Author |
Topic |
|
LordofBones
Master of Realmslore
1536 Posts |
Posted - 29 Sep 2024 : 03:10:22
|
VALKUR Captain of the Waves, the Mighty Demipower of Ysgard Symbol Shield showing a thundercloud with three lightning bolts descending from it Realm Safe Harbor (Ysgard) Alignment Chaotic Good Aliases none Superior none Allies Deep Sashelas, Eadro, the Red Knight, Selune, Surminare, Tempus, Trishina, Water Lion, the Whale Mother Foes Auril, Blibdolpoolp, Dagon, Demogorgon, Ilxendren, Malar, Olhydra, Panzuriel, Sekolah, Talos, Umberlee Servants none Servitor Creatures benevolent sea creatures, dolphins, elemental monoliths of water, marids, sea birds, water elementals (normal, elder and primal), water weirds, whales (especially narwhals) Manifestations aurora australis; aurora borealis; a ghostly ship on the horizon that never seems to get closer or fall further behind but always heads to the nearest port; a ghostly wind in which his image can be faintly seen; an image of himself striding through the waves dragging a small boat filled with casks of water and sea biscuits Signs of Favor silver seagull or albatross (favor); black raven (disfavor) Worshipers legendary captains, leviathan hunters, merchants, naval combatants and officers, privateers, sailors, seamen, travelers Cleric Alignments CG, CN, NG Specialty Priests Wavetamer Holy Days the Shattering Important Ceremonies nautical ceremonies (christening ships, arrival at new ports and so forth) Portfolio favorable winds, naval combat, sailors, ships, the safety of ships Domains Air, Chaos, Good, Ocean, Protection, Water, Wrath Favored Weapon Captain’s Cutlass (cutlass)
VALKUR Male Mariner 20, Swashbuckler 20, Legendary Captain 10 CG Medium Outsider (Chaotic, Extraplanar, Good) Divine Rank 5 Init +27 (+19 Dex, +8 Superior Initiative), +28 on ship; Supreme Initiative; Senses 5-mile-radius; Listen +70, Spot +70 (+80 aquatic hazards); remote sensing (2 locations), portfolio sense Aura divine (250 ft., Will DC 58) Languages can communicate with any living creature; Words of Creation ___________________________________________________________________________________________________________
AC 83, touch 61, flat-footed 60 (+18 deflection, +19 Dex, +5 divine, +5 dodge, +18 natural, +8 sacred) hp 1,340 (30d8 + 20d10 plus 900), divine shield 21/day (50 hp); DR 25/epic, evil and silver Immune ability damage, ability drain, antimagic, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, sonic, stunning, transmutation Resist acid 25, fire 25; SR 62 Fort +58 Ref +62 Will +52; slippery mind ___________________________________________________________________________________________________________
Speed 60 ft. (12 squares), swim 60 ft. Melee captain’s cutlass +77/+77/+72/+67/+62 (1d6 + 46 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/18-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Melee captain’s cutlass +75/+75/+70/+65/+60 (1d10 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Melee captain’s cutlass +75/+75/+70/+65/+60 (1d8 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Ranged captain’s cutlass +77/+77/+72/+67/+62 (1d10 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Ranged captain’s cutlass +77/+77/+72/+67/+62 (1d8 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Melee spell +57 or Ranged spell +59 Base Atk +35; Grp +57 Atk Options dirty strike +5d4, divine blast 21/day (5 miles; 23d12 damage); Armed Deflection, Bounding Assault, Combat Acrobat, Curling Wave Strike, Einhander, Improved Combat Expertise, Improved Combat Reflexes, Improved Feint, Improved Trip, Rapid Blitz, Spring Attack Special Actions acrobatic skill mastery, alter reality, alter size, luck of the wind 2/day, lucky 1/day, misdirect, protective ward 5/day (+50 resistance bonus to next save within 1 hour), rebuke air or water creatures and turn earth or fire creatures 21/day as a 50th level cleric (+19 check and +68 damage), splice the main brace 1/day, wrath 5/day (up to -50 Wis and +25 Str for 50 rounds) Combat Gear captain’s cutlass
