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Pathfinder 1E Recurring BBEG Pirate

Stormonu

Legend
According to Stormwrack, p30, it states "Warp Wood: You can't damage a ship with this spell; the area affected is too small." Which pretty much goes with the size of even the smallest seaworthy ship being Colossal in size, requiring a 32nd level spellcaster to affect it.However, there are still plenty of other spells that can cause havoc with ships; I strongly suggest 1/4 to 1/2 your captain's wealth go into magic gear to protect/augment the ship.

Likewise, I would not use the 10th level version of the Pirate. If the party somehow overcomes him (obtainable at 5th level or better), you'll have a heck of a time explaining how he came back. Instead, I'd have the party harassed by one of the Pirate Lord's henchmen. Possibly, the PCs might not realize there is a captain that their initial nemesis answers to...

A little trick with Leadership to make you think .... At 20th level, the Pirate Lord could have a 17th level Co-captain, two bodyguards (6th level pirates) and two additional pirate captains (5th level pirates). The Pirate's lord ship would have 2 deck officers (4th level pirate), 3 old salts (3rd level pirates), 5 marines (2nd level pirates) and 55 scalawags (1st level pirates). For the size of this (rather small) crew, he might pilot a Theurgeme.

The two pirate captains would have one deck officer (4th level pirate), 2 old salts (3rd level pirates), 4 marines (2nd level pirates) and 40 scalawags (1st level pirates). The ships would be Caravels.

Meanwhile, the Co-Captain (assuming he can take Leadership himself) - with his own ship (a Caravel), has a Sub-commander (12th level pirate), 1 deck officer (4th level), 1 old salt (3rd level pirate), 3 marines (2nd level pirates) and 30 scalawags (1st level pirate).

The Co-Captain - who runs the scouting ship for the fleet, has a personal bodyguard (8th level) and a crew of 8 scalawags (1st level pirates). Their ship of choice would be a Coracle.

This gives a ...small... fleet as far as numbers (A Galleon can have a crew of 300+ alone), but hopefully gives you some ideas of how the crew complement would fill out. It's also notable for what the characters might expect to see as far as their own crew size and ability.

Using the leadership feat was how I ran my pirate game (though I confess I augmented the numbers per level by about 5 so they could command a decent-sized ship); At first, the party had to pool their Leadership to have enough crew to sail one boat. At later levels, each player started to accumulate enough crew to pilot their own ship in a growing armada.

As an example, this was one of the opponents the characters faced. It should be a decent 7th level "boss" fight.
[sblock]

[h=6]The Lesson of Jetsom (Caravel; Colossal vehicle; Seaworthiness +4; Ship-handling +2; Speed wind x 30 ft. (average); Overall AC –3; Hull Sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0); AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30 (50); Watch 7; Cargo 120 tons (Speed wind x 15 ft. if 60 tons or more); Cost 10,000 gp )[/h]
Armament:
Catapult (left or right); Atk +1 ranged (4d6); Range 150 ft. (100 min); Crew 2; Fire 1/6 rounds
2 Ballista (1 fore/left/right; 1 left/right); Atk -3 ranged (3d8); Range 120 ft.; Crew 1; Fire 1/4 rounds

Ship is under the Effect of an Unhollow Spell (-4 to Turn checks, protected by magic circle against good and protection from energy [fire])

Captain: Lanchesa Dascombe, Female Half-Vampire Human Rgr6: CR 7; Medium Humanoid ; HD 6d8(Ranger) ; hp 31; Init +7; Spd 30; AC:20 (+3 Dex, +2 natural, +5 chain shirt), touch 13, flat 17; BAB/Grp: +6/+10; Full Atk +1 rapier +9/+4 melee (1d6+5), mw hand axe +9 melee (1d6+2/x3) or tanglefoot bag +9 ranged; SA: charm gaze; SQ: DR 5/silver or magic, fast healing 1, cold & electricity resistance 5, AL CE; SV Fort +6, Ref +9, Will +2; STR 18, DEX 16, CON 10, INT 12, WIS 8, CHA 15.
Skills: Bluff +7.5, Hide +13, Jump +12, Listen +10, Move Silently +13, Profession (Sailor) +8, Spot +10, Survival +8.

Feats: Armor Proficiency: light, Dodge, Endurance, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Pounce.

Possessions:
Weapons: +1 Rapier (2,320 gp); Handaxe, Masterwork (306 gp); Tanglefoot bag (50 gp).
Armor: +1 Chain shirt (1,250 gp).
Goods: Coin: gp (274) (274 gp).
Magic: Wondrous: Quaal`s Feather Token, Whip (500 gp); Wondrous: Cloak of Resistance +1 (1,000 gp); Wondrous: Brooch of Shielding (1,500 gp).

