats be originally str-24 con-20 dex-22 int-11 wis-18 cha-20. Got meself some magical tomes that be given me extra strength in me latest adventurin'. Got th' manual of bodily health, quickness of action, and gainful exercise along wit th' tomes of understanding, clear thought, and leadership and influence.
Kaptain K. Rool
Anthropomorphic Giant Crocodile CR 43
Pirate- +1 to intimidate, survival, and swim. Persuasive as a bonus feat
Abrasive Attitude- When using Diplomacy to change attitudes, you must add an extra 5 to the DC.
Bad Luck- Once per session, the GM can negate any success, even if it was a critical hit. This will usually be when you desperately need to succeed.
CE Large monstrous humanoid pirate 10, dread pirate 10, legendary captain 10, scarlet corsair 10
24/28, touch 17/21, flat-footed 24/28 (+8 Dex, +7 Natural, -1 size, +4 if on a ship)
+28 (Con), Ref
+33 (Dex), Will
20 ft., 30 ft. swim
bite +48 (1d8+9 plus grab, tail slap +43 (1d12+4)
+10 Blunderbuss of K. Roolty +46 (8d6+17 varies)
Special Attacks death roll (1d6+13 plus trip)
+39/+34/+29/+24; CMB +49 ; CMD 67
Feats (28 )
Catch Off-Guard, Cleave, Combat Reflexes, Critical Focus, Deadly Aim, Diehard, Endurance, Exotic Weapons Proficiency (Blunderbuss), Far Shot, Great Cleave, Great Captain, Improved Feint, Improved Precise Shot, Improvised Weapon Mastery, Intimidating Prowess, Leadership, Persuasive , Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Stand Still, Shot On the Run, Throw Anything, Weapon Finesse, Willing Deformity, Willing Deformity Eyes (Left Eye)
Class Skills (194)
Acrobatics +10 (Dex), Appraise +6 (Int), Bluff +12 (Cha), Climb +10 (Str), Craft (weapons) +6 (Int), Diplomacy +10 (Cha), Escape Artist +14 (Dex), Intimidate +12 (Cha), Intuit Direction +10 (Wis), Knowledge (Architecture and Engineering) +8 (Int), Knowledge (Geography) +10 (Int), Knowledge (Local) +10 (Int), Linguistics +6 (Int), Perception +14 (Wis), Perform +6 (Cha), Profession (sailor) +10 (Wis), Sense motive +10 (Wis), Stealth +10 (Dex), Survival +10 (Wis), Swim +10 (Str)
Aquan, Common, Draconic, Gnoll, Goblin, Infernal, Undercommon
Death Roll (Ex)
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex)
A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
- Pirate's Lore (superstition):
Like bardic knowledge, check t' pirate power class book, too much ta' retype fer me
- Uncanny Dodge:
At 3rd level, a pirate retains his dexterity bonus to armor class even when he is flatfooted or struck by an invisible attacker. This skill comes from being constantly under threat of death while fighting in the confusing and dangerous conditions aboard ship. Only complete immobilization can negate this ability.
At 7th level, a pirate's Uncanny Dodge becomes so acute, he can react fully to attackers trying to surround him for an advantage. Pirates of 7th level or greater cannot be flanked, denying multiple attackers any flanking bonus and their ability to sneak attack him because of it. A pirate with this ability can be amazing to watch in combat, bounding from rigging to rails and back again in a whirlwind of movement and steel.
A pirate begins to develop a reputation after a number of successful raids, so much so that people he has never even encountered have heard of him. At 4th level this reputation is called Infamy and results in a +1 reaction bonus from any Non-Player Character who would be inclined to react favorably to a pirate and a -1 penalty to any who would react poorly. The pirate also gains a +1 circumstance bonus to all intimidate checks and his own will saves versus fear effects.
- Pirate's Lore (Nautical):
Same as Pirate's Lore (superstition)
- The Scarlet Sign:
At 10th level, a pirate's infamy and reputation have grown considerably, spreading his name through the area he plagues and along every shore he touches. The bonuses and penalties from Infamy increase to +2/-2 and people familiar with him are prone to treat him well in fear for their own safety or because he has gained reputation for fair and equitable treatment in return. The nature of the reputation is determined primarily by the way the pirate acts, but some elements of Infamy are based more on perception and word of mouth than on truth.
