Elf Arkship
-Nate
Arkship Crew
Refer to the stat blocks below to find details about a particular
elven crew—usually a number of elf druids who command the
expedition. Additionally, the elves often recruit one or more
unicorns to make the journey, since their wild empathy ability helps
the elves keep the peace aboard the arkship.
Unicorns:
Refer to page 269 of the Pathfinder
Bestiary.
Ordinarily, elves only stock their arkships with ordinary
animals—that is, ones with the animal type. At the GM's discretion,
however, they might include other, magical beasts brought aboard for
some extraordinary purpose.
Elf
Druid
CR
½
XP
200
Various
elf druid 1
NG
medium humanoid
Init
+2; Senses Perception +8; Low-light vision
DEFENSE
AC
16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp
8 (1d8)
Fort
+2, Ref +2, Will +4
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +0 (1d6)
Ranged
Sling +2 (1d4)
Special
Attacks None
STATISTICS
Str
10, Dex 14, Con 11, Int 10, Wis 15,
Cha 14
Base
Atk +0; CMB +0; CMD 12
Feats
Animal Affinity
Skills
Handle Animal +8, Heal +6, Knowledge (nature) +6, Perception +8,
Survival +8
Languages
Elven, Common, Druidic
SQ
Elven immunities, elven magic, keen senses, weapon familiarity,
nature bond, nature sense, orisons, wild empathy
Combat
Gear Hide armor, quarterstaff, sling with 10 bullets, healer's
kit
Spells
per Day: 3/2
Spells
Prepared: Create water, mending, stabilize; speak with animals
While
some dismiss the elf druids as aloof, overzealous nature lovers,
others respect their deep affinity for the natural world and their
dedication to preserving it. Although they tend to be
dispassionate when dealing with sentient beings, the druids can be
very dangerous when pushed to defend the plants and animals in
their care.
|
Owl
Companion
CR
NA
XP
NA
Small
animal
Init
+2; Senses Perception +6; Low-light vision
DEFENSE
AC
14, touch 13, flat-footed 12 (+1 natural, +2 Dex, +1 size)
hp
11 (2d8+2)
Fort
+4, Ref +5, Will +2
Resist
None
OFFENSE
Spd
10 ft., fly 80 ft. (average)
Melee
Bite +2 (1d4), 2 talons +2 (1d4)
Special
Attacks None
STATISTICS
Str
10, Dex 14, Con 12, Int 2, Wis 14, Cha
6
Base
Atk +1; CMB +0; CMD 13
Feats
Alertness
Skills
Perception +6
Languages
None
SQ
Link, share spells, bonus trick (fetch)
Many
of the elf druids favor owls as animal companions because the
birds can be used to deliver messages to others aboard the
arkship.
|
Elf
Druid Leader
CR
6
XP
2400
Female
elf druid 7
NG
medium humanoid
Init
+2; Senses Perception +14; Low-light vision
DEFENSE
AC
17, touch 13, flat-footed 15 (+5 armor, +2 Dex)
hp
35 (7d8)
Fort
+5, Ref +5, Will +8
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +6 (1d6+1)
Ranged
Sling +7 (1d4)
Special
Attacks None
STATISTICS
Str
10, Dex 14, Con 11, Int 10, Wis 16,
Cha 14
Base
Atk +5; CMB +5; CMD 17
Feats
Animal Affinity
Skills
Handle Animal +14, Heal +12, Knowledge (nature) +12, Perception
+14, Survival +14
Languages
Elven, Common, Druidic
SQ
Elven immunities, elven magic, keen senses, weapon familiarity,
nature bond, nature sense, orisons, wild empathy, woodland stride,
trackless step, resist nature's lure, wild shape 2/day
Combat
Gear Hide armor +1, quarterstaff +1, sling with 10 bullets,
masterwork healer's kit, scroll of flame strike (for use in
only the most dire of emergencies)
Spells
per Day: 4/5/4/3/1
Spells
Prepared: Create water, guidance, mending, stabilize; calm
animals, cure light wounds, hide from animals, magic stone, speak
with animals; barkskin, hold animal, lesser restoration, owl's
wisdom; cure moderate wounds, dominate animal, neutralize poison;
cure serious wounds
|
While
male leaders are not uncommon, it is the women who are more
frequently chosen to lead the druids aboard and arkship because of
their ability to bond with a unicorn. In this way, both beings
then work to maintain the harmony aboard the ship, helping to make
sure that the balance of natural life doesn't tip too far in any
given direction.
Owl Companion
CR
NA
XP
NA
Small
animal
Init
+3; Senses Perception +11; Low-light vision
DEFENSE
AC
20, touch 15, flat-footed 16 (+5 natural, +3 Dex, +1 size, +1
dodge)
hp
33 (6d8+6)
Fort
+6, Ref +7, Will +4
Resist
None
OFFENSE
Spd
10 ft., fly 80 ft. (average)
Melee
Bite +5 (1d4+1), 2 talons +5 (1d4+1)
Special
Attacks None
STATISTICS
Str
12, Dex 16, Con 12, Int 2, Wis 14, Cha
6
Base
Atk +4; CMB +1; CMD 13
Feats
Alertness, Dodge, Skill Focus (Perception)
Skills
Perception +11
Languages
None
SQ
Link, share spells, bonus trick (fetch), evasion, ability score
increase, devotion
|
Life aboard an Elf Arkship
To some, the idea of living and working aboard an elf arkship is
idyllic. After all, the vessels are filled with lush plants and
animals more well-behaved than is typical. Although the work can be
hard, it is also quite fulfilling. To others, it might seem tedious
and uneventful. Only those who've undertaken this challenge recognize
that the truth lies somewhere in between those two extremes—and
that it can also be filled with danger, depending on the
circumstances of the voyage.
Daily Routines
For the most part, life aboard the arkship consists of arbitrating
conflicts between different animals, making sure that all of them
have adequate food, tending to any injuries they might have suffered,
and cleaning out the arkship when needed. That is why the previously
presented stat blocks feature spell selections oriented toward those
tasks. During a long interstellar voyage, the druids spend most of
their time engaged in such tasks.
Throughout all of this, the druids maintain the same religious
observations that they would back on Homeworld. These include the
full moons, during which they harvest mistletoe for use in rituals,
along with the solstices and equinoxes that govern times for planting
and sowing by the fluctuations in the seasons.
There are two additional considerations to keep in mind, however.
First, the arkship is almost always accompanied by a galleon of the
Elven Royal Navy. This means that the druids can, if they wish, take
a longboat over to the galleon for a change of scenery. Second, said
galleon usually tows the aforementioned interstellar portal,
allowing individuals to pass through it and back to their home
planet.
Defensive Measures
Should the arkship suffer an attack, the druids can muster some
impressive defenses. Most notably they use their summon nature's
ally spells to rally a variety of animals in battle. More
powerful druids have access to other spells, too, such as call
lightning and flame strike. This is especially the case
when they have forewarning about danger and thus can prepare their
spells accordingly.
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