Bee-hop, Male Animal, Monkey : CR 1/6; Tiny Animal ; HD 3d8 ( Animal) ; hp 13; Init + 3; Spd 30, Climb 30; AC 17; Atk + 1 base melee, + 7 base ranged; +7 ( 1d3-3, Bite ); SQ: Low-light Vision (Ex); AL N; SV Fort + 3, Ref + 6, Will + 2; STR 4, DEX 16, CON 10, INT 2, WIS 12, CHA 5.
Skills: Balance +11, Climb +11, Hide +11, Listen +3, Spot +3.
Feats: Weapon Finesse.

Overseer: “Death”, Male Human Sor5: CR 7; Medium Undead ; HD 5d12(Sorcerer) ; hp 36; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +2 base melee, +4 base ranged; +2 (1d3, Unarmed strike); SA: Fear Aura (Su) , Paralyzing Touch (Su) ; SQ: Darkvision (Ex): 60 ft., Immunity: Death Effects (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Drain (Ex), Immunity: Critical hits (Ex), Immunity: Stun (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Paralysis (Ex), Immunity: Reincarnate (Ex), Immunity: Raise Dead (Ex), Immunity: Sleep Effects (Ex), Immunity: Poison (Ex), Resistance: Turn (Ex): +4, Immunity: Death from Massive Damage (Ex), Damage Reduction (Su): 15/Bludgeoning, Damage Reduction (Su): 15/Magic, Immunity: Ability Damage (Physical Scores), Immunity: Polymorph (Ex), Racial Traits: Undead, Immunity: Cold (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Electricity (Ex), Immunity: Disease (Ex), Immunity: Mind-Affecting Attacks (Ex); AL N; SV Fort +1, Ref +3, Will +4; STR 10, DEX 14, CON --, INT 14, WIS 10, CHA 20.
Skills: Hide +10, Listen +8, Move Silently +10, Search +10, Sense Motive +8, Spot +8.

Feats: Empower Spell, Improved Counterspell, Simple Weapon Proficiency, Spell Focus: Necromancy.
Spells Known (Sor 6/8/5): 0 -- Acid Splash, Caltrops, Daze, Detect Magic, Open/Close, Touch of Fatigue; 1st -- Backbiter, Negative Energy Ray, Ray of Enfeeblement, Spirit Worm; 2nd -- Death Armor, Desiccate.
Possessions:
Goods: Coin: 150 gp
Magic: Potion: Mirror Image (3) (300 gp); Wondrous: Cloak of Charisma +2 (4,000 gp); Wondrous: Bag of Teeth (2,000 gp); Wondrous: Powder of the Black Veil (750 gp).

Beholderkin, Eyeball, Male Beholderkin, Eyeball : CR 1/2; Tiny Aberration ; HD 5d8 ( Aberration) ; hp 18; Init + 3; Spd 5, Fly, Good 40; AC 19; Atk + 2 base melee, + 7 base ranged; +2 ( 1d3-2, Bite ); SA: Eye Rays (Su) ; SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 0, Ref + 4, Will + 4; STR 6, DEX 16, CON 9, INT 8, WIS 10, CHA 10.
Skills: Hide +15, Listen +8, Move Silently +10, Search +10, Sense Motive +8, Spot +8.
Feats: Alertness.


Bone Warriorkin, Construct; CR 8; HD 8d10+20; hp 64; Init: +0; Spd 30 ft (can’t run); AC 20 (+10 natural), touch 10, flat 20; BAB/Grp +8/+12; Full Atk: +1 undead bane spiked chain +14/+9 melee (2d4+5); Space/Reach: 5 ft./10ft.; SA: vampiric drain; SQ: construct traits, DR 5/blunt, fast healing 1, improved base attack, magic immunity, special equipment; SV Fort +2, Reflex +2, Will +2; AB Str 19, Dex 11, Con -, I -, Wis 10, Cha 1

Feats: Exotic weapon (spiked chain), Weapon Focus (spiked chain), Weapon Specialization (spiked chain)

20 Skeletons, human warrior: CR 1/3; LA —; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk Scimitar +1 melee (1d6+1/18– 20) or claw +1 melee (1d4+1); Full Atk Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA —; SQ DR 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL (Always) NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1.
Skills and Feats: —; Improved Initiative.
Possessions: Scimitar, large steel shield.

