[5e] Spell & Crossbones

Fenris

Adventurer
Yes indeed. I am thinking a playing an old salty, pegged-legged dwarf. Probably Dutch. And yes, as I see him he will be able to be the Gunner, Boatswain AND Carpenter! But yeah, he will be a Gibbs-like character. I am not sure on class yet, but I am leaning towards Ranger. Oh, and I think he will hate monkeys.
 

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Unsung

First Post
[MENTION=51930]fireinthedust[/MENTION], [MENTION=8058]Queenie[/MENTION], [MENTION=23484]Kobold Stew[/MENTION]- Joint co-captains, thrust together by circumstance? All seeking the same prize, but for different reasons, and working together in a not-letting-you-out-of-my-sight kind of way? Like the surgeon-quartermaster-cook, it seems like a trope not unheard of in the genre. No pressure, but could be interesting.
[MENTION=20323]Quickleaf[/MENTION]- I didn't have an idea for a second background at first, other than it had to make him even more of a crusty old sailor than he already was. Now I'm thinking a combination of the Folk Hero and Outlander, reskinned as an Escaped Convict.

Skills: Deception, Survival
Tools: Tinker's tools (or smith's, not sure what would be most appropriate on the sea), dice
Feature: Wanderer, from the Outlander
 

KirayaTiDrekan

Adventurer
In that case, might I suggest an IC vote for captain when we are getting the crew together and what-not.
[MENTION=8058]Queenie[/MENTION], if its cool with you, I think my character would be best suited to being attached to your character, regardless of how the captaincy falls out.
 

Queenie

Queen of Everything
Firstly I regret nothing. Or perhaps I regret everything, including this headache. Apologies for mucking up the thread last night with drunken lunacy. I didn't even think I drank that much but it seems for every decade I lose some of my alcohol tolerance lol.

Secondly, Kira, absolutely we can be attached! It'll be fun. When I am less headachy I will start working on writing up my character. If you have any specifics let me know otherwise I'll use what you wrote in the thread and we can tweak from there. Good?

Thirdly, Unsung, I like your idea! Methinks a lot of hilarious head butting would ensue. :)
 

Kobold Stew

Last Guy in the Airlock
Supporter
John_Hayes_St_Leger_1778.jpg

[sblock=Gentleman Jim Barrington, Fighter (Battle Master) 4]

James Barrington, "Gentleman Jim"
LG Human Fighter
Level 4

Abilities:
STR 12 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 9 (-1)
WIS 13 (+1)
CHA 16 (+3)

Size M
Speed 30
AC 16 (incl. +1 heavy house rule)
Init +3
Hit Points 36

Proficiency bonus: +2
Proficiencies: all armor, shield, simple and martial weapons,
Saves: STR, CON
Skills: Athletics, Persuasion, Deception, Insight, Stealth
Tools: Watercraft, Navigator’s tools, Disguise kit, Forger’s tools
Languages: English, French, Latin*

Attacks:
Rapier, 1d20+5 to hit, 1d8+3 piercing
Pistol, 1d20+7 to hit, 1d10+3 piercing (loading, ammunition) 30/90

Background (trait): Charlatan (false identity)*

Race abilities:
* Variant Human: extra skill, feat, +1 dex/cha (included above)

Class abilities:
* Fighting Style: Archery, +2 with ranged attacks (included above)
* Second Wind: 1/rest, bonus action to regain 1d10+4 hp
* Action Surge: 1/rest, take 1 additional action
* Combat Superiority (4 dice)
-- Pushing Attack: +d8 damage, L or smaller make STR save vs DC 13 or be pushed 15’
-- Menacing Attack: +d8 damage, make WIS save vs DC 13 or be frightened until end of my next turn
-- Disarming Attack: +d8 damage, make STR save vs. DC 13 or be disarmed.

Feats
* Firearms Expert:
-- ignore loading property of firearms
-- no disadvantage when within 5’ on ranged attacks
-- when I attack with a 1HW, use bonus to attack with a loaded pistol
* Ritual Caster (Wizard):
-- Spells in spell book: Tenser's Floating Disk, Alarm, Gentle Repose

Skills
+3 (dex) Acrobatics
+1 (wis) Animal Handling
-1 (int) Arcana
+3 (str) Athletics
+5 (cha) Deception
-1 (int) History
+3 (wis) Insight
+3 (cha) Intimidation
-1 (int) Investigation
+1 (wis) Medicine
-1 (int) Nature
+1 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion
-1 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth
+1 (wis) Survival

Characteristics:
Personality: Trustworthy. I know everyone's secrets.
Ideal: Everything can be explained by reason. Everything.
Bond: (see below)
Flaw: I want to put down the self-important mighty.