Spell-like Abilities (CL 50th; +1 chaos and good spells) At will – acid fog, aid, air walk, animate objects, antimagic field, blade barrier (DC 39), bull’s strength, chain lightning (DC 39), chaos hammer (DC 37), cloak of chaos (DC 41), cone of cold (DC 39), control water, control weather, control winds, dispel evil (DC 38), dispel law (DC 38), elemental swarm (air and water only), endure elements, freedom of movement, gaseous form, greater shout (DC 41), horrid wilting (DC 41), holy aura (DC 41), holy smite (DC 37), holy word (DC 40), ice storm, maelstrom (DC 41), magic circle against evil, magic circle against law, mind blank, obscuring mist, otiluke’s freezing sphere (DC 39), prismatic sphere (DC 42), protection from energy, protection from evil, protection from law, rage, repulsion (DC 39), rhino’s rush, righteous might, sanctuary (DC 34), shatter (DC 35), shield other, shout (DC 37), song of discord (DC 39), sound burst (DC 35), spell resistance, spell immunity, storm of vengeance (DC 42), summon monster IX (chaos and good only), wall of ice, water breathing, waterspout (DC 40), whirlwind (DC 41), wind wall, word of chaos (DC 40) ___________________________________________________________________________________________________________
Abilities Str 44, Dex 48, Con 46, Int 46, Wis 34, Cha 46 SQ accelerated firing, acrobatic charge, avatar (2), back-to-back +5, divinity, dodge bonus +4, grace, immortality, improved flanking, insightful strike, leadership +10, legendary helm, fleet admiral, rake, sailor lore +38, seamanship +5, steady stance, uncanny navigation, weakening critical, water breathing (500 rounds), weather gauge, wind at your back, wounding critical Feats Bounding Assault, Combat Acrobat, Combat Expertise, Combat Reflexes, Curling Wave Strike, Dodge, Einhander, Great Captain (B), Improved Combat Expertise, Improved Initiative, Improved Feint, Improved Trip, Leadership, Mobility, Rapid Blitz, Sailor’s Balance, Sea Legs, Skill Focus (Profession [sailor]), Spring Attack, Weapon Finesse (B), Weapon Focus (cutlass, harpoon, trident), Words of Creation (B) Epic Feats Armed Deflection, Epic Leadership, Epic Skill Focus (Profession [sailor]), Epic Weapon Focus (cutlass, harpoon, trident), Improved Combat Reflexes, Legendary Acrobat, Superior Initiative Salient Divine Abilities Captain of the Waves (unique salient divine ability), Call Creatures (5 good aquatic creatures with up to 25 HD each), Divine Celerity (5 minutes), Divine Water Mastery, Divine Skill Focus (Profession [sailor]), Divine Weapon Focus (cutlass, harpoon, trident), Divine Weapon Specialization (cutlass, harpoon, trident), Supreme Initiative Skills Appraise +48 (+54 ships), Balance +87 (+89 on ships, +92 while on deck or rigging, +97 when taking damage), Bluff +76, Climb +80 (+86 climbing ropes, +90 when taking damage), Craft (shipbuilding) +76, Decipher Script +48, Diplomacy +88, Escape Artist +62 (+68 escaping ropes), Forgery +36, Gather Information +53, Intimidate +82, Jump +81, Knowledge (architecture and engineering, geography, local) +76, Knowledge (the planes) +48, Listen +70, Profession (sailor) +103 (+107 when gaining advantage, +113 navigating aquatic hazards), Search +48 (+54 secret doors and compartments), Sense Motive +70, Spot +70 (+80 aquatic hazards), Survival +70 (+74 extraplanar, +76 avoiding getting lost or natural hazards), Swim +75, Tumble +83 (+85 on ships), Use Rope +77 (+79 binds) Possessions admiral’s bicorne, admiral’s greatcoat, captain’s cutlass
Accelerated Firing (Ex) Valkur can urge his weapons crews to exceed ordinary performance. A ballista or catapult can be reloaded or re-aimed 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, his crews gain a +2 morale bonus on Profession (siege engineer) checks.
