Master of the Gales

Captain of the Kraken and lord of Drenchport

Description:

Master of the GalesCR 14

XP 38400
Male Human Druid 15
N Medium humanoid (human)
Init + 6; Senses eyes of the storm; Perception + 25

Defense

AC 19, touch 14, flat- footed 17 (+ 3 armor, + 2 Dex, + 2 natural, + 2 deflection)
hp 161 (15d8+ 90)
Fort + 15, Ref + 11, Will + 18; + 2 vs. sonic
Defensive Abilities lightning lord; DR 10/adamantine; Immune deafness; Resist electricity 20, storm lord, windwalker

Offense

Speed 30 ft.
Melee staff of weather + 13/+ 8/+ 3 (1d6+ 1/×2)
Special Attacks storm burst
Spell- Like Abilities
   15/day— lightning lord
   10/day— storm burst
Druid Spells Prepared (CL 15th; concentration + 22):
8th (1/day)— whirlwind (DC 25), summon nature’s ally viii
7th (3/day)— heal, control weather, summon nature’s ally vii, true seeing
6th (4/day)— fire seeds, greater dispel magic, wind walk, repel wood, find the path
5th (5/day)— stoneskin, animal growth (DC 22), call lightning storm (DC 22), baleful polymorph (DC 22), control winds (DC 22), commune with nature
4th (5/day)— rusting grasp, ice storm, air walk, freedom of movement, control water, extend call lightning (DC 20)
3rd (6/day)— gaseous form, water breathing, dominate animal (DC 20), greater magic fang, extend bear’s endurance, extend bull’s strength, extend cat’s grace
2nd (6/day)— resist energy, barkskin, wind wall, flaming sphere (DC 19), chill metal (DC 19), warp wood (DC 19), gust of wind (DC 19)
1st (6/day)— whispering wind, produce flame, endure elements, faerie fire, obscuring mist, speak with animals, cure light wounds
0 (at will)— create water, mending, flare (DC 17), guidance

Statistics

Str 13, Dex 15, Con 18, Int 14, Wis 24, Cha 9
Base Atk + 11; CMB + 12; CMD 26
Feats Blind- Fight, Combat Casting, Extend Spell, Improved Initiative, Leadership, Lightning Reflexes, Natural Spell, Skill Focus (Profession (sailor)), Toughness
Skills Fly + 15, Handle Animal + 15, Knowledge (geography) + 18, Knowledge (nature) + 18, Perception + 25, Profession (sailor) + 31, Spellcraft + 10, Survival + 20, Swim + 19
Languages Aquan, Auran, Common, Druidic
SQ nature bond abilities (weather, wind), spontaneous domain casting, stormvoice, timeless body, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), wind blast
Combat Gear Potion of cure serious wounds, Staff of weather; Other Gear + 1 Leather armor, Staff of Weather, Cloak of resistance + 2, Headband of inspired wisdom + 4, Ring of protection + 2, Holly and mistletoe, Sailing ship (Skull & Shackles) (empty), Spell component pouch

Special Abilities

Blind- Fight Re- roll misses because of concealment, other benefits.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Resistance, Electricity (20) You have the specified Damage Resistance against Electricity attacks.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Druid Domain (Wind) Associated Domain: Air
Extend Spell Spell duration lasts twice as normal. + 1 Level.
Eyes of the Storm (20 ft) (Ex) Ignore concealment from inclement weather within range.
Immunity to Deafness You are immune to deafness.
Leadership (Base Score 14) You attract loyal companions and devoted followers.
Lightning Lord (15/day) (Sp) Call down lightning bolts against your enemies.
Natural Spell You can cast spells while in Wild Shape.
Spontaneous Domain Casting Can lose any spell to cast a domain spell of equal or lower level.
Storm Burst (1d6+ 7) (10/day) (Sp) 30’ Ranged touch attack deals 1d6+ 7 nonlethal damage and inflicts a – 2 to hit penalty for 1 rd.
Storm Lord (Ex) Immune to wind effects and deafness. + 2 to saves vs sonic.
Stormvoice (Ex) Perception DC to hear voice reduced by druid level.
Timeless Body (Ex) You no longer take ability score penalties from aging.
Wild Empathy + 15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive – Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body IV: Small – Huge elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape III: Small – Huge plant creature) You may use your Wild Shape ability to become a plant creature.
Wind Blast (10/day) (Su) Create a blast of air that can bull rush targets.
Windwalker (Ex) Wind effect penalties are reduced by 1 step.


