Saturday, April 15, 2017

Elf Arkship Crew

Detailed below are statblocks for the typcial arkship crew.

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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