Acrobatic Charge (Ex) Valkur can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Acrobatic Skill Mastery (Ex) Valkur is so certain in the use of his acrobatic skills that he can use them reliably even under adverse conditions. When making a Jump or Tumble check, he may take 10 even if stress and distractions would normally prevent him from doing so.
Alter Reality Valkur is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Valkur to duplicate any effect as long as it relates to his area of influence. For example, he can duplicate any class skill, ability or spell that relates to favorable winds, naval combat and sailing. He can create any water-based effect, initiate awe-inspiring feats of derring-do and summon celestial aquatic creatures to aid him. He can shield sailors from lightning and water and grant them aquatic prowess, and draw forth sunken ships from beneath the seas and quell the harshest storms.
The Mighty can create temporary, nonmagical objects, magic items or creatures for up to 4 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Valkur can assume any size from Fine to Colossal. He also can change the size of up to 500 pounds of objects he touches.
Avatar Valkur can have up to two avatars at any given time. The Mighty's avatar appears as a giant of a man of broad girth with a full black beard. He wears the garb of a fantastic ship’s captain - a full blue frock coat decorated with gold braid trim and brass buttons over a colorful brocade vest and white shirt with a ruffled collar and cuffs, knee-length trousers, hose, shoes with silver buckles, and a blue tricone hat trimmed in gold braid and featuring a large white plume. Though he might be pummeled by a thousand storms, he always looks dapper and his brown eyes sparkle with derring-do.
Back-to-Back (Ex) Valkur is trained in fighting alongside his shipmates in cramped and crowded conditions, especially against superior numbers. Whenever he is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, he gains a +5 dodge bonus to his AC. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.
Captain of the Waves (unique salient divine ability) Valkur is the Captain of the Seas, and even the winds and waves obey his command. As a standard action, he can create or quell winds and storms within a 1-mile radius to produce anything from still air to tornado force winds and thunderstorms. These effects are under Valkur’s absolute control unless countered by a higher-ranking deity, and he can choose to shape these effects in any way he desires, whether to spare certain places or only affect certain vessels.
In addition, by chopping his hand on a surface of water, Valkur can raise and quell tidal waves, whirlpools and maelstroms of similar dimensions within a 1-mile radius under his absolute control. He can seize control of any effect that control or manipulates water with a duration greater than instantaneous within 1-mile of him and shape them as he wills. Valkur additionally can walk on water and breathe underwater freely with no impediment. He has a swim speed equal to his land speed.
Finally, Valkur commands unmatched nautical prowess and martial skill. He applies his weapon-based feats and salient divine abilities to cutlasses, harpoons and tridents. Any vessel he stands on will never sink or flounder, no matter the weather conditions. Valkur and any vessel he stands on can never be harmed by elemental creatures of any type with the water subtype, and he can confer these benefits to anyone he touches. He increases the Armor class and seaworthiness of any vessel he boards by +5 and reduces the shiphandling modifier by -5. The speed, hardness and hit points of any vessel he boards gains a base multiplier of x5 and he adds his divine rank (5) to the base ram damage dice of his ships.
Dirty Strike (Ex) Valkur is adept at maneuvers such as hitting below the belt, head butts, sucker punches, and other opportunistic tricks. He may choose to make a single melee attack on his turn as a full round action that deals an additional +5d4 points of damage. This ability has no effect on creatures without a discernable anatomy or that are immune to critical hits, such as constructs, oozes, plants, or undead. Additional damage from a dirty strike is not multiplied if he scores a successful critical hit.
