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<blockquote data-quote="Quickleaf" data-source="post: 6461549" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Sir D'Arcy, Outlaw Naturalist</span></span></p><p><em>Small humanoid (lightfoot halfling), neutral evil</em></p><p>AC 14</p><p>HP 55 (10d6+20)</p><p>Speed 25 ft</p><p>Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 16 (+3)</p><p>Skills animal handling +6*, deception +7*, investigation +5, medicine +6*, nature +7*, perception +4, sleight of hand +6, stealth +6</p><p>Tools (+2) forgery kit, herbalist's kit, poisoner's kit, surgeon's tools, thieves' tools</p><p>Saving Throws Dexterity +6, Intelligence +5, advantage on saves against fear & spells, must save against beneficial magic too</p><p>Feats skilled, thrown weapon mastery</p><p>Senses passive perception 14</p><p>Languages English, French, Irish, Latin</p><p>Challenge 4 (XP 1,100); modified Rogue-Ranger (special) 10</p><p></p><p>ROLEPLAYING</p><p>Bond. Discovery of a Lifetime. D'Arcy is looking for the Kenku island colony which he believes a map that sunk with La Gloriosa leads to.</p><p>Ideal. Knowledge. True understanding of biology can fix anything and give one power over anything. (Neutral)</p><p>Flaw. If someone asks D'Arcy a question and he doesn't know the answer, he'll lie rather than say "I don't know the answer."</p><p>Personality Trait. D'Arcy will eagerly talk about the most gruesome and disquieting subjects in detail without batting an eye.</p><p></p><p>FORTUNES</p><p>Enlightened, Armed to the Teeth, Monster Menagerie*, Patron (Academie Royale des Sciences)*, Enemy (Caillou), Loose Lips, Wanted (Britain & France)</p><p>[SBLOCK=New Fortunes: Monster Menagerie, Patron]</p><p><strong>Monster Menagerie:</strong> This Good Fortune is unique to NPCs and can only be gained by a PC thru play. You have a collection of specimens from throughout the Caribbean and the New World, and you have a menagerie of some sort where you securely keep them. Select a number of creatures from the Monster Manual Appendix A at the DM's discretion.</p><p></p><p><strong>Patron:</strong> You have a patron, either a powerful individual like a king or cardinal, or a far-reaching organization. In exchange for your service, your patron will provide you with paying jobs, quality room and board, equipment, healing, and potentially backup if the situation calls for it. Additionally, each patron will have a required code of conudct and offer a unique benefit. </p><p></p><p>For example, Lè Academie Royale des Sciences requires its agents to seek out new sources of magical power for the mages who govern it. Agents benefit from La Divinacion, a network of diivners allowing communication across nations and quick transfer of information. [/SBLOCK]</p><p>TRAITS</p><p>Evasion. When D'Arcy is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.</p><p>Natural Explorer. When traveling overland in coastal and jungle environments, D'Arcy and any group he leads are not slowed by difficult terrain and cannot become lost (except by magical means). In addition, D'Arcy remains alert to danger even when engaged in another task (e.g. cataloging specimens), finds twice as much food when foraging, when traveling alone he can move stealthily at normal pace, and when tracking creatures he learns their exact numbers, sizes, and how long they passed thru the area.</p><p>Nimbleness. D'Arcy can move through the space of any creature size Medium or larger.</p><p>Naturally Stealthy. D'Arcy can attempt to hide even when he is obscured only by a Medium-sized creature. </p><p>Sneak Attack. Once per turn, when D'Arcy hits a creature granting him advantage on his attack, he can deal an extra 17 (5d6) damage to that creature. Alternately, he doesn't need advantage to Sneak Attack so long as he does not have disadvantage and another (non-incapacitated) enemy of the target is within 5 feet of it.</p><p>Spellcasting. D'Arcy casts spells as a 10th level ranger, albeit with a reduced spell progression and Intelligence as his spellcasting ability (save DC 12, spell attack +5). However, none of his spells seem overtly magical nor do they rely on superstitious components.</p><p>1st Level (4 slots): animal friendship, detect poison and disease, hunter's mark, longstrider</p><p>2nd Level (3 slots): animal messenger, locate animals or plants, pass without trace</p><p>Surgical Insights. If D'Arcy vivissects or observes a creature being vivissected for at least 1 minute, he learns two of the following details about the creature: Any resistances, Any vulnerabilities, all the creature's speeds, any special senses, one special biological ability (e.g. identifying poison glands), Armor Class, Current hit points.</p><p>Walking Disaster. Abilities granting rerolls of dice fail to function within 30 feet of D'Arcy.</p><p></p><p>ACTIONS</p><p>Two-Weapon Fighting. D'Arcy makes an attack with his main hand (either sword cane, holdout pistol, or a thrown weapon) and an attack with his offhand (either poison dagger or a thrown weapon). </p><p>Sword Cane. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 7 (1d6+4) slashing damage.</p><p>Poison Dagger (offhand). Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 14 Constitution save or be poisoned for one hour. While poisoned, all attacks against the target have advantage as they experience distracting hallucinations.</p><p>Acid Vial (thrown). Ranged weapon attack. Attack: +6 hit, range 40-ft, one target. Hit: 7 (2d6) acid damage.</p><p>Alchemist's Fire (thrown). Ranged weapon attack. Attack: +6 hit, range 40-ft, one target. Hit: 2 (1d4) fire damage, and target takes 2 (1d4) fire damage at the start of each of their turns until an action is taken to extinguish the flames with a DC 10 Dexterity check.</p><p>Bola (thrown). Ranged weapon attack. Attack: +6 hit, range 40-ft (no long range penalty), one target. Hit: A Large or smaller creature hit by the bola is knocked prone and restrained. An action or dealing 1 slashing damage to the bola (AC 10) unrestrains the creature.</p><p>Cloak (thrown). Ranged weapon attack. Attack: +6 hit, range 15-ft (no long range penalty), one target. Hit: A Large or smaller creature hit by the cloak is blinded until taking an action to tear away the cloak or 5 slashing damage is dealt to the cloak (AC 10).</p><p>Dagger (thrown). Ranged weapon attack. Attack: +6 hit, range 60-ft (no long range penalty), one target. Hit: 6 (1d4+4) piercing damage, or 2 piercing damage with offhand.</p><p>Holdout Pistol. Ranged weapon attack. Attack: +6 hit, range 20/60-ft, one target, loading. Hit: 9 (1d10+4) piercing damage.</p><p></p><p>BONUS ACTIONS</p><p>Command Specimens. D'Arcy commands one of his trained tropical specimens to Attack, Dash, Disengage, Dodge, or Help.</p><p>Quick Throw. D'Arcy makes a thrown weapon attack with his offhand.</p><p></p><p>REACTIONS</p><p>Uncanny Dodge. When an attacker that D'Arcy can see hits him with an attack, D'Arcy can use his reaction to halve the attack’s damage against him.</p><p></p><p><img src="http://media-cache-ak0.pinimg.com/236x/eb/d4/1a/ebd41a0f719f9273fd50342fd7cac786.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Sir D’Arcy Roderike Hailstone-Millstone is the bastard son of a nearly-defunct noble lineage in Ireland. Sir D’Arcy is a naturalist, a surgeon formerly of great renown, and a gentleman. He is also an outlaw, alleged of having spoken treason against the British Crown, although there is no sign of his having committed any other crime on the soil of Mother England. In France he is even more infamous, wanted on charges of fraud, impersonating a nobleman, and several murders.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6461549, member: 20323"] [color=DarkOrange][size=4]Sir D'Arcy, Outlaw Naturalist[/size][/color] [i]Small humanoid (lightfoot halfling), neutral evil[/i] AC 14 HP 55 (10d6+20) Speed 25 ft Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 16 (+3) Skills animal handling +6*, deception +7*, investigation +5, medicine +6*, nature +7*, perception +4, sleight of hand +6, stealth +6 Tools (+2) forgery kit, herbalist's kit, poisoner's kit, surgeon's tools, thieves' tools Saving Throws Dexterity +6, Intelligence +5, advantage on saves against fear & spells, must save against beneficial magic too Feats skilled, thrown weapon mastery Senses passive perception 14 Languages English, French, Irish, Latin Challenge 4 (XP 1,100); modified Rogue-Ranger (special) 10 ROLEPLAYING Bond. Discovery of a Lifetime. D'Arcy is looking for the Kenku island colony which he believes a map that sunk with La Gloriosa leads to. Ideal. Knowledge. True understanding of biology can fix anything and give one power over anything. (Neutral) Flaw. If someone asks D'Arcy a question and he doesn't know the answer, he'll lie rather than say "I don't know the answer." Personality Trait. D'Arcy will eagerly talk about the most gruesome and disquieting subjects in detail without batting an eye. FORTUNES Enlightened, Armed to the Teeth, Monster Menagerie*, Patron (Academie Royale des Sciences)*, Enemy (Caillou), Loose Lips, Wanted (Britain & France) [SBLOCK=New Fortunes: Monster Menagerie, Patron] [b]Monster Menagerie:[/b] This Good Fortune is unique to NPCs and can only be gained by a PC thru play. You have a collection of specimens from throughout the Caribbean and the New World, and you have a menagerie of some sort where you securely keep them. Select a number of creatures from the Monster Manual Appendix A at the DM's discretion. [b]Patron:[/b] You have a patron, either a powerful individual like a king or cardinal, or a far-reaching organization. In exchange for your service, your patron will provide you with paying jobs, quality room and board, equipment, healing, and potentially backup if the situation calls for it. Additionally, each patron will have a required code of conudct and offer a unique benefit. For example, Lè