Skull & Shackles
Captain of the Blood Moon and lord of Ollo.
Avimar SorrinashCR 11
Male Human Natural Werewolf Ranger 11
CE Medium humanoid (human, shapechanger)
Init + 3; Senses low- light vision, scent; Perception + 16
AC 23, touch 14, flat- footed 19 (+ 8 armor, + 1 shield, + 3 Dex, + 1 dodge)
hp 109 (11d10+ 44)
Fort + 9 (+ 4 vs. hot or cold environments and to resist damage from suffocation), Ref + 12, Will + 5
Defensive Abilities evasion
Speed 30 ft.
Melee + 2 longsword + 15/+ 10/+ 5 (1d8+ 5/19- 20/×2) and
+ 2 throwing axe + 14/+ 9/+ 4 (1d6+ 5/×2)
Special Attacks curse of lycanthropy, favored enemies (animals + 2, aquatic humanoids + 4, humans + 4)
Ranger Spells Prepared (CL 8th; concentration + 10):
3rd (1/day)— greater magic fang
2nd (2/day)— barkskin, bear’s endurance
1st (3/day)— longstrider, resist energy, endure elements
Str 16, Dex 16, Con 14, Int 8, Wis 14, Cha 8
Base Atk + 11; CMB + 14; CMD 28
Feats Dodge, Double Slice, Endurance, Greater Two- weapon Fighting, Improved Two- weapon Fighting, Lightning Reflexes, Toughness, Two- weapon Defense, Two- weapon Fighting, Two- weapon Rend, Weapon Focus (longsword)
Skills Climb + 7, Intimidate + 13, Knowledge (geography) + 5 (+ 7 vs. animals, + 9 vs. aquatic humanoids, + 9 vs. humans, + 7 while in jungle terrain, + 9 while in water terrain), Perception + 16 (+ 18 vs. animals, + 20 vs. aquatic humanoids, + 20 vs. humans, + 18 while in jungle terrain, + 20 while in water terrain), Profession (sailor) + 16, Stealth + 14 (+ 16 while in jungle terrain, + 18 while in water terrain), Survival + 16 (+ 18 vs. animals, + 20 vs. aquatic humanoids, + 20 vs. humans, + 18 while in jungle terrain, + 20 while in water terrain, + 21 to track), Swim + 7 (+ 11 to resist nonlethal damage from exhaustion)
SQ change forms, combat styles (two- weapon combat), favored terrains (jungle + 2, water + 4), hunter’s bonds (companions), lycanthropic empathy, quarry, swift tracker, track, wild empathy, woodland stride
Combat Gear Potion of bull’s strength (2), Potion of cure moderate wounds (2); Other Gear + 2 Breastplate, + 2 Longsword, + 2 Throwing axe, Elixir of swimming, Gold earring, 20 PP, 27 GP, 50 GP of
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contractd lycanthropy (Fort neg).
Endurance + 4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Animals + 2) (Ex) + 2 to rolls vs Favored Enemy (Animals).
Favored Enemy (Aquatic Humanoids + 4) (Ex) + 4 to rolls vs Favored Enemy (Aquatic Humanoids).
Favored Enemy (Humans + 4) (Ex) + 4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Jungle + 2) (Ex) + 2 to rolls vs Favored Terrain (Jungle).
Favored Terrain (Water + 4) (Ex) + 4 to rolls vs Favored Terrain (Water).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30’ as move action.
Low- Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy + 4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Quarry + 2 to hit and other bonuses against your designated quarry.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track + 5 Add the listed bonus to survival checks made to track.
Two- weapon Defense + 1 to AC while wielding 2 weapons. + 2 when doing so defensively.
Two- weapon Rend Deal extra 1d10+ 4 if you hit a foe with both main and off hand weapons.
Wild Empathy + 11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Avimar Sorrinash first came to the Shackles by way of Andoran, a natural lycanthrope born to mated werewolves. He spent his early years ravaging the Arthfell Forest alongside his parents. However, repeated atrocities committed by their pack drew the attention of foresters in the wood. The youngest member of his pack, Avimar barely escaped with his life as hunters killed the rest of his family with silver-tipped arrows. Driven from the forest, he escaped to Augustana, where he hid until he eventually joined an Andoren corsair hunting slavers in the Inner Sea. In the savagery of battle on blood-slicked decks on the open sea, however, Avimar was unable to hide his true nature. Confined to the brig
by his crewmates, Avimar broke free and slew them all, from the captain to the cabin boy. Soon thereafter, a pirate ship picked him up and he traded his former ship and its cargo for passage to the pirates’ next port of call. Eventually, Avimar ended up in the Shackles, finding the life of a pirate and raider much more suitable to his bestial nature.
Avimar soon signed on as first mate aboard the pirate brig Dogfish, and enlisted likeminded companions interested in mutinying against their captain. In the dead of night, Avimar bit each of his confederates, secretly aff licting them with lycanthropy. At the next full moon, Avimar’s new pack of werewolves rose up as one and Avimar took command of the ship, which he renamed the Blood Moon. Since then, Avimar has risen swiftly through the ranks of the pirates of the Shackles, becoming one of the most feared and bloodthirsty of the Free Captains. He soon gathered a f leet of like-minded pirates around him, and laid claim to the port of Ollo on Shark Island, thus securing himself a seat on the Pirate Council. Sorrinash lives only for the chase and bloodshed of the open sea. Even his visits to his home port see him and his crew of werewolves rampaging across the island’s countryside, indulging in bloody hunts with each full moon.
The Pirate Council sends Avimar Sorrinash to the Island of Empty Eyes to test the PCs before offering them a seat on the council. As a guest at the PCs’ dinner party, he expects and demands the best, but he also presents a threat to those in the PCs’ care. He is lascivious, spiteful, and used to getting his way, and his manners and goodwill only extend so far. Under the influence of strong drink, Sorrinash becomes more belligerent and prone to acting on his baser instincts.