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. Next on deck, Karak Ironfist, the merciless Half-ogre Pugilist.
Karrak Ironfoot CR 6
During Combat Karrak’s fighting style is as straightforward as it is brutal, hit them until they stop moving. His blows are devastating, often resulting in broken bones and internal bleeding. Those he particularly dislikes he grabs a hold of and chokes the life out of.
Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 8
Base Atk +7/+2; CMB +11 (+13 grapple/choking strike/strangle); CMD 22 (24 vs grapple)
Feats Bleeding Attack, Double Strike, Improved Choking Strike, Improved Grapple, Improved Strangle, Improved Two-Weapon Fighting, Improved Unarmed Strike, Simple Weapon Proficiency, Two-Weapon Feint, Two-Weapon Fighting, Weapon Focus (unarmed strike), Weapon Specialization (Unarmed Strike)
Skills Climb +12 , Intimidate +11
Languages Common, Giant
SQ DR 3/— vs nonlethal damage;
Magical Gear amulet of natural armor +2, potion of cure moderate wounds (2), ring of protection +1 Non-magical Gear backpack, a bedroll, a belt pouch, dagger, flint and steel, an iron pot, a mess kit, peg leg (steel), rope, soap, torches (10), trail rations (5 days), and a waterskin. Coins 217 gp, 7 sp (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Weapon and Armor Proficiency
A pugilist is not proficient with martial weapons, light armor, medium armor, heavy armor, or shields. Instead, a pugilist gains the float like a butterfly class feature (see below), and he gains DR/— equal to half his fighter level (minimum of 1) against nonlethal damage or damage taken while he is grappled.
At 1st level, a pugilist gains Improved Unarmed Strike as a bonus feat. While fighting unarmed in each hand, the pugilist gains Two-Weapon Fighting as a bonus feat, even if he doesn’t meet the feat’s prerequisites, and he may apply his full Strength bonus on damage rolls for all his off-hand unarmed strikes. At 6th level, while fighting unarmed in each hand, the pugilist gains Improved Two-Weapon Fighting as a bonus feat, even if he doesn’t meet the feat’s prerequisites. At 11th level, while fighting unarmed in each hand, the pugilist gains Greater Two-Weapon Fighting as a bonus feat, even if he doesn’t meet the feat’s prerequisites.
In order to benefit from his boxing style, the only unarmed strikes a pugilist can make are with his fists, or (although rather unsportsmanlike) be wielding brass knuckles or cestus. A pugilist can make unarmed strikes like normal (with knees, head, elbows, feet, etc.), but gains no bonus to damage (see below), and cannot make such attacks while using the Two-Weapon Fighting feat chain. Although a pugilist’s unarmed strikes deal lethal damage, he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. Furthermore, a pugilist’s unarmed strike (his fist) is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A pugilist also deals more damage with his unarmed strikes than a normal person would. A Medium-sized pugilist deals 1d6 damage with his unarmed strikes, brass knuckles, and cestus, while a Small-sized pugilist deals 1d4, and a Large-size pugilist deals 1d8.
Starting at 1st level, when a pugilist is wearing no armor and is unencumbered, he adds 1 point of Wisdom bonus (if any) per fighter class level as a dodge bonus to his AC. If a pugilist gains the monk’s unarmored AC bonus class feature, he uses that bonus to AC instead.
At 2nd level, a pugilist gains a +1 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
A pugilist is skilled at fighting defensively, using his hands to protect himself from incoming attacks while exchanging blows in return. Starting at 3rd level, the pugilist gains a +2 shield bonus to AC when fighting defensively. Furthermore, the pugilist only takes a -2 penalty on attack rolls for fighting defensively.
At 5th level, a pugilist gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with his unarmed strikes (fists), brass knuckles, and cestus. Both of these bonuses increase by +1 for every four levels beyond 5th (to a maximum of +4 and +6 at 17th level).
A pugilist can test his foes’ defenses and then exploit their weaknesses with a follow-up jab. At 7th level, the pugilist gains Two-Weapon Feint as a bonus feat while fighting unarmed or while wielding brass knuckles or cestus, even if he doesn’t meet the prerequisites. If the pugilist already has Two-Weapon Feint, the feat is instead replaced with Improved Two-Weapon Feint, even if he doesn’t meet the prerequisites. If the pugilist already has Improved Two-Weapon Feint, he can take any other combat feat instead. In addition, whenever he uses the Bluff skill to feint, he may instead use his total unarmed attack bonus in place of his Bluff skill bonus, as if he were making an unarmed strike.
*Karrak’s possesses a metal peg leg, which modifies his stats.
Prizefighter turned pirate after being banned for having killed too many men in the ring, Karrak has carved himself a comfortable niche of violence and mayhem on the seas, earning him a spot on the feared crew of the Lady’s Bounty.
Metal Peg Leg A higher quality peg leg than the standard wooden peg. Like the wooden leg, it includes a leather cup and straps to tie onto the stump of the leg. A metal peg leg allows the wearer to run and charge, it reduces the penalty to Acrobatics, Climb, Ride, Stealth, and Perform checks by 3, from -5 to -2. It also allows the wearer to run and charge, but still at a reduced speed.