Welcome back to Creative Characters. This time around we turn our eyes to the high seas, and the lawless world of piracy. Drawn from many walks of life, with a wide variety of skills, no two pirates are the same, as we’ll definitely see from looking at some of the crew of the Lady’s Bounty.
For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages. They are also written so that they can be used as either NPCs or PCs. Here’s where it gets… weird. Y’hua-lneth, deep one hybrid Kraken Caller druid.
Y’hua-lneth CR 6
4th—heavy water, summon nature’s ally IV
3rd—deepsight, hydrophobia DC 17, waters of maddening
2nd—barkskin, bull’s strength, envenomed skin, water jet
1st—aquatic entangle (2) DC 15, bristle, hydraulic push, marid’s mastery, mistsight,
0th (at will)—create water, detect magic, know direction, resistance
During Combat If at all possible, Y’hua-lneth prefers to engage her enemies in the water, using spells like hydraulic push to knock opponents off the deck and into her element. She uses both her environment and her unique physical attacks to remit her opponents to the deeps.
Str 12, Dex 8, Con 16, Int 12, Wis 19, Cha 10
Base Atk +5; CMB +6; CMD 15
Feats Aquatic Combatant, Augment Summoning, Natural Spell, Spell Focus (conjuration)
Skills Knowledge (nature) +11 , Swim +18
Languages Aklo, Aquatic, Common, Druidic
SQ nature bond (plane of water domain), nature sense, wild empathy +7,
Magical Gear +1 spear, amulet of natural armor +2, headband of inspired wisdom +2, ring of protection +1 Non-magical Gear backpack, a bedroll, a belt pouch, dagger, flint and steel, masterwork clamshell armor, rope, trail rations (5 days), and a waterskin. Coins 117 gp, 7 sp (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Call of the Waves (Ex)
Y’hua-lneth has chosen a deity of piracy, strife, and sea monsters as her deity. If she ever changes her deity, she loses this archetype and becomes a normal druid.
Y’hua-lneth’s bonus language options include Aquan instead of Sylvan.
As a deep one hybrid, Y’hua-lneth ages at the same rate as a half-orc. A mere 1d12 months after she reaches venerable age (at 60 years old), she will die a painful, agonizing death, only to have her body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution
Hold Breath (Ex)
Y’hua-lneth can inherently hold her breath for a number of minutes equal to her Constitution score before she risks drowning.
Take to the Water
Wild Shape (Su)
Y’hua-lneth can alternatively expend a daily use of wild shape to grow tentacles out of her body while otherwise retaining her own form. This effect lasts for 70 minutes per level, or until she changes back.
Y’hua-lneth grows three tentacles while in this form. The tentacles have a reach of 5 feet, and she can use them as secondary natural attacks that deal 1d4 points of damage. She also gains a racial bonus on Climb, Swim, and dirty trick combat maneuver checks equal to the number of tentacles grown.
As a move action, she can retract or regrow any number of the additional tentacles beyond the first two, redistributing the mass of any retracted tentacles. For every 2 retracted tentacles, she can increase the reach of the remaining tentacles by 5 feet (to a maximum of 15 feet), or increase the damage dealt by her tentacles as if she were one size category larger.
While in this form, Y’hua-lneth can expel a 10-foot-radius cloud of ink once per minute as a standard action.
This cloud provides total concealment in water and persists for 7 rounds. The ink has no effect out of water.
Born to a human mother in small coastline town near a submerged Deep One city, Y’hua-lneth was raised by cultists of one of the old Deep Gods, after her mother died when she was a year old, having never fully recovered from the rigors of her birth. Driven by dark purpose and absolute love of the ocean, she soon found herself entangled in the chaos of piracy. Her natural affinity for the sea and the powers of the deep, along with the ingrained superstitious nature of most pirates, has fostered an aura of mysterious respect, mixed with a healthy dose of fear, in her shipmates.