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<blockquote data-quote="Quickleaf" data-source="post: 6430160" data-attributes="member: 20323"><p>[h3]NPCs (Officers)[/h3]</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Warrant Officer</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 11</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 14 (+2) CHA 12 (+1)</p><p>Senses passive perception 14</p><p>Languages English (Common), and pick any two</p><p>Challenge 1/2 (XP 100)</p><p></p><p>A warrant officer has one of three specialties; either he is a carpenter, gunner, or doctor. This determines which skills and traits he gains. While other types of characters like cooks and pursers might have the rank of warrant officer, such characters are better simulated with the Sailor stats.</p><p></p><p>CARPENTER TRAITS</p><p>Skills athletics +3, investigation +3, perception +4</p><p>Tools (+4) carpenter's tools, shipwright's tools</p><p>Battle Repairs. A carpenter can perform ship repairs in the thick of naval combat (see Skull & Bones).</p><p>Improvised Tools. Without proper shipwright's tools, a carpenter can still scrounge together serviceable tools on the ship which allow him to apply +2 to his check (instead of +4).</p><p></p><p>GUNNER TRAITS</p><p>Skills athletics +3, intimidation +3, perception +4</p><p>Tools (+4) smith's tools, tinker's tools</p><p>Cannon Fire. A gunner gains +1 to attack with cannons (for a total of +4) and reduces cannon reload time by 3 rounds for a powder crew he oversees.</p><p></p><p>SURGEON TRAITS</p><p>Skills medicine +4, nature +3, perception +4</p><p>Tools (+4) herbalism kit, surgeon's tools</p><p>Cure Fever. A surgeon can use the Medicine skill to treat tropical diseases provided he has access to pox medicine, making one check per patient per week.</p><p>Improvised Tools. Without proper surgeon's tools, a surgeon can still scrounge together serviceable tools on the ship which allow him to apply +2 to his check (instead of +4).</p><p></p><p>ACTIONS</p><p>Short Sword. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) piercing damage.</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><span style="color: DarkOrange"><span style="font-size: 15px">Lieutenant</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 14 (+2) Wis 12 (+1) CHA 12 (+1)</p><p>Skills history +4, intimidate +3, perception +3, persuasion +3</p><p>Tools (+2) navigator's tools, water vehicles</p><p>Senses passive perception 13</p><p>Languages English, Dutch, French, Spanish</p><p>Challenge 1 (XP 200)</p><p></p><p>TRAITS</p><p>Master of Sail. Crew following the commands of a lieutenant can change the sails 2 rounds faster than their quality would indicate (e.g. an average crew could change the sails in 8 rounds instead of 10). In addition, when actively managing the sails, the lieutenant grants the ship's sails resistance to storm damage.</p><p></p><p>ACTIONS</p><p>Multiattack. The lieutenant makes 2 saber attacks.</p><p>Saber. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) two-handed.</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>Lieutenants are junior officers in the Navies of the world, either appointed due to high birth or else experienced seamen on their way towards captaincy. In addition to maintaining crew discipline, a lieutenant is trained in the art and science of sailing. Aboard a pirate ship they are more commonly known as Sailing Masters or just Masters (or even more informally as "Captain's Second"). As of 1677 lieutenants in the English Royal Navy have to pass an exam to gain their position. It wasn't uncommon, due to a shortage of competent captains compared to the vast numbers of ships during the Age of Sail, for lieutenants to be given command over minor vessels; they are referred to as lieutenant commanders. English pronounce the word "lieuftenant", French "lieutenant", Dutch "luitenant", and Spanish "teniente."</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Naval Captain</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 13 (leather armor)</p><p>HP 39 (6d8+12)</p><p>Speed 30 ft</p><p>Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) CHA 16 (+3)</p><p>Skills history +4, insight +4, intimidate +5, perception +4, persuasion +5</p><p>Tools (+2) navigator's tools, water vehicles, and choose one musical instrument</p><p>Senses passive perception 14</p><p>Languages English, Dutch, French, Spanish</p><p>Challenge 2 (XP 450)</p><p></p><p>TRAITS</p><p>Firm Command. Increase the crew quality by one rank of those following the naval captain's command. In addition, the crew gain advantage on saving throws against charm and fear.</p><p></p><p>ACTIONS</p><p>Multiattack. The naval captain makes 2 saber attacks, or a pistol attack and a saber attack.</p><p>Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.</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>REACTIONS</p><p>Leadership. When a friendly creature within 30 feet that the naval captain can see makes an attack roll or saving throw, the naval captain can utter a command or warning. The creature adds +2 (1d4) to its roll provided it can hear and understand the naval captain.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Pirate Captain</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 13 (leather armor)</p><p>HP 39 (6d8+12)</p><p>Speed 30 ft</p><p>Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) CHA 16 (+3)</p><p>Skills deception +5, insight +4, intimidate +5, perception +4, persuasion +5</p><p>Tools (+2) navigator's tools, water vehicles, and choose one gaming set</p><p>Senses passive perception 14</p><p>Languages English (Common), Thieves' Cant, and pick any three</p><p>Challenge 2 (XP 450)</p><p></p><p>TRAITS</p><p>Fierce Speech. The pirate captain spends 10 minutes making a rousing speech, after which the crew gains one of the following benefits for the next hour:</p><ul> <li data-xf-list-type="ul">+2 morale (save) bonus.</li> <li data-xf-list-type="ul">+2 initiative bonus.</li> <li data-xf-list-type="ul">+1 attack with melee weapons.</li> <li data-xf-list-type="ul">+1 attack with ranged weapons and cannons.</li> </ul><p></p><p>ACTIONS</p><p>Multiattack. The pirate captain makes 2 cutlass and/or pistol attacks (thanks to a brace of pistols), and one offhand attack.</p><p>Cutlass. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 5 (1d6+2) slashing damage.</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>Offhand Attack. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) bludgeoning damage.</p><p></p><p>REACTIONS</p><p>Dishearten. When a hostile creature within 30 feet that the pirate captain can see makes an attack roll or saving throw, the pirate captain can utter a disheartening quip or cutting banter. The creature suffers a -2 (1d4) penalty to its roll provided it can hear and understand the pirate captain.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Commodore</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 13 (leather armor)</p><p>HP 52 (8d8+16)</p><p>Speed 30 ft</p><p>Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) CHA 16 (+3)</p><p>Skills history +5, insight +4, intimidate +5, investigation +5, perception +4, persuasion +5</p><p>Tools (+4) navigator's tools, water vehicles, and choose one musical instrument</p><p>Senses passive perception 14</p><p>Languages pick any four</p><p>Challenge 3 (XP 700)</p><p></p><p>TRAITS</p><p>Firm Command. Increase the crew quality by one rank of those following the commodore's command. In addition, the crew gain advantage on saving throws against charm and fear.</p><p>Hanging Guardant. At the start of his turn the commodore may elect to assume hanging guardant stance, granting him a +1 bonus to AC for each enemy within 10 feet of him (maximum +5), but suffering disadvantage on his attack rolls. The stance lasts until the start of his next turn when he may choose to maintain it.</p><p>Strategist. Before beginning any naval combat, the commodore rolls Intelligence (Investigation) opposed by the enemy Captain's Wisdom (Insight). It the commodore wins the opposed check, all ships under his command gain a +3 initiative bonus.</p><p></p><p>ACTIONS</p><p>Multiattack. The commodore makes 2 saber attacks (or a pistol attack and a saber attack), and issues a command to a friendly creature who can see and hear him to strike. That creature immediately uses its reaction to make a weapon attack.</p><p>Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage.</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>REACTIONS</p><p>Riposte. When a creature makes a melee attack against the commodore, he can use his reaction to make his AC against the attack equal to 7+1d20. If this causes the attack to miss, the commodore can immediately make a saber attack against the creature.