UPDATE 121: 14 creature BPs and 1 item BP as a zipped .erf file. Everything is fully customized and diversified as usual.
"Captain Morrigans Ghost" is a lvl 6 undead armed with a ghost weapon (no combat dmg but 1D4 negative energy dmg + 1 point of CON drain). Apart from playing the boss mob he could also be a quest giver or even a companion(!)
The 6 "Cursed Pirates" are inspired by the Flying Dutchman crew from PotC - despise the limitations of the TS I am quite pleased with the result, which is based on Water Genasi heads with glowing blue eyes. They are lvl 4 undead with skeleton properties and extra AC because of all the shells, scales and stuff overgrowing their bodies.
The 7 undead pirates have glowing red eyes for a more *movielike* effect ;) and include male, female and bony bodies. They are lvl 3 *standard* skeletons with no extra AC.The rusty weapons are borrowed from my other undead pack so in case you use that also it will give *double messages* upon importing.
All creature blueprints open in the undead directory like in "Storyteller's Customized Undead". The subdirectories are "Cursed Pirates", "Undead Pirates" and "Ghosts"
ORIGNAL UPLOAD:
36 NPC blueprints and 6 item blueprints contained in an .erf file which can be imported into any module.
All NPCs in this pack are fully customized regarding armor, appearance, height/weight, skin tone, equipment, feats, voice sets, and local description. They are named p.e Pirate{Female Human Pirate 01}- the text in {} is only seen in the TS for quick reference, ingame this NPC would simply be labelled as �Pirate�. I tried to get along with as few custom equipment as possible. All NPCs have been extensively tested to make sure they fight as intended. One think, that�s out of my control is the fact that upon spawning in a mod the engine obviously assigns potions to higher lvl NPCs which they randomly use. If you find it weird (as I do!) when a Pirate suddenly puts on barkskin, you�ll have to deal with it via scripts I am afraid. Alignement is set to about 75% evil/ 75% chaotic for pirates and 75% evil/ 75% lawful for Corsairs. The faction however is set to defender by default to make it easier viewing the NPCs in a mod before actually using them.
The Pirates are all cliché of course. I squeezed out of the TS whatever was possible, the different �naked� appearance of Half Orcs and Dwarfs where a big help in that case and some races have really cool tattoos ^^
All Pirates are Rogue Swashbucklers by default. Weapon focus/specialisation has been added/swapped to the equipped weapons and two-weapon fighting added where needed . The armor is (as always) directly applied in the armor set tab and calculated as natural AC. The CRs are in most cases slightly reduced due to lack of AC. The Pirate Queen is armed with a custom magic weapon (Katana, Att +1, AC +1,CHA +1). All Pirates (including Ship�s Carpenter and Ship�s Cook) are level 3 except for: First Mate and Steersman (4), Pirate Captain and Pirate Queen (5).
The Corsairs are inspired by Guild Wars Nightfall and turned out to get a kind of middle/far east look. They are humans statwise but I used appearances from several races. Opposed to Pirates, Corsairs are strictly organized like a military naval force. They are equipped for land battle rather than for entering ships and use their own ships basically as transports and bases of operation. The Corsair NPCs have the following stats (AC only takes armor/shields into account, not any modifications based on dex/skills/etc.):
Blackbow � level 2 Ranger (Marksman), AC 1, Shortbow (+2 Might), Kukri
Firethrower � level 3 Ranger (Marksman), AC 1, Shortbow (+2 Might, Fire Arrows), Kukri
Runner � level 3 Fighter (default), AC 3 (+Shield AC 1), Katana
Shieldbearer - level 3 Fighter (Defendert), AC 2 (+Shield AC 3), Katana, Shortbow
Dervish � level 3 Barbarian (Frenzied Berserker), AC 2, two weapons (mixture of Kukri/Kama)
Battlepriest � level 4 Cleric (Battle Priest), AC 2, Kukri
Attendant � level 4 Fighter (default), AC 4, Katana
Infiltrator � level 5 Monk (default), AC 0, Armed with shuriken and bracers that have built-in blades (check the pic). I didn�t use one of the existing monk gloves because they messed up the appearance I wanted so I gave him 16 STR instead to reflect an actual weapon.
Captian � level 5 Figher (default), AC 6, Katana + Kukri
Weapon focus/specialisation has been added/swapped to the appropriate equipped weapons and two-weapon fighting added where needed. The armor is (as always) directly applied in the armor set tab and calculated as natural AC. Adjustment to the CRs have been made based on equipment.
The blueprints open up in the following directories:
Pirat NPCs - Humanoids/Pirates
Corsair NPCs - Humanoids/Corsairs
Weapons - Weapons/Pirate Weapons
Shields - Armor/Corsair Shields
Thanks for the votes&comments, guys. I have yet to see a fully-fledged pirate mod or PW ;) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by DeathComeForThee at 2009-07-09 14:49:03 Voted 10.00 on 07/09/09
Love it! Using the undead pirates for my area. Great job!
Posted by Cladius at 2009-07-08 00:43:49 Voted 9.50 on 07/08/09
These guys really add flavour to the docks ! Great stuff, bravo.
Posted by Wolfkin at 2009-02-23 01:33:43 Voted 9.50 on 02/23/09
Perfect for Mokahs ship placeable - and another big bunch of NPCs! I am curious how the Pirate Ghost will look/behave in action.
Posted by Saphhira at 2009-01-07 00:21:45 Voted 9.75 on 01/07/09
Somehow I think my Pirate Captain (top-down picture) has a relative nicknamed "Volo" ^^ _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
I finally have MotB and will both check the BPs and update with any new stuff that's usefull. I allready have some ideas but since I'll have to take care of all my uploads it will take some time.
If any of you allready encountered some errors since running MotB, please let me know (email in my profile).
Thanks for your patience. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
The Update 23.09. was only to edit the text (corrected some errors and added the directories the blueprints are to be found ^^) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by MokahTGS at 2007-09-22 07:22:59 Voted 9.00 on 09/21/07
Thanks to both of you for the appreciation and the votes :)
@Mokah: Casters are something I don't like much to deal with because of the known AI problems. I Regarding a Thieves Guild - I thought about it lately but found there would be too much similarities with previous packs (my Desert Folks pack includes thugs and assassins, my Hobbit pack includes rogues&thieves) and these pirates are allready very rougish in appearance ;-)
The thing I am working intensely at the moment is an "Evil Cult" pack for Fire, Death and Plague worshippers that will have about 25 NPCs and come with apprentices, guards, tainted animals, champions, leaders and (very!)customized demons _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by Dragonsbane777 at 2007-09-21 07:17:27 Voted 9.75 on 09/21/07
I love these NPC packs. I make tons of them, and being able to take these appearances for pirates, change their statistics and names, and add to my PW, saves me 1/2 the time they take to make. They consistantly have looks excellent from the designer. Nice work. _________________________ Talernon3 - Age of Dragons Link
Talernon Team Submissions: Link
3C Music Compilation: Link
Posted by MokahTGS at 2007-09-21 07:14:57 Voted 9.00 on 09/21/07
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone