Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Monster conversions for Spell & Crossbones
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 6425590" data-attributes="member: 20323"><p>[h2]NPCs (Crew)[/h2]</p><p><span style="color: DarkOrange"><span style="font-size: 15px">Cannon Fodder</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 10</p><p>HP 4 (1d8)</p><p>Speed 30 ft</p><p>Str 10 (+0) Dex 10 (+0) Con 10 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)</p><p>Senses passive perception 10</p><p>Languages choose 2</p><p>Challenge 0 (XP 10)</p><p></p><p>ACTIONS</p><p>Belaying Pin. Melee weapon attack. Attack: +2 hit, reach 5-ft, one target. Hit: 2 (1d4) bludgeoning damage.</p><p></p><p>"Cannon fodder" include landsmen still learning the ropes and ordinary seamen with just a year or so at sea. They usually work in the waist and the quarter deck doing menial labor like hoisting and controlling the sails, swabbing the decks, splicing and joining rope, coiling up rigging, slushing the mainmast, filling the scuttlebutt and fire buckets, and so forth. Young men work at the tops reeling, furling, and loosing the sails. Older men work at the fo'c's'le, manning the headsails and handling the anchor.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Sailor</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 11</p><p>HP 11 (2d8+2)</p><p>Speed 30 ft</p><p>Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)</p><p>Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles</p><p>Senses passive perception 10</p><p>Languages choose 3</p><p>Challenge 1/8 (XP 25)</p><p></p><p>ACTIONS</p><p>Cutlass. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) slashing damage.</p><p></p><p>Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage.</p><p></p><p>Sailors are the able seamen who usually make up the bulk of a ship's crew, responsible for making ready to sail, manning the lookout, storing cargo in the hold, firing cannons, helping in repairs, countless other tasks, as well as dying spectacular to sea beastie attacks. English sailors in the Navy are known are "Jack Tars."</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Old Salt</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 11</p><p>HP 16 (3d8+3)</p><p>Speed 30 ft</p><p>Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 12 (+1) CHA 10 (+0)</p><p>Tools choose two: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles</p><p>Senses passive perception 11</p><p>Languages choose 3</p><p>Challenge 1/4 (XP 50)</p><p></p><p>TRAITS</p><p>Ship Savvy. The old salt has advantage on Dexterity saving throws against attacks from other ships, on checks to manage a ship's rigging and sails, and on checks to recall nautical lore.</p><p></p><p>ACTIONS</p><p>Boarding Axe. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 5 (1d8+1) slashing damage.</p><p></p><p>Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage.</p><p></p><p>"Old Salt" is an unofficial term for experienced sailors who've served five or more years at sea, though on navy ships the official designation is Leading Seaman or Petty Officer. Despite their gruffness and scars, an old salt knows ships like the back of his hand.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Buccaneer</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 12</p><p>HP 32 (5d8+10)</p><p>Speed 30 ft</p><p>Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)</p><p>Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles</p><p>Skills Intimidation +2, Survival +2</p><p>Senses passive perception 10</p><p>Languages English, French, Island Carib, and choose one more</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Sharpshooter. A buccaneer doesn't suffer disadvantage when firing at long range, and his ranged weapon attacks ignore half and three-quarters cover. In addition, before a buccaneer makes a ranged attack he may take a -4 penalty to hit and gain a +8 bonus to damage.</p><p></p><p>ACTIONS</p><p>Hatchet. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) slashing damage.</p><p></p><p>Musket. Ranged weapon attack. Attack: +4 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage.</p><p></p><p>Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.</p><p></p><p>Buccaneers occupy an ambiguous legal space, somewhere between pirates and privateers, once given the good graces of France and England to assault Spanish ships, but altogether unmanagable by the colonial powers. Some buccaneers have letters of marque, while others blatantly disregard orders, and regardless in the Spanish Main they are sentenced to swift death. Expert marksmen, they conduct raids at night with small boats, relying on surprise and speed to subdue otherwise undefeatable targets. The name "buccaneer" derives from the style of roasting pig (boucan) they learned from Caribs and Arawaks.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Midshipman</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 12</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 10 (+0) CHA 10 (+0)</p><p>Tools navigator's tools, water vehicles</p><p>Skills Nature +3, Perception +2</p><p>Senses passive perception 12</p><p>Languages English and choose 2 more</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Able-bodied. When the midshipman takes the Help action, he can aid two friendly creatures instead of one with a ship-related task.</p><p></p><p>ACTIONS</p><p>Shortsword. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) piercing damage.</p><p></p><p>Musket. Ranged weapon attack. Attack: +5 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage.</p><p></p><p>In the great navies of the world, a midshipman - adelborst (Dutch), garde marine (French), guardia marina (Spanish) - was an officer cadet or a junior-most commissioned officer, a designation used for experienced seamen whether of the working class or officers' sons. Midshipmen worked amidships but also learned navigation skills, sailing lore, to supervise gun batteries, and to take command of a small group of navy men. After several years, a midshipman was eligible to take an examination for lieutenant, though it was not uncommon for officer candidates to fail or be passed over for promotion.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Pirate</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 12</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 12 (+1) CHA 10 (+0)</p><p>Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles</p><p>Skills Intimidation +2, Perception +3</p><p>Senses passive perception 13</p><p>Languages English, French, Thieves' Cant, and choose on one more</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Cunning Action. A pirate can take a bonus action to Dash, Disengage, Hide, or Use an Object.</p><p></p><p>ACTIONS</p><p>Cutlass. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage.</p><p></p><p>Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.</p><p></p><p>Pirates run the gamut from honorably discharged navy men turned to privateering to ruthless outlaws seeking riches any way they can. Unlike the colonial powers they usually hail from, pirate crews adopt limited democratic principles (known as the Pirate's Code) such as electing their captain who was constrained by checks as balances, establishing a fund for disability insurance, and having roughly equal shares of treasure (with allowances for expertise and greater responsibilities). While most pirate crews operate independently, some are loosely affiliated with the Brethren of the Coast, a coalition of pirates, privateers, and merchant mariners based in Tortuga and Port Royal with Protestant and Common Law values; they prey on the shipping of colonial powers but (usually) not the colonies themselves.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Royal Marine</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 13 (padded, disadvantage Stealth and swim)</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 14 (+2) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0)</p><p>Skills Perception +2</p><p>Senses passive perception 12</p><p>Languages English, French, Spanish</p><p>Challenge 1/2 (XP 100)</p><p></p><p>TRAITS</p><p>Boarding Expertise. This confers three benefits: (1) When the royal marine hits a creature with an opportunity attack, the creature's speed is reduced to 0 for the rest of the turn. (2) Being within 5 feet of a hostile creature when the royal marine makes a ranged attack doesn't impose disadvantage to hit. (3) When the royal marine uses the Dash action, difficult terrain doesn't cost him extra movement on that turn.</p><p></p><p>ACTIONS</p><p>Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.</p><p></p><p>Bayonet. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) piercing damage.</p><p></p><p>Musket. Ranged weapon attack. Attack: +4 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage.</p><p></p><p>Six regiments of English Royal Marines were raised during Queen Anne's War, trained for naval and land combat as well as an expeditionary force. They are distinguished by their red buff jackets and mitre-style black caps, and specialize in leading and repelling boarding parties.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6425590, member: 20323"] [h2]NPCs (Crew)[/h2] [color=DarkOrange][size=4]Cannon Fodder[/size][/color] [i]Medium humanoid, any alignment[/i] AC 10 HP 4 (1d8) Speed 30 ft Str 10 (+0) Dex 10 (+0) Con 10 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0) Senses passive perception 10 Languages choose 2 Challenge 0 (XP 10) ACTIONS Belaying Pin. Melee weapon attack. Attack: +2 hit, reach 5-ft, one target. Hit: 2 (1d4) bludgeoning damage. "Cannon fodder" include landsmen still learning the ropes and ordinary seamen with just a year or so at sea. They usually work in the waist and the quarter deck doing menial labor like hoisting and controlling the sails, swabbing the decks, splicing and joining rope, coiling up rigging, slushing the mainmast, filling the scuttlebutt and fire buckets, and so forth. Young men work at the tops reeling, furling, and loosing the sails. Older men work at the fo'c's'le, manning the headsails and handling the anchor. [color=DarkOrange][size=4]Sailor[/size][/color][size=4][/size] [i]Medium humanoid, any alignment[/i] AC 11 HP 11 (2d8+2) Speed 30 ft Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0) Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles Senses passive perception 10 Languages choose 3 Challenge 1/8 (XP 25) ACTIONS Cutlass. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) slashing damage. Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage. Sailors are the able seamen who usually make up the bulk of a ship's crew, responsible for making ready to sail, manning the lookout, storing cargo in the hold, firing cannons, helping in repairs, countless other tasks, as well as dying spectacular to sea beastie attacks. English sailors in the Navy are known are "Jack Tars." [color=DarkOrange][size=4]Old Salt[/size][/color] [i]Medium humanoid, any alignment[/i] AC 11 HP 16 (3d8+3) Speed 30 ft Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 12 (+1) CHA 10 (+0) Tools choose two: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles Senses passive perception 11 Languages choose 3 Challenge 1/4 (XP 50) TRAITS Ship Savvy. The old salt has advantage on Dexterity saving throws against attacks from other ships, on checks to manage a ship's rigging and sails, and on checks to recall nautical lore. ACTIONS Boarding Axe. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 5 (1d8+1) slashing damage. Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage. "Old Salt" is an unofficial term for experienced sailors who've served five or more years at sea, though on navy ships the official designation is Leading Seaman or Petty Officer. Despite their gruffness and scars, an old salt knows ships like the back of his hand. [color=DarkOrange][size=4]Buccaneer[/size][/color] [i]Medium humanoid, any alignment[/i] AC 12 HP 32 (5d8+10) Speed 30 ft Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 10 (+0) CHA 10 (+0) Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles Skills Intimidation +2, Survival +2 Senses passive perception 10 Languages English, French, Island Carib, and choose one more Challenge 1/2 (XP 100) TRAITS Sharpshooter. A buccaneer doesn't suffer disadvantage when firing at long range, and his ranged weapon attacks ignore half and three-quarters cover. In addition, before a buccaneer makes a ranged attack he may take a -4 penalty to hit and gain a +8 bonus to damage. ACTIONS Hatchet. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) slashing damage. Musket. Ranged weapon attack. Attack: +4 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage. Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage. Buccaneers occupy an ambiguous legal space, somewhere between pirates and privateers, once given the good graces of France and England to assault Spanish ships, but altogether unmanagable by the colonial powers. Some buccaneers have letters of marque, while others blatantly disregard orders, and regardless in the Spanish Main they are sentenced to swift death. Expert marksmen, they conduct raids at night with small boats, relying on surprise and speed to subdue otherwise undefeatable targets. The name "buccaneer" derives from the style of roasting pig (boucan) they learned from Caribs and Arawaks. [color=DarkOrange][size=4]Midshipman[/size][/color] [i]Medium humanoid, any alignment[/i] AC 12 HP 27 (5d8+5) Speed 30 ft Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 10 (+0) CHA 10 (+0) Tools navigator's tools, water vehicles Skills Nature +3, Perception +2 Senses passive perception 12 Languages English and choose 2 more Challenge 1/2 (XP 100) TRAITS Able-bodied. When the midshipman takes the Help action, he can aid two friendly creatures instead of one with a ship-related task. ACTIONS Shortsword. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) piercing damage. Musket. Ranged weapon attack. Attack: +5 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage. In the great navies of the world, a midshipman - adelborst (Dutch), garde marine (French), guardia marina (Spanish) - was an officer cadet or a junior-most commissioned officer, a designation used for experienced seamen whether of the working class or officers' sons. Midshipmen worked amidships but also learned navigation skills, sailing lore, to supervise gun batteries, and to take command of a small group of navy men. After several years, a midshipman was eligible to take an examination for lieutenant, though it was not uncommon for officer candidates to fail or be passed over for promotion. [color=DarkOrange][size=4]Pirate[/size][/color] [i]Medium humanoid, any alignment[/i] AC 12 HP 27 (5d8+5) Speed 30 ft Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 12 (+1) CHA 10 (+0) Tools choose one: gaming set, sail-mending tools, musical instrument, navigator's tools, water vehicles Skills Intimidation +2, Perception +3 Senses passive perception 13 Languages English, French, Thieves' Cant, and choose on one more Challenge 1/2 (XP 100) TRAITS Cunning Action. A pirate can take a bonus action to Dash, Disengage, Hide, or Use an Object. ACTIONS Cutlass. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage. Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage. Pirates run the gamut from honorably discharged navy men turned to privateering to ruthless outlaws seeking riches any way they can. Unlike the colonial powers they usually hail from, pirate crews adopt limited democratic principles (known as the Pirate's Code) such as electing their captain who was constrained by checks as balances, establishing a fund for disability insurance, and having roughly equal shares of treasure (with allowances for expertise and greater responsibilities). While most pirate crews operate independently, some are loosely affiliated with the Brethren of the Coast, a coalition of pirates, privateers, and merchant mariners based in Tortuga and Port Royal with Protestant and Common Law values; they prey on the shipping of colonial powers but (usually) not the colonies themselves. [color=DarkOrange][size=4]Royal Marine[/size][/color] [i]Medium humanoid, any alignment[/i] AC 13 (padded, disadvantage Stealth and swim) HP 27 (5d8+5) Speed 30 ft Str 14 (+2) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 10 (+0) CHA 10 (+0) Skills Perception +2 Senses passive perception 12 Languages English, French, Spanish Challenge 1/2 (XP 100) TRAITS Boarding Expertise. This confers three benefits: (1) When the royal marine hits a creature with an opportunity attack, the creature's speed is reduced to 0 for the rest of the turn. (2) Being within 5 feet of a hostile creature when the royal marine makes a ranged attack doesn't impose disadvantage to hit. (3) When the royal marine uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. ACTIONS Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage. Bayonet. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) piercing damage. Musket. Ranged weapon attack. Attack: +4 hit, range 40/120 ft, one target, loading. Hit: 8 (1d12+2) piercing damage. Six regiments of English Royal Marines were raised during Queen Anne's War, trained for naval and land combat as well as an expeditionary force. They are distinguished by their red buff jackets and mitre-style black caps, and specialize in leading and repelling boarding parties. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Monster conversions for Spell & Crossbones
Top