</p><p>Leadership. When a friendly creature within 30 feet that the naval captain can see makes an attack roll or saving throw, the commodofe can use his reaction to utter a command or warning. The creature adds +2 (1d4) to its roll provided it can hear and understand the commodore.</p><p></p><p>A Commodore (Dutch - Bevelhebber, French - Contre-amiral, Spanish - Comodoro) is a seasoned naval captain who has been elevated to command a squadron of ships.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6430160, member: 20323"] [h3]NPCs (Officers)[/h3] [color=DarkOrange][size=4]Warrant Officer[/size][/color] [i]Medium humanoid, any alignment[/i] AC 11 HP 27 (5d8+5) Speed 30 ft Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 14 (+2) CHA 12 (+1) Senses passive perception 14 Languages English (Common), and pick any two Challenge 1/2 (XP 100) A warrant officer has one of three specialties; either he is a carpenter, gunner, or doctor. This determines which skills and traits he gains. While other types of characters like cooks and pursers might have the rank of warrant officer, such characters are better simulated with the Sailor stats. CARPENTER TRAITS Skills athletics +3, investigation +3, perception +4 Tools (+4) carpenter's tools, shipwright's tools Battle Repairs. A carpenter can perform ship repairs in the thick of naval combat (see Skull & Bones). Improvised Tools. Without proper shipwright's tools, a carpenter can still scrounge together serviceable tools on the ship which allow him to apply +2 to his check (instead of +4). GUNNER TRAITS Skills athletics +3, intimidation +3, perception +4 Tools (+4) smith's tools, tinker's tools Cannon Fire. A gunner gains +1 to attack with cannons (for a total of +4) and reduces cannon reload time by 3 rounds for a powder crew he oversees. SURGEON TRAITS Skills medicine +4, nature +3, perception +4 Tools (+4) herbalism kit, surgeon's tools Cure Fever. A surgeon can use the Medicine skill to treat tropical diseases provided he has access to pox medicine, making one check per patient per week. Improvised Tools. Without proper surgeon's tools, a surgeon can still scrounge together serviceable tools on the ship which allow him to apply +2 to his check (instead of +4). ACTIONS Short Sword. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 4 (1d6+1) piercing damage. Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage [color=DarkOrange][size=4]Lieutenant[/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 14 (+2) Wis 12 (+1) CHA 12 (+1) Skills history +4, intimidate +3, perception +3, persuasion +3 Tools (+2) navigator's tools, water vehicles Senses passive perception 13 Languages English, Dutch, French, Spanish Challenge 1 (XP 200) TRAITS Master of Sail. Crew following the commands of a lieutenant can change the sails 2 rounds faster than their quality would indicate (e.g. an average crew could change the sails in 8 rounds instead of 10). In addition, when actively managing the sails, the lieutenant grants the ship's sails resistance to storm damage. ACTIONS Multiattack. The lieutenant makes 2 saber attacks. Saber. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) two-handed. Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage. Lieutenants are junior officers in the Navies of the world, either appointed due to high birth or else experienced seamen on their way towards captaincy. In addition to maintaining crew discipline, a lieutenant is trained in the art and science of sailing. Aboard a pirate ship they are more commonly known as Sailing Masters or just Masters (or even more informally as "Captain's Second"). As of 1677 lieutenants in the English Royal Navy have to pass an exam to gain their position. It wasn't uncommon, due to a shortage of competent captains compared to the vast numbers of ships during the Age of Sail, for lieutenants to be given command over minor vessels; they are referred to as lieutenant commanders. English pronounce the word "lieuftenant", French "lieutenant", Dutch "luitenant", and Spanish "teniente." [color=DarkOrange][size=4]Naval Captain[/size][/color] [i]Medium humanoid, any alignment[/i] AC 13 (leather armor) HP 39 (6d8+12) Speed 30 ft Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) CHA 16 (+3) Skills history +4, insight +4, intimidate +5, perception +4, persuasion +5 Tools (+2) navigator's tools, water vehicles, and choose one musical instrument Senses passive perception 14 Languages English, Dutch, French, Spanish Challenge 2 (XP 450) TRAITS Firm Command. Increase the crew quality by one rank of those following the naval captain's command. In addition, the crew gain advantage on saving throws against charm and fear. ACTIONS Multiattack. The naval captain makes 2 saber attacks, or a pistol attack and a saber attack. Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage. Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage REACTIONS Leadership. When a friendly creature within 30 feet that the naval captain can see makes an attack roll or saving throw, the naval captain can utter a command or warning. The creature adds +2 (1d4) to its roll provided it can hear and understand the naval captain. [color=DarkOrange][size=4]Pirate Captain[/size][/color] [i]Medium humanoid, any alignment[/i] AC 13 (leather armor) HP 39 (6d8+12) Speed 30 ft Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) CHA 16 (+3) Skills deception +5, insight +4, intimidate +5, perception +4, persuasion +5 Tools (+2) navigator's tools, water vehicles, and choose one gaming set Senses passive perception 14 Languages English (Common), Thieves' Cant, and pick any three Challenge 2 (XP 450) TRAITS Fierce Speech. The pirate captain spends 10 minutes making a rousing speech, after which the crew gains one of the following benefits for the next hour: [list][*]+2 morale (save) bonus. [*]+2 initiative bonus. [*]+1 attack with melee weapons. [*]+1 attack with ranged weapons and cannons.[/list] ACTIONS Multiattack. The pirate captain makes 2 cutlass and/or pistol attacks (thanks to a brace of pistols), and one offhand attack. 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 Offhand Attack. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) bludgeoning damage. REACTIONS Dishearten. When a hostile creature within 30 feet that the pirate captain can see makes an attack roll or saving throw, the pirate captain can utter a disheartening quip or cutting banter. The creature suffers a -2 (1d4) penalty to its roll provided it can hear and understand the pirate captain. [color=DarkOrange][size=4]Commodore[/size][/color] [i]Medium humanoid, any alignment[/i] AC 13 (leather armor) HP 52 (8d8+16) Speed 30 ft Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) CHA 16 (+3) Skills history +5, insight +4, intimidate +5, investigation +5, perception +4, persuasion +5 Tools (+4) navigator's tools, water vehicles, and choose one musical instrument Senses passive perception 14 Languages pick any four Challenge 3 (XP 700) TRAITS Firm Command. Increase the crew quality by one rank of those following the commodore's command. In addition, the crew gain advantage on saving throws against charm and fear. Hanging Guardant. At the start of his turn the commodore may elect to assume hanging guardant stance, granting him a +1 bonus to AC for each enemy within 10 feet of him (maximum +5), but suffering disadvantage on his attack rolls. The stance lasts until the start of his next turn when he may choose to maintain it. Strategist. Before beginning any naval combat, the commodore rolls Intelligence (Investigation) opposed by the enemy Captain's Wisdom (Insight). It the commodore wins the opposed check, all ships under his command gain a +3 initiative bonus. ACTIONS Multiattack. The commodore makes 2 saber attacks (or a pistol attack and a saber attack), and issues a command to a friendly creature who can see and hear him to strike. That creature immediately uses its reaction to make a weapon attack. Saber. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) slashing damage. Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage. REACTIONS Riposte. When a creature makes a melee attack against the commodore, he can use his reaction to make his AC against the attack equal to 7+1d20. If this causes the attack to miss, the commodore can immediately make a saber attack against the creature. Leadership. When a friendly creature within 30 feet that the naval captain can see makes an attack roll or saving throw, the commodofe can use his reaction to utter a command or warning. The creature adds +2 (1d4) to its roll provided it can hear and understand the commodore. A Commodore (Dutch - Bevelhebber, French - Contre-amiral, Spanish - Comodoro) is a seasoned naval captain who has been elevated to command a squadron of ships. [/QUOTE]
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