Godspell - Skull & Shackles
Captain “Tide Turner” Cornelius
DREAD PIRATE deep sea pirate / legendary captain 2 CR 12
Mythic Trickster 1
Leadership Score 25
LE Small undead (augmented human)
Init + 9; Senses darkvision 60 ft.; Perception + 21
Racial Buoyancy -0; Depth Tolerance: immune to pressure
AC 39; touch , flat-footed (+2 Deflection, + 6 Dex, + 6 armor, + 6 natural, + 1 size, + 8 charisma)
hp 127 (15d8 + 2d10 + 170)
Fort + 12, Ref + 10, Will + 13
Defensive Abilities channel resistance + 2; Immune undead traits
Speed 30 ft., swim 30 ft.
Melee + 3 impact keen corrosive cutlass + 16/ + 11/ + 6 (2d8 + 11/19-20 plus 1d6 acid)
Ranged float + 12 touch (1d4 + 3 plus slow)
Special Attacks barnacle touch, pirate trick (storm sailor), sneak attack + 1d6, witchfire
Navigator (Ranger) abilities (9th)
Crewbond, Navigator’s Skill, Tradewinds 20%,
Boatswain (Monk) abilities (9th)
AC Bonus, Defying Step, Flashing Blades (1d8), Nimble Moves, Acrobatic Step, Weapon Finesse,
Spell-like Abilities (CL 15, Concentration + 19)
At will – animate dead, death knell (DC 16), detect magic, command undead (DC 16)
3/day – control undead (DC 21), create undead
2/day – control weather, create greater undead
Str 24, Dex 29, Con -, Int 20, Wis 19, Cha 26
Base Atk + 12; CMB + 21; CMD 45
Feats Cleave, Combat Expertise, Cunning, Great Cleave*, Dazzling Display, Greater Disarm*, Improved Disarm. Power Attack, Weapon Finesse, Weapon Focus (pirate weapons)
Legendary Captain Great Captain
Human Bonus Feat
Intelligence Bonus Feats (6) Skill Focus (Profession Sailor)
OP Feats Gestalt Boatswain/Navigator 8
Mythic Feats Gestalt
Skill Ranks : (7*15) + (17 *2) = 139 (8 skills maxed, 3 1 pointers)
Skills Acrobatics (Dex) + 29, Appraise (Int) + 22, Bluff (Cha) + 26, Climb (Str) + 11, Craft (Shipmaking) (Int) + 25, Heal(Wis) + 8, Knowledge(geography) (Int) + 25, Knowledge (nature) (Int) + 25, Perception (Wis) + 24, Profession (Sailor) (Wis) + 38, Sense Motive (Wis) + 24, Spellcraft (Int) + 25, Stealth (Dex) + 29, Survival (Wis) + 24, and Swim (Str) + 27
Languages common, dwarven, elven, gnome, goblin, halfling
SQ heart of the fields, summon ship
Environment any ocean
Treasure + 3 moderate fortification sharkhide armor, + 1 corrosive cutlass, pistol with one shot, + 1 revolver, headband of charisma + 4, ring of protection + 2, cloak of resistance +3
Barnacle Touch (Su): A dread pirate may make a touch attack as a standard action. If successful it may transfer some of the barnacles to its victim. The target must make a DC 21 Fortitude save or receive 1d4 barnacles. Each barnacle spreads rapidly,
granting the target a + 1 to its AC but a -10 to its movement rate. A victim that has its movement reduced to 0 or less becomes immobile, and helpless. A caster using cure disease must make a DC 21 caster level check to remove the barnacles,
otherwise antilife shell or heal or greater magic will free the victim.
Float (Ex): A dread pirate carries three glass floats, wrapped in rope. It may throw these floats, one at a time, like a giant bola. A target struck by a float gets entangled, losing 10 feet off its swim speed per float, and pulling it to the surface. A victim attempting to dive deeper must make a DC 21 Strength check, with a -5 penalty per additional float wrapped around them. The victim must make
a DC 21 Escape Artist check per float to escape.
Cornelius is scarred in that he is missing both of his legs. Without his leg graft or his peg leg, Cornelius is forced to crawl at a speed of 5 ft.
Summon Ship (Su): A dread pirate may summon a tattered ship, which appears from a fogbank in the black of night. These galleons have the statistics of a karkanak Goliath (or a galley, if not using Cerulean Seas rules), and are under a permanent desecrate and unhallow effects. If the ship is destroyed the dread pirate may summon a new one after 24 hours pass.