At this level, a pirate also begins cultivating the effects of a personal symbol. Most often painted on a flag or left carved in the deck of plundered ships, this symbol is so synonymous with violence and death that it is often called the Scarlet Sign regardless of its actual form. A pirate may design his own Scarlet Sign or allow the Game Master to have one associated with him, but one is always chosen at this level. Whenever a pirate's Scarlet Sign is visible during combat, all of his allies fight as if under the effects of a bless spell. This is a non-magical morale effect and cannot be dispelled but it is negated instantly if the scarlet sign is destroyed during the fighting. The Sign can be recreated normally once the combat ends, but neither it nor its bonus can be regained in any given battle once lost.
- Seamanship (Ex):
A dread pirate adds his class level as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a dread pirate add an insight bonus equal to half this number on their Profession (sailor) checks.
- Two-Weapon Fighting:
A dread pirate wearing light or no armor is treated as having the Two-Weapon Fighting feat, even if he does not have the prerequisites for the feat.
- Fearsome Reputation (Ex):
By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas. At this point, he must choose whether to cultivate a reputation as an honorable pirate (avoiding undue bloodshed, honoring flags of truce, and the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners). An honorable dread pirate gains a +2 circumstance bonus on Diplomacy checks, while a dishonorable one gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a dread pirate gains other abilities at higher levels based on his chosen reputation. A dread pirate’s actual activities or alignment need not match his reputation. However, a radical shift away from his reputation might negate or even reverse that reputation at the DM’s option. Also, a dread pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the dread pirate’s reputation).
- Sneak Attack (Ex):
Beginning at 3rd level, a dishonorable dread pirate deals an extra
1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook. The amount of extra damage dealt increases to 2d6 at 7th level. If a dishonorable dread pirate gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
- Acrobatic Charge (Ex):
A dread pirate of 4th level or higher can charge over diffi cult terrain that normally slows movement or through the squares occupied by allies blocking his path. This ability enables him to charge across a cluttered ship’s deck, leap down from a higher deck, or swing between two adjacent ships to get to his target. Depending on the circumstances, he might still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.
- Steady Stance (Ex):
At 4th level and higher, a dread pirate remains stable on his feet when others have diffi culty standing. He is not considered fl at-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.
- Scourge of the Seas (Ex):
Starting at 5th level, a dishonorable dread pirate can instill fear into his enemies. When the character uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for a number of rounds equal to his Charisma modifi er (minimum 1 round). Multiple uses of this ability don’t stack. This is a mind-affecting ability.
- Skill Mastery (Ex):
At 8th level, a dread pirate becomes supremely confident of his mobility. He has mastered the skills Balance, Climb, Jump, and Tumble to the extent that he can take 10 with them even under stress.
- Motivate the Scum (Ex): Once per day, a dishonorable dread pirate of 9th level or higher can motivate his allies by killing a helpless individual. All allies of the dread pirate who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours. Most dishonorable dread pirates don’t care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the dread pirate’s crew, the morale bonus on damage rolls improves to +4, but the allies also take a –2 penalty on Will saves for the duration of the effect.
- Pirate King (Ex)
: A 10th-level dread pirate’s exploits have become so legendary that great numbers of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.
- Great Captain:
You gain Great Captain as a bonus feat. If you already have Great Captain, you instead gain Skill Focus with one of the legendary captain class skills given above.
: At 2nd level, you gain a +2 bonus to your effective character level for purposes of the Leadership feat to attract followers. This bonus increases to +4 at 4th level, +6 at 6th level, +8 at 8th level, and +10 at 10th level.
- Weather Gauge (Ex):
On reaching 2nd level, your superior ability in handling a ship allows you to maneuver so as to have the more advantageous wind. You gain a +4 competence bonus on Profession (sailor) checks to gain the advantage (see Narrative Naval Combat, beginning on page 25). As long as you have the advantage, your crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and your ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.
- Luck of the Wind (Su):
Beginning at 3rd level, you are able to cheat the fates on occasion. Once per day you can reroll a failed attack roll, saving throw, skill check, or ability check. You must reroll before the DM declares whether the roll results in success or failure, and you must take the result of the reroll, even if it’s worse than the original roll.
On reaching 7th level, you can reroll twice per day.