h1 Giant Squid Cohort

Squid, Giant
N Huge animal (aquatic)
Init + 7; Senses low- light vision; Perception + 22

Defense

AC 20, touch 11, flat- footed 17 (+ 3 Dex, – 2 size, + 9 natural)
hp 102 (12d8+ 48)
Fort + 14, Ref + 13, Will + 5
Defensive Abilities ink cloud

Offense

Speed jet, swim 60 ft.
Melee 2 arms + 14 (1d6+ 7/×2) and
   bite + 14 (2d6+ 7/×2) and
   tentacle + 12 (4d6+ 3/19- 20/×2 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (4d6+ 7)

Statistics

Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk + 9; CMB + 18 (+ 22 grapple); CMD 31
Feats Combat Reflexes, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception)
Skills Perception + 22, Swim + 15

Special Abilities

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat- footed.
Grab: Tentacle (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Ink Cloud (20’ radius) (1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (260 feet) Move in a straight line at 260, with no attacks of opportunity.
Low- Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swimming (60 feet) You have a Swim speed.

Bio:

Area of Operation Drenchport (Tempest Cay)
Vessel Kraken

The Master of the Gales is an aged man with a lean, bronzed frame and leathery skin—the product of a lifetime of hard work under the open sky. The years have not worn away the grizzled captain, but condensed and distilled him, making him tougher, more tenacious, with an unyielding manner and bearing. A wild mane of dark gray hair and a long, f lowing beard swirl around his head and shoulders like an imminent storm cloud, and his sweeping, iron-blue gaze feels like stiff icy wind blowing off a roiling ocean.

Many legends surround the man known as the Master of the Gales, but all seem to agree on two points—that he was born in the Sodden Lands, and that his birth occurred in the midst of one of the freakish hell-storms that bombard the perpetually waterlogged landscape. His original name is now lost to time; some say it has
even been forgotten by the man himself, but only when well out of his exceptionally keen hearing. Little is known of his childhood, but many believe he was raised among the cannibalistic Koboto tribe of the lost nation of Yamasa. While the Master of the Gales never speaks of his past, he has been known to show uncharacteristic
moments of unbridled anger at the merest mention of the Koboto, and local Drenchport superstition holds that appearing in the Master of the Gales’ presence with one of the goz masks favored by that tribe is an exceedingly foolhardy deed.

A prominent member of the Shackles’ Pirate Council, the Master of the Gales rules the town of Drenchport on Tempest Cay with a loose hand, preferring to spend most of his time on his f lagship, the xebec Kraken.

A few veteran sailors can remember when the Master of the Gales first returned from a lone pilgrimage to the south with a giant squid gliding behind his catboat. The crew of the Kraken simply call it “the Squid” or “the Master’s Hand.” Whether the inscrutable creature regards the Master as a friend, parent, sibling, or mate is unknown, but its loyalty is unquestioned. When the Kraken is at anchor and the Master of the Gales is on deck, the squid often surfaces, staring at the Master with its unblinking, inhuman eye. On rare occasions, it has even been seen to lift a rubbery tentacle over the Kraken’s rail and delicately brush it against the Master’s side.

The Master of the Gales sees piracy at sea as a simple extension of the hunter-prey relationship in nature, and he’s an apex predator in this realm. Those ships that see the Kraken bearing down on them find their masts split by lightning, their sails shredded by howling winds, and their crews flung into the heavens or swept overboard by malevolent whirlwinds and living waves.

Master of the Gales

Skull & Shackles MattDroz