Bond: Secret agent
Fortunes:
-- Enlightened (adv. vs. fear and spells; must fail WIS save to benefit from a spell)
-- Shore leave (nav tools above),
-- Wanted (Gaston Sauveterre hunted by the Academie Royale des Sciences, and agents of the French government)

Equipment:

Weight: 35 carried, 40 in backpack, generally in bunk.

*Studded Leather (45gp, 13)
*Rapier (25gp, 2)
*Pistol (10gp, 3)
*Bullets (48) – (1gp, 8)
*Pocketwatch (5gp)
*Traveller's clothes (2gp, 4)
*Signet ring (5gp)
* Trinket: Fashionable leather hat which always seems to find its way back to me with the tide and wind.
* Ritual book, wrapped in oilskin and tied.

Backpack (2gp, 5), containing:
*Forger's kit (15gp, 5)
*Navigator's kit (25gp, 2)
*Disguise kit (25gp, 3)
*Fine clothes (15gp, 6)
*Scroll case (1gp, 1)
*Bedroll (1gp, 7)
*Perfume (5gp)

88 gp, 94 gp in backpack, = 182gp


[* indicates some change or substitution, as per house rules]
[/sblock]
[sblock=backstory]Gaston Emile Sauveterre was born in Rouen, and when he was recruited to work at the Academie Royale des Sciences, his parents were very proud. The Academie Royale brings together the nation’s top arcane minds, and recruits garcons du pays (boys from the countryside) in the belief that they are incapable of understanding the nature of their work. Mostly, that is true. Had Gaston’s name not appeared on one of the scroll fragments he was cleaning up, it is unlikely he would have discovered their larger purpose for his life. Gaston was being groomed as a (mundane) agent for l’Academie. The Academie runs several schools, and their missions are generally successful because of La Divination: with scryers working in conjunction with one of les garcons, their missions (secret surgical strikes at the most influential people of Europe) are consistently successful and ties to the Academie are almost unprovable. The wizards and sorcerers of the Academie are playing a long game. Most of them are elves anyways, so they can afford to do so.

Thomas Milner was born in Greenwich, and apprenticed as a cabin boy. Though not of a naval family, he was dedicated and keen, and (perhaps because of his place of birth) was assigned to the Astronomer Royal himself when the King agreed to send him to witness the Transit of Mercury, which would only be visible in the Caribbean. It was an honour, and Milner – as played by Gaston – was a convincing character who ingratiated himself to the Astronomer. Gaston’s mission was to ensure kill the Astronomer after the observations, and return to Paris with the records, preventing the British Crown from having the information. It would have worked, had the Astronomer Royal not been such a charismatic personality. Through the long overseas voyage, many lengthy conversations won Milner to the cause of the Enlightenment. It was Gaston who then realized the true nature of the Academie, and understood that he could not complete this mission. The Astronomer Royal even invited young Thomas to look at the transit through one of the telescopes they had brought. He was a new man. The voyage completed its observations, and the Astronomer Royal returned to Greenwich, with all his records but without a cabin boy, who was proclaimed lost at sea.

Jim Barrington has served on various ships, and has earned a reputation as a respectful, able worker. He’s been an officer since he was eighteen, and has served as Master Gunner under Ben Hornigold, and Quartermaster under Jayne McChul, captain of the Darkness Comes. He is ambitious and a good sailor, a crack shot, and no one else knows that he is being hunted by the French government and the agents of the Academe Royale des Sciences, who know that Gaston (and Thomas Milner) have betrayed them.

Jim lives in a world of magic, but believes in reason. There is much he needs to explain that science has not quantified or measured. The 18th C is a period of attempts at systemization (the "Age of Wonders") and he has more wonders that need explaining. His Ritual book constitutes his original scientific research into understanding the universe. The 18th C. firmly believed in Aether, the medium by which gravity and electricity was conveyed. Part of what Jim is doing is explaining the workings of Aether and other ineffable substances as best he can. He may be right -- that's really irrelevant. He believes he is right, and that reason will explain what those around him see as the workings of magicians, loas, or petty divinities.