- Uncanny Navigation (Su):
On reaching 3rd level, you develop an innate sense for detecting and avoiding maritime hazards. You add your legendary captain level as a bonus on Spot checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.
- Wind at Your Back (Ex):
On reaching 4th level, you can use your mastery of navigation to coax additional speed from your ship by directing the most efficient placement of sails or encouraging rowers to exert themselves. A ship you captain moves 20% faster (minimum of +5 feet).
- Accelerated Firing (Ex):
Beginning at 5th level, you can urge your weapons crews to exceed ordinary performance. A ballista or catapult can be reloaded or reaimed in a round by one less crew member than normal. If the weapon is fully crewed, it can be reloaded or reaimed as a standard action instead of a full-round action. In addition, your crews gain a +2 morale bonus on Profession (siege engineer) checks.
- Steady Stance (Ex):
Starting at 5th level, your sea legs keep you stable when others have difficulty standing. You are not considered flat-footed while balancing or climbing, and you add your class level to Balance or Climb checks to remain balancing or climbing when taking damage.
- Legendary Helm (Ex):
Starting at 7th level, you grant an additional +2 dodge bonus to the Armor Class of any vessel you steer or command. In addition, you can attempt saving throws using your save bonuses against spells or effects targeting your vessel. For example, if a dragon uses its breath weapon against a ship you are steering or commanding, you can make a Reflex save on behalf of the ship to halve the damage. (Normally, vessels are considered unattended objects and fail all saving throws.)
- Misdirect (Ex):
Beginning at 8th level, you might trick an enemy captain into underestimating the capabilities of your ship and crew. This includes disguising your vessel, lurking at the edge of fog, holding off on firing your weapons, and other such stratagems. The enemy captain must have line of sight to your vessel, and you must make a Bluff or Profession (sailor) check, whichever modifier is higher, with a bonus on the roll equal to one-half your legendary captain level. This is opposed by the Sense Motive check of the enemy captain. If your check succeeds, the enemy captain and crew take a –2 penalty on attacks, saves, and skill checks for the length of the engagement, and the enemy vessel takes a –2 penalty to Armor Class.
- Splice the Main Brace (Su):
On reaching 9th level, you can hearten your crew with your personal strength. (“Splice the main brace” is nautical jargon for hoisting a mug of grog, originally at the end of a hard day’s work.) Once per day you can produce a mass cure light wounds effect to heal the injuries of all on board. Your caster level is equal to your prestige class level. It requires 10 minutes for the healing effect to take place, so it is not usable in the midst of combat.
- Fleet Admiral (Ex):
At 10th level, your phenomenal leadership skills allow you to assist the crews of allies’ ships as well as your own. You can use the aid another action to confer a +2 morale bonus on checks made by the crews of a number of additional ships equal to your Charisma bonus (minimum one extra ship) within signaling distance (1 mile in clear conditions). You grant a +4 morale bonus on allied captains’ Profession (sailor) checks to gain the advantage in combat, and they gain the same benefits you confer.
In addition, when aiding the actions of your own crew, you confer a +4 bonus instead of +2 on a successful check.
- Improved Feint:
Upon joining this prestige class you gain Improved Feint as a bonus feat, even if you do not have the normal prerequisites for that feat. You can feint in combat as a move action to render your foes flat-footed and thus make sneak attacks against them.
- Sneak Attack:
At 2nd level, you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. This is exactly like the rogue ability of the same name (see Player’s Handbook page 50). The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
- Corsair’s Feint (Ex):
As a scarlet corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the Improved Feint feat, page 95 of the Player’s Handbook). But once you’ve surprised your enemies with such a feint, it takes time before you’re able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair’s feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 7th level your reflexes improve and the time between corsair’s feints drops to only 1d4 rounds.
- Sailor’s Step (Ex):
At 4th level, you have learned to use the chaos of a ship at sea to your benefit, taking advantage of the swaying ship and swinging rigging to remain out of reach of your opponents. While aboard a ship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus.
At 8th level, the dodge bonus from the sailor’s step class feature increases to +4.
- Scourge of the Seas (Ex):
Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don’t stack.
- Frightening Lunge (Ex):
Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 9th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe shaken. A shaken character takes a –2 penalty to all attack rolls, saves, skill checks, and ability checks.