Size | Medium |
Type | Humanoid (Chaotic, Human) |
Hit Dice | 1d8+4 (34 hp) [1st level Rogue] |
Speed | 40 ft |
Abilities | Str 17, Dex 15, Con 18, Int 4, Wis 12, Cha 8 |
Special Qualities | Acid Resistance 10, Afflicted, Darkvision 60', DR 5/magic, Immunities (disease, exhaustion, fatigue, mind-affecting, stunning, and pain-related effects), No Stun, Trapfinding |
Treasure | (M) Studded Leather, Cutlass |
Alignment | CE |
Skills |
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Balance +3, Bluff +0, Climb +7, Diplomacy -4, Disguise -4, Escape Artist +7, Gather Information -4, Intimidate +4, Jump +4, Perception +6, Profession (sailor) +2, Swim +6, Tumble +3 Skills: Savage pirates have a +4 racial bonus on Escape Artist, Intimidate, and Perception checks. They have a -4 penalty on Disguise, Diplomacy, and Gather Information checks. |
Feats |
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Athletic, Improved Initiative |
Combat | |
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Initiative | +6 |
Armor Class (AC) | 13 (10) [+2 dex] Flat-footed 13 |
Base Attack | +0%/+15% [+3] |
Full Attack | Cutlass +15% [+3] - Bite -10% [+1] (max Large) |
Special Attacks | Death Throes, Disease, Ferocity, Sneak Attack (+20 Crits) |
Saves | Fort +4, Ref +4, Will +3 |
Description |
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Afflicted (Ex): Once transformed into a savage creature, a remove curse spell has no effect (unless done by a special ritual known by Theurgists). A greater restoration spell causes the victim to revert to normal, provided the caster succeeds on a caster level check (DC = 10 + ½ savage creature’s HD + savage creature’s Charisma modifier). A miracle or wish spell automatically restores a savage creature to normal. A savage creature that is killed and then brought back to life loses the effects of this template. Death Throes (Su): When a savage pirate dies, it can immediately make a bite attack, snapping at any one creature in reach just before it succumbs. A savage creature can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage creature’s body melts into a puddle of acidic goo, leaving behind only its gear and its skeleton. Any living creature within 5’ of a melting savage creature is affected with the following effect. . . OB +75% (1st lvl spell; ‘Acid’ crit; Reflex as DB). This acid only affects living flesh, objects are unaffected. A pool of acid remains on the ground, taking up space equal to the creature’s space while living. Any creatures remaining in the pool suffer the same effect as above. The acid dries to a harmless green powder over the course of 1 standardized Dave minute. Disease (Su): A creature bitten by a savage pirate must make a Fortitude save (DC 10 + ½ creaure’s HD + creature’s Con modifier) or contract a curse known as savage fever. The incubation period of savage fever is 1 minute, after which point the victim’s flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he collapses into a coma-like state and transforms into a savage creature. His Intelligence score now heals up to its new maximum adjusted by the template at the normal rate. After which point, he awakens and immediately seeks out fresh prey. Ferocity (Ex): A savage creature fights without penalty while disabled and dying. |