10 Zombies, human commoner: CR 1/2; LA —; Medium undead; HD 2d12+3; hp 16; Init –1; Spd 30 ft. (can’t run); AC 11 (–1 Dex, +2 natural), touch 9, flat-footed 11; Base Atk +1; Grp +2; Atk Slam +2 melee (1d6+1) or club +2 melee (1d6+1); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ DR 5/slashing, darkvision 60 ft., single actions only, undead traits; AL (Always) NE; SV Fort +0, Ref –1, Will +3; Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1.
Skills and Feats: —; Toughness.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Possessions: Club.

5 Ghoul marines: CR 1; LA —; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk Bite +2 melee (1d6+1 plus paralysis); Full Atk Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis); Space/Reach 5 ft./5 ft.; SA ghoul fever, paralysis; SQ darkvision 60 ft., undead traits, +2 Turn resistance; AL (Always) CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12.
Languages: The languages they spoke in life (usually includes Common).
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack.
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

2 Hell hound mascots: CR 3; LA +3 (cohort); Medium outsider (evil, extraplanar, fire lawful); HD 4d8+4; hp 22; Init +5; Spd 40 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk Bite +5 melee (1d8+1 plus 1d6 fire); Full Atk (same); Space/Reach 5 ft./5 ft.; SA breath weapon, fiery bite; SQ darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL (Always) LE; SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
Languages: Hell hounds do not speak but understand Infernal.
Skills and Feats: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7; Improved Initiative, Run, Track B. B = Bonus Feat. (Hell hounds have a +5 racial bonus on Hide and Move Silently checks. They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.)
Breath Weapon (Su): 10–foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

[/sblock]

This was my version of the Co-Captain and his ship's crew ("17th level")
[sblock]
High Elf Vampire Wiz 5/Ftr 1/EKt 9;hp: 97
S20 D23 C- I20 W12 Ch16;Fort +9, Ref +10, Will +8
Init: +6 Move: 20 ft.
AC: 24 (+6 Dex, +6 natural, +11 scale mail +5 & bashing light steel shield +1, +1 amulet of natural armor +1), touch 16, flat 18
BAB/Grapple: +12/+17
Full Attack: +3 adamantine spell storing longsword* +19/+14/+9 melee (1d8+8;19-20/x2), bashing light steel shield +1 +16 melee (1d6+3)
Special Att:
Special Qual:
Skills: Climb +11, Concentration +17, Decipher Script +14, Knowledge (Arcana) +22, Knowledge (Geography) +13, Knowledge (Nobility & Royalty) +14, Knowledge (Religion) +13, Profession (Sailor) +13, Sense Motive +14, Spellcraft +22, Spot +9, Swim +6
Feats: Combat ExpertiseF, Eschew Materials, Improved Disarm, Improved Shield Bash, Maximize Spell, Quicken Spell, Scribe Scroll, Strength BoostFP, Still SpellW, Two-weapon Fighting, Weapon Focus (Longsword)K
CR: 17
Gear: scale mail +5 (+25,350 gp), bashing light steel shield +1 (1,159 gp), amulet of natural armor +1 (2,000 gp), +3 adamantine spell storing longsword (35,325 gp), gloves of dexterity +4 (16,000 gp), cloak of resistance +4 (16,000 gp)
Total: 95,834 gp (100,000 gp)
Ability Pool (Ex): 3

(4/6/5/5/5/4/2/1;CL 13;DC 15 + Spell Level)
0: Daze, Detect Magic, Light, Ghost Sound
1st: Floating Disc, Identify, Mage Armor, Shield
2nd: Quickened Still Magic Missile, Quickened Still True Strike, Still Animate Rope,Still Feather Fall, Still Grease
3rd: Quickened Still Acid Arrow, Still Fog Cloud, Still Flaming Sphere, Still Gust of Wind, Still Web
4th: Maximized Still Fireball, Still Blink, Still Displacement, Still Protection from Energy, Still Wind Wall
5th: Still Black Tentacles, Still Confusion, Still Globe of Invulnerability, Still Phantasmal Killer
6th: Still Hold Monster, Still Teleport
7th: Still Disintegrate

(note: these spells assume you are using the Unearthed Arcana metamagic rules. If not, drop any mention of "Quickened"