The ship begins to sink 1d4 rounds after the dread pirate that summoned it is destroyed. The ship can only be summoned at night.
Witchfire (Su): Once every 1d4 rounds a dread pirate may reach into the swirling flames that make up its head, and toss a handful at a single foe as a ranged touch attack. The witchfire deals 2d6 steam damage and 2d6 electrical damage, and clings to the victim, dealing its damage each round until the target makes a DC 21 Will save or the dread pirate is turned or destroyed.
Undead Mastery (Su) Cornelius was created by a 20th level dread necromancer and as such possesses a + 10 enhancement bonus to his strength and dexterity score and 4 hit points per hit dice as bonus hit points.
Cornelius was born to a rather pious family, often disciplined in the way of life in worshipping the Aesir. Cornelius himself was not quite fond of having to worship the deities of the Norse purely out of practice, and often was disciplined by local priests for whenever he was found running about instead of spending his time in silent prayer. This lead to his parents eventually not bringing him to their weekly gatherings in their town to perform their worship, and resulted in Cornelius spending most of his time getting himself lost in the streets and eventually getting into scuffles with the local children. For most of his younger years he had served as a farmer alongside his parents, who eventually had saved up a small amount of money and told him to head out into the lands to find a Cathedral of the Aesir to join. This of course did not sit well with the young troublemaker, who accepted the money none the less. It was then that he had taken up his pack and a few things and set out for the nearest town to his village. Upon his arrival, Cornelius did not seek out the Clerics of the Aesir to join their clergy, but immediately sought out anything other than the clergy, hoping to find instead an exciting job that would bring adventure into his life, as he had read in so many tales as a child. He soon took up work traveling from town to town with groups of merchants to act as something of a body guard and a guide of the streets of the cities he soon came to learn like the back of his hands.
Eventually this lifestyle lead to him meeting a group of men and women who offered him some pay if he were to accompany them to meet with a few others of their group to receive further orders from their leader, a man they claimed would bring a new era where people could be free from the hands of the gods interfering with their lives and be able to take a hold of their own destiny.
Cornelius had eagerly accepted the job and did his best to please his new employers, and for a few days all seemed like they were on the up and up! Cornelius was an adventurer, and one who was going to soon take part of a revolution that he hoped with all his heart and soul to see come to pass.
After a week had come to pass however, Cornelius finally came to find where the group was taking him, having heard news of the fallen fortress overtaken by Bugbears and said to be lead by a quartet of villainous warlocks and demon worshipers. It was then he was brought forth to meet one of these sinister masterminds by the name of Zladikov, whose body seemed to be comprised of millions of writhing spiders, worms, and other vermin. The sight of the man drove fear through Cornelius’ heart, and brought weakness to his limbs. A normal person, such as his parents, would have screamed and fallen to the ground in terror, but Cornelius was different than others. THe fear he felt was not that of one facing a nightmare, but that of one who was to take that last step into a deep fall into the seas below, and the anticipation within that fear. With his body trembling in excitement and wonder, he stood straight and did his best to try and look the nightmarish master in the eye, and said “Hello. My name is Cornelius, and I hear you plan on making sure people like me don’t need to fear the Gods meddling in my life anymore. If this is true, then I will do all in my power to help you sir. If you don’t mind someone like myself, I am not the brightest of men, but you won’t find anyone more passionate than me!”
It was then that he began his work as an agent of Zladikov, sent out to act as an agent within communities to help bring down the clergy. Only recently has Cornelius found himself aboard a pirate ship by the name of The Wormwood, and his life has taken a very, very different turn.
Recent events in his time out in the world of Piracy have left him with a bit of a fierce temper towards those who speak ill of his height as a Halfling, seeing his height being one of his few weaknesses that his adventures have not allowed him to overcome, and the slight shame it brings forth that some have mistaken him for, or called him, a child. He is known to break into an extremely violent man when this subject is brought forth in a negative connotation around him.
In his time as a Pirate, Cornelius has acquired a few scars. The first being a rather charming series of crossing scars from the Cat o’ nine tails wielded upon him by Mister Plugg, often worn as a badge of pride than a shameful injury by the tough Halfling. The second scar is his loss of his left leg in an incident with a Death Scarab that he had acquired which had burrowed into his leg and promptly hacked off by the aid of his partner Cro’. This has left him with a bit of a chip on his shoulder over his loss of his leg and the loss of what speed he did possess now reduced to a mere 5 feet.
A new quirk acquired by the Halfling pirate is a desire to collect gambling dice to use for certain occassions, believing in the ideals that Luck and Skill went hand in hand with the ways of pirates.