(see also post 280 for some changes)
[/sblock]
 
Last edited:

Queenie

Queen of Everything
[sblock=Fireinthedust's pbp 5e character sheet of coolness +5]








[tr] [td]APPEARANCE[/td] [/tr] [tr] [td]Description[/td] [/tr]



[tr] [td]BACKGROUND[/td] [/tr] [tr] [td]Description[/td] [/tr]











[tr] [td]NAME[/td] [td]GENDER[/td] [td]RACE[/td] [td]BACKGROUND[/td] [td]CLASS[/td] [td]LEVEL[/td] [td]ALIGNMENT[/td] [/tr] [tr] [td]name[/td] [td]male/female[/td] [td]race[/td] [td]background[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [/tr]







[tr] [td]AGE[/td] [td]HEIGHT[/td] [td]WEIGHT[/td] [td]HAIR[/td] [td]EYE COLOR[/td] [td]HANDEDNESS[/td] [td]BODY MARKS[/td] [/tr] [tr] [td]#[/td] [td]6ft average[/td] [td]150lbs maybe?[/td] [td]color[/td] [td]color[/td] [td]Right/Left/Ambidexterous[/td] [td]Tattoos, Scars, peg legs, hook hands, etc.[/td] [/tr]



[tr] [td]ABILITY SCORES[/td] [td]ABILITY MODIFIER[/td] [/tr] [tr] [td]Strength insert number here[/td] [td]+ #[/td] [/tr] [tr] [td]Dexterity insert number here[/td] [td]+ #[/td] [/tr] [tr] [td]Constitution insert number here[/td] [td]+ #[/td] [/tr] [tr] [td]Intelligence insert number here[/td] [td]+ #[/td] [/tr] [tr] [td]Wisdom insert number here[/td] [td]+ #[/td] [/tr] [tr]X [td]Charisma insert number here[/td] [td]+ #[/td] [/tr]





ARMOR (you may want to copy this table for Unarmored, plus if you’re wearing armour as a new base AC. Refer to the sheet when you’re unarmored, wearing your spiffy plate armor, or that slim-fitting stealth-suit you paid gold for)




[tr] [td]ARMOR CLASS[/td] [td]TOTAL[/td] [td]armor or 10[/td] [td]DEX[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [/tr] [tr] [td]armor name[/td] [td]#[/td] [td]probably 10[/td] [td]#[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [/tr]





attacks table. Copy the second one for each weapon you’ve got, obviously.


[tr] [td]WEAPON[/td] [td]MODIFIER[/td] [td]DAMAGE[/td] [td]TYPE[/td] [td]RANGE[/td] [td]SAVES[/td] [td]SPECIAL[/td] [/tr] [tr] [td]name of weapon[/td] [td]#[/td] [td]#d#+#[/td] [td]Piercing/Slashing/Bludgeoning/Energy[/td] [td]range[/td] [td]DC for poison or effects[/td] [td]other details of note[/td][/tr]



Combat Stats
[tr] [td]Hit Dice[/td] [td]Hit Point Max[/td] [td]Current Hit Points[/td] [td]PROFICIENCY BONUS[/td] [td]INITIATIVE[/td] [td]SPEED[/td] [/tr] [tr] [td]#[/td] [td]#[/td] [td]probably 10[/td] [td]#[/td] [td]Misc[/td] [td]Misc[/td] [/tr]





(Saving throw table (yay))
[tr] [td]SAVING THROWS[/td] [td]ABILITY MODIFIER[/td] [td]TOTAL BONUS[/td] [/tr] [tr] [td]STRENGTH[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]DEXTERITY[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]CONSTITUTION[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]INTELLIGENCE[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]WISDOM[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]CHARISMA[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]DEATH[/td] [td]+#[/td] [td]+#[/td] [/tr]



[tr] [td]SKILL PROFICIENCIES[/td] [td]ABILITY MODIFIER[/td] [td]TOTAL BONUS[/td] [/tr] [tr] [td]Athletics[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Acrobatics[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Sleight of Hand[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Stealth[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Arcana[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]History[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Investigation[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Nature[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Religion[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Animal handling[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Insight[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Medicine[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Perception[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Survival[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Deception[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Intimidation[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Performance[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Performance[/td] [td]+#[/td] [td]+#[/td] [/tr] [tr] [td]Persuation[/td] [td]+#[/td] [td]+#[/td] [/tr]



[tr] [td]BACKGROUND[/td] [td]FEATURE[/td] [td]PERSONALITY[/td] [td]IDEAL[/td] [td]BOND[/td] [td]FLAW[/td] [td]SKILLS[/td] [td]TOOLS[/td] [/tr] [tr] [td]tbd[/td] [td]tbd[/td] [td]tbd[/td] [td]tbd[/td] [td]tbd[/td] [td]Misc[/td] [td]Misc[/td] [/tr]







Proficiencies: really just fill in the names here, but you see the various things you are proficient with.