* Vampiric Touch (6d6) in spell storing Longsword

Overseer: “Death”, Male Human Sor5: CR 7; Medium Undead ; HD 5d12(Sorcerer) ; hp 36; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +2 base melee, +4 base ranged; +2 (1d3, Unarmed strike); SA: Fear Aura (Su) , Paralyzing Touch (Su) ; SQ: Darkvision (Ex): 60 ft., Immunity: Death Effects (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Drain (Ex), Immunity: Critical hits (Ex), Immunity: Stun (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Paralysis (Ex), Immunity: Reincarnate (Ex), Immunity: Raise Dead (Ex), Immunity: Sleep Effects (Ex), Immunity: Poison (Ex), Resistance: Turn (Ex): +4, Immunity: Death from Massive Damage (Ex), Damage Reduction (Su): 15/Bludgeoning, Damage Reduction (Su): 15/Magic, Immunity: Ability Damage (Physical Scores), Immunity: Polymorph (Ex), Racial Traits: Undead, Immunity: Cold (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Electricity (Ex), Immunity: Disease (Ex), Immunity: Mind-Affecting Attacks (Ex); AL N; SV Fort +1, Ref +3, Will +4; STR 10, DEX 14, CON --, INT 14, WIS 10, CHA 20.
Skills: Hide +10, Listen +8, Move Silently +10, Search +10, Sense Motive +8, Spot +8.

Feats: Empower Spell, Improved Counterspell, Simple Weapon Proficiency, Spell Focus: Necromancy.
Spells Known (Sor 6/8/5): 0 -- Acid Splash, Caltrops, Daze, Detect Magic, Open/Close, Touch of Fatigue; 1st -- Backbiter, Negative Energy Ray, Ray of Enfeeblement, Spirit Worm; 2nd -- Death Armor, Desiccate.
Possessions:
Goods: Coin: 150 gp
Magic: Potion: Mirror Image (3) (300 gp); Wondrous: Cloak of Charisma +2 (4,000 gp); Wondrous: Bag of Teeth (2,000 gp); Wondrous: Powder of the Black Veil (750 gp).

Beholderkin, Eyeball, Male Beholderkin, Eyeball : CR 1/2; Tiny Aberration ; HD 5d8 ( Aberration) ; hp 18; Init + 3; Spd 5, Fly, Good 40; AC 19; Atk + 2 base melee, + 7 base ranged; +2 ( 1d3-2, Bite ); SA: Eye Rays (Su) ; SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 0, Ref + 4, Will + 4; STR 6, DEX 16, CON 9, INT 8, WIS 10, CHA 10.
Skills: Hide +15, Listen +8, Move Silently +10, Search +10, Sense Motive +8, Spot +8.
Feats: Alertness.


Bone Warriorkin, Construct; CR 8; HD 8d10+20; hp 64; Init: +0; Spd 30 ft (can’t run); AC 20 (+10 natural), touch 10, flat 20; BAB/Grp +8/+12; Full Atk: +1 undead bane spiked chain +14/+9 melee (2d4+5); Space/Reach: 5 ft./10ft.; SA: vampiric drain; SQ: construct traits, DR 5/blunt, fast healing 1, improved base attack, magic immunity, special equipment; SV Fort +2, Reflex +2, Will +2; AB Str 19, Dex 11, Con -, I -, Wis 10, Cha 1

Feats: Exotic weapon (spiked chain), Weapon Focus (spiked chain), Weapon Specialization (spiked chain)




Tloques-popolocas, vampire cleric 8 (CR: 10 ;HD: 8d12; hp: 52; Init: +4; Spd: 30 ft.; AC: 25 (+3 Dex, +6 natural, +5 masterwork jade & bone breastplate, +1 ring of protection +1), touch 14, flat 21; BAB/Grp: +6/+11;Atk Slam +11 melee (1d6+5) or +2 scrollstoring battle axe +14 melee (1d8+7;x3); full Atk Slam +11 melee (1d6+7) or +2 battle axe +14/+9 melee (1d8+7;x3); SA: Blood drain, Children of the Night, Hold Person, Spells; SQ: Alternate Form, DR 10/magic and silver, Fasting Healing 5, Gaseous Form, Cold Resistance 10, Electricity Resistance 10, Fire Resistance 10, Spider Climb, Turn Resistance +4 Rebuke Undead; SV Fort +6, Ref +8, Will +10; Str 21, Dex 18, Con -, Int 12, Wis 15, Chr 18)
Feats & Skills: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus (Battle Axe); Concentration +10, Diplomacy +8, Knowledge (Religion) +12, Listen +4, Spot +4
Gear: +2 scrollstoring battle axe (cursed: -2 vs. Chaotic Evil) (50,310 gp) [scroll of passwall, burning hands and push. Caster level 9. The words of power to activate the scroll are engraved on the axe blade in Olman.], masterwork jade & bone breastplate (640 gp), bracers of missile snaring (4,000 gp), minor ring of fire resistance (12,000 gp), potion of invisibility (300 gp)
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and hold person ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Tloques does not drain blood in the normal vampire manner, but must first drain it into a receptacle and then drink it.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Death Touch (Su): Once per day make a +11 touch attack, rolling 8d6. If total equals or beats opponent’s current hit points, victim dies. Domain ability.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Hold Person (Su): Tloques can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or be frozen in place as though by a hold person spell (caster level 12th). The ability has a range of 30 feet.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

