-Nate
Wokou
These
skilled martial artists provide an interesting and challenging foe
for more traditional swashbuckling pirates, given their prowess in
unarmed combat and the different sorts of tactics they can thus
employ. Historically, wokou (pronounced like wako)
are believed to have had mixed Chinese, Korean and Japanese ancestry.
Wokou Crew Member
Monk 1; CR 1; Size medium; HD 1d8+1; hp
9; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 Wis); Atk +3
(1d6+2, unarmed) or +1/+1 (1d6+2, flurry of blows) or +2 ranged; SQ
Bonus feat, flurry of blows, unarmed strike; AL TN; SV: Fort +3, Ref
+4, Will +4; Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks,
Profession: sailor 2 ranks).
Skills: Climb +6, Hide +6, Jump +6,
Move Silently +6, Profession (sailor) +6, Tumble +6.
Feats: Improved Initiative, Improved
Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal
items.
These low-ranking members of the crew
are already developing impressive skills, and are adept at handling a
ship, too. Although they can be downright jovial in their own
company, they are serious when facing newcomers and ferocious toward
their enemies.
Veteran Wokou Crew Member
Monk 3; CR 3; Size medium; HD 3d8+3; hp
20; Init +2 (+2 Dex); Spd 40 ft.; AC 14 (+2 Dex, +2 Wis); Atk +5
(1d6+2, unarmed) or +3/+3 (1d6+2, flurry of blows) or +4 ranged; SQ
Bonus feats, flurry of blows, unarmed strike, evasion, still mind; AL
TN; SV: Fort +4, Ref +5, Will +5; Str 14, Dex 14, Con 12, Int 10, Wis
14, Cha 9.
Background: Seaman (Climb 2 ranks,
Profession: sailor 2 ranks).
Skills: Climb +8, Hide +7, Jump +8,
Move Silently +7, Profession (sailor) +8, Tumble +8.
Feats: Combat Reflexes, Improved
Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist,
Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal
items.
When it comes time to storming a
potential prize, these individuals lead the way. They can climb the
side of a ship almost as quickly as others walk, swarming around the
opposition and striking quickly to incapacitate their foes.
Monk 9; CR 9; Size medium; HD 9d8+9; hp
53; Init +2 (+2 Dex); Spd 60 ft.; AC 15 (+2 Dex, +2 Wis, +1 class);
Atk +9/+4 (1d10+2, unarmed) or +9/+9/+4 (1d10+2, flurry of blows) or
+7/+7/+2/+2 (1d10+2, Two Weapon Fighting) or +7 ranged; SQ Bonus
feats, flurry of blows, unarmed strike, evasion, still mind, Ki
strike (magic), slow fall 40 ft., purity of body, wholeness of body,
improved evasion; AL TN; SV: Fort +7, Ref +8, Will +8; Str 15, Dex
15, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks,
Profession: sailor 2 ranks).
Skills: Climb +14, Hide +10, Jump +14,
Move Silently +10, Profession (sailor) +14, Tumble +14.
Feats: Combat Reflexes, Improved
Grapple, Improved Initiative, Improved Trip, Improved Two-Weapon
Fighting, Improved Unarmed Strike, Stunning Fist, Two-Weapon
Fighting, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal
items.
Second only to the captain, this
toughened pirate should be a match for most other characters in
single combat.
Monk 13; CR 13; Size medium; HD
13d8+13; hp 75; Init +2 (+2 Dex); Spd 70 ft.; AC 17 (+2 Dex, +2 Wis,
+2 class, +1 shield); Atk +13/+8 (2d6+3, unarmed) or +13/+13/+13/+8
(2d6+3, flurry of blows) or +7/+7/+2/+2 (2d6+3, Two Weapon Fighting)
or +10 ranged; SQ Bonus feats, flurry of blows, unarmed strike,
evasion, still mind, Ki strike (magic, lawful), slow fall 60 ft.,
purity of body, wholeness of body, improved evasion, diamond body,
greater flurry, abundant step, diamond soul; AL TN; SV: Fort +9, Ref
+10, Will +10; Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 9.
Background: Seaman (Climb 2 ranks,
Profession: sailor 2 ranks).
Skills: Climb +19, Hide +12, Jump +19,
Move Silently +12, Profession (sailor) +18, Tumble +18.
Feats: Combat Reflexes, Improved
Grapple, Improved Initiative, Improved Trip, Improved Two-Weapon
Fighting, Improved Unarmed Strike, Stunning Fist, Two-Weapon Defense,
Two-Weapon Fighting, Weapon Focus (unarmed strike).
Fortunes: Code of Honor.
Equipment: Clothing, various personal
items.
Reigning over the motley crew of
martial artists is this unarmed combatant bar none. Despite his
prowess in battle and the larcenous practice of piracy, however, the
captain is also a serious and disciplined person, one who takes time
to contemplate the mysteries of life and the surrounding world.
*Note that these stats do not include
magical items. Depending on the nature of a campaign, a GM might want
to equip more powerful wokou with items such as magical martial arts
weapons, amulets of natural armor or even a monk's belt.
Using the Wokou in a
Skull & Bones Campaign
These
characters can make for an exotic, intriguing change of pace in a
historically-based pirate campaign; presented below are a few options
for doing so.
- First and foremost, the wokou provide an interesting clash of cultures with pirates from a Western setting. Their tactics in combat should provide a challenge, but they can just as easily be begrudged rivals or even allies if the PC's can win their respect.
- The PC's might have a run-in with the wokou while one group or the other is fighting with a Spanish prize in the South Seas, leaving them to decide whether to compete or cooperate with the Oriental pirates.
- The wokou could be explorers and merchants, in the tradition of the famous captain Zheng He.
- If a noted wokou captain were capture by the Spanish, the Easterners might approach the PC's and ask for help with staging a rescue.
- Should the PC's be part of a world-spanning network of pirates, it is likely that a wokou captain and crew would be part of such an organization.
Have you considered converting the Junk stats over to Pathfinder?
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