Academie Royale des Sciences requires its agents to seek out new sources of magical power for the mages who govern it. Agents benefit from La Divinacion, a network of diivners allowing communication across nations and quick transfer of information. [/SBLOCK] TRAITS Evasion. When D'Arcy is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Natural Explorer. When traveling overland in coastal and jungle environments, D'Arcy and any group he leads are not slowed by difficult terrain and cannot become lost (except by magical means). In addition, D'Arcy remains alert to danger even when engaged in another task (e.g. cataloging specimens), finds twice as much food when foraging, when traveling alone he can move stealthily at normal pace, and when tracking creatures he learns their exact numbers, sizes, and how long they passed thru the area. Nimbleness. D'Arcy can move through the space of any creature size Medium or larger. Naturally Stealthy. D'Arcy can attempt to hide even when he is obscured only by a Medium-sized creature. Sneak Attack. Once per turn, when D'Arcy hits a creature granting him advantage on his attack, he can deal an extra 17 (5d6) damage to that creature. Alternately, he doesn't need advantage to Sneak Attack so long as he does not have disadvantage and another (non-incapacitated) enemy of the target is within 5 feet of it. Spellcasting. D'Arcy casts spells as a 10th level ranger, albeit with a reduced spell progression and Intelligence as his spellcasting ability (save DC 12, spell attack +5). However, none of his spells seem overtly magical nor do they rely on superstitious components. 1st Level (4 slots): animal friendship, detect poison and disease, hunter's mark, longstrider 2nd Level (3 slots): animal messenger, locate animals or plants, pass without trace Surgical Insights. If D'Arcy vivissects or observes a creature being vivissected for at least 1 minute, he learns two of the following details about the creature: Any resistances, Any vulnerabilities, all the creature's speeds, any special senses, one special biological ability (e.g. identifying poison glands), Armor Class, Current hit points. Walking Disaster. Abilities granting rerolls of dice fail to function within 30 feet of D'Arcy. ACTIONS Two-Weapon Fighting. D'Arcy makes an attack with his main hand (either sword cane, holdout pistol, or a thrown weapon) and an attack with his offhand (either poison dagger or a thrown weapon). Sword Cane. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 7 (1d6+4) slashing damage. Poison Dagger (offhand). Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 14 Constitution save or be poisoned for one hour. While poisoned, all attacks against the target have advantage as they experience distracting hallucinations. Acid Vial (thrown). Ranged weapon attack. Attack: +6 hit, range 40-ft, one target. Hit: 7 (2d6) acid damage. Alchemist's Fire (thrown). Ranged weapon attack. Attack: +6 hit, range 40-ft, one target. Hit: 2 (1d4) fire damage, and target takes 2 (1d4) fire damage at the start of each of their turns until an action is taken to extinguish the flames with a DC 10 Dexterity check. Bola (thrown). Ranged weapon attack. Attack: +6 hit, range 40-ft (no long range penalty), one target. Hit: A Large or smaller creature hit by the bola is knocked prone and restrained. An action or dealing 1 slashing damage to the bola (AC 10) unrestrains the creature. Cloak (thrown). Ranged weapon attack. Attack: +6 hit, range 15-ft (no long range penalty), one target. Hit: A Large or smaller creature hit by the cloak is blinded until taking an action to tear away the cloak or 5 slashing damage is dealt to the cloak (AC 10). Dagger (thrown). Ranged weapon attack. Attack: +6 hit, range 60-ft (no long range penalty), one target. Hit: 6 (1d4+4) piercing damage, or 2 piercing damage with offhand. Holdout Pistol. Ranged weapon attack. Attack: +6 hit, range 20/60-ft, one target, loading. Hit: 9 (1d10+4) piercing damage. BONUS ACTIONS Command Specimens. D'Arcy commands one of his trained tropical specimens to Attack, Dash, Disengage, Dodge, or Help. Quick Throw. D'Arcy makes a thrown weapon attack with his offhand. REACTIONS Uncanny Dodge. When an attacker that D'Arcy can see hits him with an attack, D'Arcy can use his reaction to halve the attack’s damage against him. [img]http://media-cache-ak0.pinimg.com/236x/eb/d4/1a/ebd41a0f719f9273fd50342fd7cac786.jpg[/img] Sir D’Arcy Roderike Hailstone-Millstone is the bastard son of a nearly-defunct noble lineage in Ireland. Sir D’Arcy is a naturalist, a surgeon formerly of great renown, and a gentleman. He is also an outlaw, alleged of having spoken treason against the British Crown, although there is no sign of his having committed any other crime on the soil of Mother England. In France he is even more infamous, wanted on charges of fraud, impersonating a nobleman, and several murders. [/QUOTE]
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