Monday, March 11, 2019

Arggh Pirate Cow

Captain Angrath, the Flame-Chained



CR 21                                                                                                             XP: 409,600
Minotaur ranger 2/fighter 12/planeswalker 3
CE Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +19
AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 natural, -1 size)
HP 183 (6d10+2d10+12d10+3d2+69)
Fort +17, Ref +15, Will +13
Defensive Abilities natural cunning
Speed 30 ft.
Melee +3 flaming chain +30/+25/+20/+15/+10 (2d6+13 plus 1d6 fire and trip and disarm), gore +20 (1d6+2) or gore +25 (1d6+6)
Ranged mwk composite longbow +24/+19/+14/+9/+4 (2d6+4/x3)
Space 10 ft., Reach 10 ft.
Special Attacks combat style (two-handed weapon), favored enemy (monstrous humanoids +2), powerful charge (gore, 1d6+17)
Spells Known (CL 3rd)
  3rd-Red Planeswalker, Brute Force, Red Planeswalker, Chaos Charm, Red Planeswalker, Lava Dart
During Combat In battle, Angrath wields fiery chain whips, and his body exudes extreme heat. He is driven by a feeling of restless impatience, like a caged animal awaiting its moment of freedom. This fuels his wild temper and spurs him on in an endless series of raids. Huatli considers him aggressive, rude and insulting.
Str 19, Dex 14, Con 17, Int 11, Wis 12, Cha 10
Base Atk +22; CMB +27; CMD 39
Feats Cleave, Cleave Through, Epic Weapon Focus (Chain), Epic Weapon Specialization (Chain), Finishing Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Weapon Focus (Chain), Greater Weapon Specialization (Chain), Improved Vital Strike, Point-Blank Shot, Power Attack, Rapid Shot, Toughness, Vital Strike, Weapon Focus (Chain), Weapon Specialization (Chain)
Skills Acrobatics +10, Climb +14, Handle Animal +8, Heal +11, Knowledge (geography) +10, Perception +19, Survival +19, Swim +13
  Racial Modifiers +4 Perception, +4 Survival
Languages Giant
SQ track +1, wild empathy +2
Gear potion of cure moderate wounds, potion of delay poison, potion of magic fang, potion of resist energy, wand of entangle (12 charges), smokesticks (3), tanglefoot bag
Other Gear mwk studded leather, +3 flaming chain, mwk composite longbow (+6 Str) with 40 arrows, antitoxin, backpack, healer's kit, rope (50 feet), tindertwigs (10)
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list: White: Knowledge: History; Knowledge: Nobility and Royalty, Ride, Sense Motive; Blue: Disable Device Search, Swim, Use Magic Device; Black: Bluff, Hide, Knowledge: Religion, Move Silently; Red: Bluff, Intimidate, Jump Tumble; Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Red Novice Boon (Reckless Rage) (Ex) You gain the ability to fly into a rage 1/day, as the Barbarian ability.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) 2/day Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level.  Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead.
Planeswalker Spells (Ex) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes.
Captain Angrath is a minotaur planeswalker of unknown origin, trapped on the plane of Ixalan for fourteen years.
History
After he got trapped by Ixalan's Binding, Angrath found a place for himself when Captain Radcliff of the notorious Devil's Smile offered him a place in his crew. Welcomed among the other misfits and rogues of a particularly motley crew, Angrath put his physical and magical talents to good use in Captain Radcliff 's raiding and pillaging. Soon it was clear that the rest of the crew loved and respected Angrath more than their captain, and the minotaur led a quick and almost bloodless mutiny that left Radcliff hanging by a gaff hook strapped to the bowsprit. Now-Captain Angrath changed the ship's name to Devil's Chains to reflect the magic of his searing-hot chains, and the crew's notoriety increased exponentially. At first glance, he seems to care more about mayhem than about treasure. In truth, he is searching for the Immortal Sun in the hope it can free him. He recognized Huatli as a fellow planeswalker and offered her assistance in leaving the plane in exchange for help, but at first she attacked him and fled. In the race for Orazca he caught up with her again.
The unlikely pair joined together in order to find a way to reach the city. Angrath was dismissive of Huatli's intentions to serve her emperor in finding the Immortal Sun. Telling her that the highest title of the Sun Empire did not mean freedom, while comparing her to an ant that tried to climb on the top of her anthill, declaring all of their struggles over the city as petty and short-sighted over who would define truth. As they came near the city, Angrath tried to planeswalk to Kaldheim, and deduced from the length of his suspension that whatever blocked them from leaving this plane must have been near. He told Huatli that true freedom started when one realized that one was trapped. On a question where he wanted to go first, he answered that he wanted to see his daughters.
When they came near the city, they found a tomb erected later. In it, they discovered Saint Elenda, the progenitor of the vampires of the Legion of Dusk. Angrath had little care for her, instead hurrying Huatli on. When she refused, he angrily struck at her and went on alone. Huatli reacted by sending a Dinosaur to trample him in the mud. Because he had to dispose of the dinosaur, Angrath was late in joining the scramble for the Immortal Sun in Orzaca's Tower of Triumph.
After the Immortal Sun was taken, Angrath vanished, cursing Ixalan in his passing words. He then reunited, teary-eyed, with his daughters at their family's smithy.

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