Divine Blast Valkur can create a ray of divine power that extends for up to 5 miles, dealing up to 23d12 points of damage, as a ranged touch attack with no saving throw. Valkur can unleash a divine blast 21 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Valkur’s divine blasts generally take the form of booming blasts of cannon fire.
Divine Shield As a free action 21 times per day, Valkur can create a shield that lasts 10 minutes and stops 50 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Valkur is naturally immune to does not count towards the shield’s limits.
Dodge Bonus (Ex) Valkur is trained at focusing his defenses on a single opponent in melee. During his action, he may designate an opponent and receive a +4 dodge bonus to Armor Class against melee attacks from that opponent. He loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. He need not designate the same target for this ability as for the Dodge feat. (If he designates the same target, the bonuses stack.)
Fleet Admiral (Ex) Valkur’s phenomenal leadership skills allow him to assist the crews of allies' ships as well as his own. He can use the aid another action to confer a +2 morale bonus on checks made by the crews of a 18 additional ships) within signaling distance (1 mile in clear conditions). He grants a +4 morale bonus on allied captains' Profession (sailor) checks to gain the advantage in combat, and they gain the same benefits he confers. In addition, when aiding the actions of his own crew, he confers a +4 bonus instead of +2 on a successful check.
Grace (Ex) Valkur has a +3 competence bonus on Reflex saves.
Improved Flanking (Ex) Valkur gains a +4 bonus on attacks instead of a +2 bonus on attacks when flanking an opponent.
Insightful Strike (Ex) Valkur is able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus (+18) as a bonus on damage rolls with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to his insightful strike. He cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Leadership Valkur has a +10 bonus to his effective character level for purposes of the Leadership feat to attract followers.
Legendary Helm (Ex) Valkur grants an additional +2 dodge bonus to the Armor Class of any vessel he steers or command. In addition, he can attempt saving throws using his save bonuses against spells or effects targeting his vessel. For example, if a dragon uses its breath weapon against a ship Valkur is steering or commanding, he 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.)
Luck of the Wind (Su) Valkur is able to cheat fate on occasion. Twice per day he can reroll a failed attack roll, saving throw, skill check, or ability check.
Lucky (Ex) Once per day, Valkur may reroll any failed attack roll, skill check, ability check, or saving throw. He must take the result of the reroll, even if it's worse than the original roll.
Misdirect (Ex) Valkur can trick an enemy captain into underestimating the capabilities of his ship and crew. This includes disguising his vessel, lurking at the edge of fog, holding off on firing his weapons, and other such stratagems. The enemy captain must have line of sight to Valkur’s vessel, and he must make a Bluff or Profession (sailor) check, whichever modifier is higher, with a +5 bonus. This is opposed by the Sense Motive check of the enemy captain. If his 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.
Rake (Ex) Valkur has increased his ability to handle a ship and maintain an advantage in naval combat. As long as he has the advantage, attacks against enemy vessels with his shipboard siege engines deal an additional die of damage on a successful attack. This die is of the same kind as the weapon normally deals: For example, a light catapult (normal damage 4d6) deals an extra 1d6 points of damage, while a ballista (normal damage 3d8) deals an extra 1d8 points.
Sailor Lore (Ex) Valkur has picked up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. He may make a special sailor lore check with a +38 bonus to see whether he knows some relevant information about local people or history, faraway places, or strange superstitions. This check will not necessarily reveal true information, as much of the time he heard it from someone who heard it from a friend, who heard it from a guy, etc. He may not take 10 or 20 on this check; this sort of knowledge is essentially random.
Seamanship (Ex) Valkur has a +5 competence bonus to all Balance, Climb, and Profession (sailor) checks.
Slippery Mind (Ex) Valkur’s mind is more difficult to control. If he fails his save against an enchantment spell or effect, he can attempt the save again 1 round later at the same DC. He gets only this one extra chance to succeed at a certain saving throw.
Splice the Main Brace (Su) Valkur can hearten his crew with his 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 he can produce a mass cure light wounds effect to heal the injuries of all on board at caster level 10th. It requires 10 minutes for the healing effect to take place, so it is not usable in the midst of combat.
Steady Stance (Ex) Valkur’s sea legs keep him stable when others have difficulty standing. He are not considered flat-footed while balancing or climbing, and he adds his class level (+10) to Balance or Climb checks to remain balancing or climbing when taking damage.
Uncanny Navigation (Su) Valkur has developed an innate sense for detecting and avoiding maritime hazards. He adds his legendary captain level as a bonus on Spot checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.
Weakening Critical (Ex) Valkur also deals 2 points of Strength damage to a creature when he scores a critical hit. Creatures immune to critical hits are immune to this effect.
Weather Gauge (Ex) Valkur’s superior ability in handling a ship allows him to maneuver so as to have the more advantageous wind. He gains a +4 competence bonus on Profession (sailor) checks to gain the advantage. As long as he has the advantage, his crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and his ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.
Wind at Your Back (Ex) Valkur can use his mastery of navigation to coax additional speed from his ship by directing the most efficient placement of sails or encouraging rowers to exert themselves. A ship he captains moves 20% faster (minimum of +5 feet).
Wounding Critical (Ex) Valkur also deals 2 points of Constitution damage to a creature when he scores a critical hit. (This damage is in addition to the Strength damage dealt by the swashbuckler's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
Possessions Valkur carries the Captain’s Cutlass, a +6 icy blast, keen and lightning blast cutlass of holy power and speed that can duplicate the effects of any arcane or divine spell with the water descriptor (CL 50th; save DC 46 plus spell level). It also allows him to smite evil aquatic creatures six times per day (+18 atk, +50 dmg).
At Valkur’s command, the captain’s cutlass can also transform into a harpoon or trident with a range increment of 500 ft. In either form, it functions as a +6 distant shot weapon of unerring accuracy with all the cutlass’s powers. As a ranged weapon, the captain’s cutlass can harpoon a creature (Ref DC 21 plus damage dealt) and the wielder automatically succeeds on all Strength checks. The wielder cannot be knocked over or unbalanced as long as he has harpooned a creature and Valkur often uses the weapon to tow ships or sea monsters.
Valkur also wears the admiral’s greatcoat, which grants him a +8 sacred bonus to armor class and saving throws. This vestment also renders Valkur immune to all harmful spells with the water descriptor. His bicorne is a double-strength admiral’s bicorne.
Other Divine Powers As a demipower, Valkur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal and cannot die from natural causes. Senses Valkur can hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to five hours. Portfolio Sense Valkur is aware of any act of naval combat as long as the event affects at least one thousand people. He is similarly aware of any event pertaining to sailing, ships and sailors as long as the event is of similar scale. Automatic Actions Valkur can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower, or Profession (sailor) if the DC is 20 or lower. He can perform up to five such free actions each round. Create Magic Items Valkur can create any type of magic item related to naval combat or travel as long as the item’s market price does not exceed 4,500 gp.
*Mariner is from Dragonlance and was updated to 3.5 in Legends of the Twins.
|
|
Galuf the Dwarf
Senior Scribe
USA
622 Posts |
Posted - 29 Sep 2024 : 03:16:51
|
Fascinating. Yeah, I thought Swashbuckler and Legendary Captain were fitting for him. By the sound of it, he is formerly mortal so even going by rules from Faiths & Pantheons, he shouldn't have Outsider HD to begin with.
The Mariner I have NO experience with, honestly, even with the source cited. Too many sourcebooks, too little money and (above all else) too little shelf space. If I wanted to have all of those, I'd have to be rich and have my own place. |
Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823 Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036 Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787 Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353 Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766 |
|
|
|
Topic |
|
|
|