Welcome to the Dark Deeds in Freeport patronage project!
Swagfest begins tomorrow!
Excitement is running high for this year’s Swagfest. After a decade filled with war and fell deeds, normalcy has returned. Bribery, corruption, hidden agendas, shady deals… Freeport is once more herself. All can enjoy this year’s Swagfest secure in the knowledge that silver skulls and gold lords are there for the taking by those with the nimblest fingers or quickest knives.
The Harbor Report
The Unrepentant docked last night. Typically laden with enough booty to make the Sea Lord herself green with envy, dockworkers confirm this voyage was no exception. The Bloodsalter savages the Unrepentant calls its crew spirited the cargo away from the docks under the cover of midnight mist. Its destination remains just as much a mystery as the origin of Captain Sarangay—the minotaur captain and owner of the Unrepentant—who seems to have sailed fully formed from the sea. Each haul he brings in is bigger and more valuable than the last…
The Crimson Cutlass, one of Jacob Lydon’s own ships, arrived yesterday evening to finish its season of raiding. By the looks of it, it was a good one. Silks, dyes, and wine taken from some of Kizmir’s finest merchants…
Captain Zotai Sarangay
Captain Sarangay is anything but a typical minotaur. Intelligent and charming, he wears clothing—typically blue linen pants, tucked into high black leather boots, and a loose white linen shirt. His leather harness keeps his trademark pair of magical axes strapped across his massive back. He is especially persuasive to non-humans and almost exclusively employs them as his crew.
Much to the consternation of the decent folk of Freeport, Sarangay shares prizes generously with the crew and officers, permitting his officers to afford some luxuries typically denied to Bloodsalt denizens. While this has created enemies among some elements in Freeport, few are bold enough to challenge his axes, and fewer still get the opportunity. When the Unrepentant is berthed in Freeport, Sarangay is aboard, leaving only in the company of his two ogre bodyguards.
Captain Sarangay’s background—before he arrived on the Unrepentant as fourth mate just 2 years ago—is a mystery. If his crew knows anything, they aren’t talking, even when bribed and drunk.
Captain Zotai Sarangay (CR 11)
Male minotaur corsair 7 (F)
LE Large monstrous humanoid
Int +4; Senses darkvision 60 ft.; Perception +11
AC 16, touch 11, flat-footed 16 (+2 dodge, +5 natural, −1 size); canny defense, uncanny dodge
hp 97 (6d10+12 + 7d10+14)
Fort +11, Ref+10, Will +8
Defensive Abilities natural cunning
Speed 30 ft.
Melee +2 tempest greataxe +19/14/9 (3d6+6/x3), +1 windblast greataxe +18/13/8 (3d6+6/x3), and gore +11 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks corsair’s luck(F) 2/day (+3), dirty fighting(F) +2d4, powerful charge (gore +18, 2d8+6)
Str 19, Dex 10, Con 15, Int 15, Wis 13, Cha 14
Base Atk +13; CMB +18; CMD 28
Feats Athletic, Brilliant Tactician(F), Cleave, Combat Expertise, Great Fortitude, Improved Bull Rush, Improved Initiative, Overpowering Attack(F), Power Attack, Rope Monkey(F), Sea Legs(F)
Skills Climb +10, Intimidate +11, Perception +17, Sailor +8, Stealth +8, Survival +16, Swim +10; Racial Modifiers +4 Perception, +4 Survival
Languages Common, Giant, Goblin, Naval Code, Orc, Semaphore
Combat Gear +2 tempest greataxe, +1 windblast greataxe
(F) See the Pathfinder Freeport Companion for details.
Canny Defense (Ex) Sarangay adds his Charisma bonus as a dodge bonus to his AC, retaining this bonus even when flat-footed. He loses this bonus if he wears medium or heavy armor or carries a heavy load.
Corsair’s Luck (Ex) Sarangay adds 1/2 his class level as an insight bonus to any attack roll, ability, skill check, or saving throw. He need not declare this ability prior to the roll but must declare before knowing the success or failure of the roll.
Dirty Fighting (Ex) Sarangay’s attacks deal +2d4 extra damage any time his target is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when he flanks his target. If he scores a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks count as dirty fighting only within 30 ft.
With a sap (blackjack) or an unarmed strike, Sarangay can use dirty fighting to deal nonlethal damage instead of lethal damage. He can use any weapon to deal nonlethal damage with dirty fighting by taking a −4 penalty to the attack roll.
Sarangay must see his target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use dirty fighting while striking a concealed creature or striking the limbs of a creature whose vitals are beyond reach.
Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
New Magic Weapon Special Abilities
Tempest: Life at sea is a constant struggle with water: navigating its vastness, struggling with its temperament, preventing flooding. Captains fear tempest weapons as much as savage storms.
On a critical hit, a storm cloud forms above the target. It follows the target, even underground and below deck, dumping 16 gallons of rain water every round. Cargo ships can withstand this much water for hours or even a few days, but few captains risk their ship for one crewman. The cloud is permanent and can only be removed by a remove curse.
As a magic weapon that bestows a curse, a tempest weapon shows signs of its debilitating ability. Metal weapons rust, wooden weapons are moist to the touch, and ranged weapons leave a mist tail.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, bestow curse, create water; Price +2 bonus.
Windblast: A windblast weapon swings with the gales of a squall, and a concentrated tornado engulfs it with a command. On a critical hit, you push the target back 1d6x5 ft.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, gust of wind; Price +1 bonus.
Want to leave your own mark on Freeport? Become a patron of Dark Deeds in Freeport and join us in the City of Adventure!
(This post is Product Identity.)