Spells
(6/6/5/4/4; Caster Level 8; Spell DC 12 + Spell Level)
0th: Detect Magic, Guidance, Inflict Minor Wounds, Mending, Resistance, Virtue
1st: Bane, Cause FearD, Command, Divine Favor, Doom, Protection from Good
2nd: Bull’s Strength, Death KnellD, Desecrate, Resist Energy, Summon Monster II
3rd: Animate DeadD, Bestow Curse, Deeper Darkness,
4th: Divine Power, Poison, Spell Immunity, Unholy BlightD
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Rakusia

First Post
yeah but what size category do you think the is it a keel? the main one would be? and on bigger ships werent they sometimes smaller planks held together to make a continuous piece? it the latter is the case you would only have to warp one to get the whole thing to start falling apart?
 

Stormonu

Legend
To keep the spell (Warp Wood) from being overpowered, in this type of campaign you have to assume a ship as being one continuous object - you can't affect just a portion. No more than you could use it just to warp, say, the hand of a wood golem.

Though I believe in 1E, Warp Wood dealt hp damage to objects such as a ship. Having it deal 1d6 or 1d8/level (max 5d6/5d8) seems appropriate.
 
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Rakusia

First Post
but thats patently absurd. you could warp the rudder make it impossible to steer correctly. warp a single plank to slowly let in water. even if you couldnt sink it outright you could seriously hinder their abilities. its like a book you might not be able to break the spine outright but if you rip out enough pages its not an issue
 

Stormonu

Legend
yes, I agree that targeting part does make sense in most cases. But in a seagoing campaign, it goes from being a useful spell to being game-wrecking. Trust me, there are plenty of other spells that have great use in a seaborne campaign. Letting Warp Wood sink 60,000 gp galleons is asking for someone to come across the table and belt you (whether the DM or the players) - it goes both ways you know.
 

Rakusia

First Post
I agree that it would suck to have it done. But saying its one continuous object so you cant do it is like saying you cant bsckstab because that targets one thing while the enemy is a continuous being. If your going to bar its use at least have a good in game reason. Like the ship sinking would ruin the natural environment so the nature druid pulls its powers from wont allow it
 

brvheart

Explorer
Pathfinder allows it, but you would need 4 castings from an 8th level druid to have an effect. No, you cannot target part of an object.
 


Stormonu

Legend
I agree that it would suck to have it done. But saying its one continuous object so you cant do it is like saying you cant bsckstab because that targets one thing while the enemy is a continuous being. If your going to bar its use at least have a good in game reason. Like the ship sinking would ruin the natural environment so the nature druid pulls its powers from wont allow it

Well, that a typical ship is made of planks 3" X 8" X 16', nailed/morticed to 12" X 12" X 8'+ beams that have been shaped to the ship's hull and then treated to resist warping in the first place - that seems reasonable to treat at least the hull as one continuous object.

In the end, the DM will have to decide what way to go with how Warp Wood will work and what consists of a "single object" - as well as consider it as a weapon available to 3rd level casters and beyond. The base rule is the ship too big to affect except by Epic casters. Some DMs will let folks warp the masts, decks, rudder and the like - but not the hull. Some may require holing the hull to have line of sight, requiring possibly a commando mission underdeck of the enemy ship. A DM could rule how fast water come in from "a leak" and allow characters or NPCs with the Craft (Carpentry) skill to shore up/fix the warping during battle.

Whatever the decision, it's the DM's (and player's) game; they'll have to live with the consequences - and it's a good idea to remember the DM has unlimited NPCs he can throw at the PCs, so players are more likely to be on the receiving end of the gambit.

As you can tell from previous posts, I'm pretty strict about spell usage; in the game I ran, Warp Wood couldn't be used against anything much larger than a rowboat.
 

Rakusia

First Post
Thats where dm discretion comes in to play. I can see your point but if one of my players came up with the idea i would let them try and see how much damage they could do. Also if the druid would be willing to use all his spell slots to get enough damage to mean anything
 

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