[tr] [td]PROFICIENCIES[/td] [/tr] [tr] [td]LANGUAGES[/td] [/tr] [tr] [td]TOOLS[/td] [/tr] [tr] [td]WEAPONS[/td] [/tr] [td]ARMOR[/td] [/tr] [tr] [td]SPELL FOCUS[/td] [/tr] [td]PROFICIENCIES[/td] [/tr] [tr] [td]LANGUAGES[/td] [/tr] [tr] [td]TOOLS[/td] [/tr] [tr] [td]WEAPONS[/td] [/tr] [td]ARMOR[/td] [/tr] [tr] [td]SPELL FOCUS[/td] [/tr]





CLASS ABILITIES
fill in the blanks. The second “misc” is for things like “uses per day”.


[tr] [td]CLASS ABILITIES[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr]





EQUIPMENT WORN (this is for stuff that’s equipped. Sorry for the video game-style terminology, and obviously it’s assumed to be how items will work in 5e pre-DMG. Misc obviously could be any item, such as Ioun Stones. Edit as needed.


[tr] [td]EQUIPMENT SLOT[/td] [td]ITEM[/td] [td]PROPTERY[/td] [/tr] [tr] [td]HEAD[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MAIN HAND[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]OFF-HAND[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]ARMOR[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]CLOTHING[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]CLOAK[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]NECK[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]GLOVES[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]RIGHT RING[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]LEFT RING[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]BELT[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr]





[tr] [td]TREASURE[/td] [td]number[/td] [/tr] [tr] [td]Gold Coins[/td] [td]number[/td] [/tr] [tr] [td]Silver Coins[/td] [td]number[/td] [/tr] [tr] [td]Copper Coins[/td] [td]number[/td] [/tr] [tr] [td]Platinum Coins[/td] [td]number[/td] [/tr] [tr] [td]Gems[/td] [td]Value[/td] [/tr] [tr] [td]Art Object[/td] [td]Value[/td] [/tr]






ON-HAND EQUIPMENT
(belt pouches, potions, sheaths, boot-knives, quivers of arrows or wands, and other carried items that are “on-hand”, that you can reach in combat with your action or movement)


[tr] [td]ON HAND EQUIPMENT[/td] [/tr] [tr] [td]One[/td] [/tr] [tr] [td]Two[/td] [/tr] [tr] [td]Three[/td] [/tr] [tr] [td]Four[/td] [/tr]





BACKPACK EQUIPMENT
(things in your assumed-to-have backpack. Because you need to put it down and rifle through it to get to these. BTW, copy/paste this if you have a bag of holding, too, even if it’s on your belt: those things are bigger inside than a backpack, so you may not be able to get in and out easily in a fight.)




[tr] [td]BACKPACK ITEMS[/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr]



SPELLS


[tr] [td]SPELL LEVEL[/td] [td]SPELLS KNOWN/PREPARED[/td] [td]SAVE DC[/td] [td]SLOTS[/td] [/tr] [tr] [td]CANTRIPS[/td] [td]Spells[/td] [td]Save DC[/td] [td]total[/td] [/tr] [tr] [td]1st level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]2nd level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]3rd level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]4th level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]5th level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]6th level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]7th level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]8th level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr] [tr] [td]9th level[/td] [td]Spell Names[/td] [td]Slots[/td] [td]Save DC[/td] [/tr]
[/sblock]

It's so purty.

[MENTION=51930]fireinthedust[/MENTION], [MENTION=8058]Queenie[/MENTION], [MENTION=23484]Kobold Stew[/MENTION]- Joint co-captains, thrust together by circumstance? All seeking the same prize, but for different reasons, and working together in a not-letting-you-out-of-my-sight kind of way? Like the surgeon-quartermaster-cook, it seems like a trope not unheard of in the genre. No pressure, but could be interesting.

Ya know, interesting things always happen in those circumstances...
 

Queenie

Queen of Everything
Here's the first pass at my (mostly straight) character.
Honestly, I prefer straight characters myself. Put a strange race together with a strange class and strange things happen. Not all players are suited to make that work. Plus creative players can make a straight character (or any character) awesome.
 

Unsung

First Post
[MENTION=2820]Fenris[/MENTION]- Seems like Gibbs was the Black Pearl's Quartermaster as well as First Mate (and Sailing Master when the ship didn't have a captain), based on the descriptions of the duties. A go-between, popular with the crew, but basically second-in-command to the captain when it came to matters of the ship. If we do go the Three Captains route, could be fun to have the Gibbs archetype as a mediator, too. :D
[MENTION=8058]Queenie[/MENTION]- I like the built-in drama of it, and what piratical adventure could be complete without the characters stumbling all over each other to get the treasure once it's finally in sight?
 


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