Quickleaf
Legend
EDIT: I've added the "Crew Roster" rules to the first page. A bit crunchy, but you're going to have fun assembling your crew. I guarantee it!
[SBLOCK=Crew Roster]
The Coral Curse Crew Roster
Quality:
Number:
Morale:
AC:
Hit Points:
Melee Attack:
Ranged Attack:
Speed Modifier:
Seamanship:
Passive Perception:
Cannon Reload:
Sail Change:
Special:
----------------
Quality: A crew's quality - rabble, poor, average, seasoned, or expert - is of utmost importance, influencing many factors such as morale, how fast they can push a vessel, how quickly they reload cannons and change the sails, and their seamanship proficiency.
Rabble are mostly Cannon Fodder.
Poor crew are a mix of Sailors and Cannon Fodder, with a few Old Salts.
Average crew are mostly Sailors with some Old Salts, and a few Buccaneers, Midshipmen, and/or Pirates.
Seasoned crew are an equal mix of Sailors, Old Salts, Buccaneers, Midshipmen, and/or Pirates.
Expert crew are mostly Buccaneers, Midshipmen, and/or Pirates.
Certain factors can also influence a crew's quality as shown below.
CREW QUALITY ADJUSTMENTS
Number: The number of hands making a full crew complement.
Morale: Morale is an all-around saving throw bonus, regardless of the save called for.
AC: Armor Class.
Hit Points: A summation of the hit points of all crew members. Act as hit points as normal, except they don't completely heal back during a long rest; instead they return at the rate of 1 per day (or more with an able ship's surgeon). However, there are four threshold values at 75% HP, 50% HP, 25% HP and 0 HP which a crew cannot heal beyond without recruiting new members (as some have been killed in action).
Melee Attack: The melee attack for most crew members.
Ranged Attack: The ranged attack for most crew members.
Speed Modifier: Adjust the ship's current speed by this amount.
Seamanship: The proficiency check crew members use when performing ship-related tasks.
Passive Perception: When crew members mans the lookout, use their passive perception for determining sighting distance and identification of ships.
Cannon Reload: How many rounds it takes the crew to reload a cannon.
Sail Change: How many rounds it takes the crew to adjust, add, or subtract canvas to change the sail state. There are six sail states: No Sail, Minimum Sail, Fighting Sail, Plain Sail, Full Sail, and Extra Sail.
Special: If the crew has any special traits, they go here.
[/SBLOCK]
Note [MENTION=8058]Queenie[/MENTION] that Katarina's Fame 5 improves crew quality one rank if she is captain. I also would allow [MENTION=23484]Kobold Stew[/MENTION] Gentleman Jim to use Inspiring Leader, trading giving crew 42 temporary HP for increasing their crew quality one rank if he is captain.
Not to put fuel on the vying for captaincy.
Yeah, he says it's cool. Skin the baboon. Oh wait, I mean re-skin the baboon as a little monkey.
So Rogue 1 / Wizard 3? What arcane tradition? I'd think either Conjuration or Transmutation would fit best...with the mending cantrip for sure.
Might also explain how he got those keys onto the dog collar in San Juan prison - Mage Hand? Find Familiar (it's the dog!)? Sleep (nightie nightie pooch)? Unseen Servant? Animal messenger (borrowed from Druid)? Alter Self (into someone whose scent it recognized)? Suggestion (here boy)?
Btw, which forum do I post a Rogue's Gallery for your PCs? Or could you start one up?
[SBLOCK=Crew Roster]
The Coral Curse Crew Roster
Quality:
Number:
Morale:
AC:
Hit Points:
Melee Attack:
Ranged Attack:
Speed Modifier:
Seamanship:
Passive Perception:
Cannon Reload:
Sail Change:
Special:
----------------
Quality: A crew's quality - rabble, poor, average, seasoned, or expert - is of utmost importance, influencing many factors such as morale, how fast they can push a vessel, how quickly they reload cannons and change the sails, and their seamanship proficiency.
Rabble are mostly Cannon Fodder.
Poor crew are a mix of Sailors and Cannon Fodder, with a few Old Salts.
Average crew are mostly Sailors with some Old Salts, and a few Buccaneers, Midshipmen, and/or Pirates.
Seasoned crew are an equal mix of Sailors, Old Salts, Buccaneers, Midshipmen, and/or Pirates.
Expert crew are mostly Buccaneers, Midshipmen, and/or Pirates.
Quality | Morale | Speed | Seamanship | Cannon Reload | Sail Change |
Rabble | -2 | -3 knots | +0 | 30 rounds | 20 rounds |
Poor | -1 | -2 knots | +1 | 24 rounds | 15 rounds |
Average | No modifier | No modifier | +2 | 20 rounds | 10 rounds |
Seasoned | +1 | +2 knots | +3 | 16 rounds | 6 rounds |
Expert | +2 | +3 knots | +4 | 12 rounds | 3 rounds |
Certain factors can also influence a crew's quality as shown below.
CREW QUALITY ADJUSTMENTS
- Captain has 15 Fame - increase quality by two ranks (replacing Fame 5).
- Captain has 5 Fame - increase quality one rank.
- Firm discipline - increase quality by one rank.
- Lax or brutal discipline - decrease quality by one rank.
- A Jonah is aboard - decrease quality by one rank.
Number: The number of hands making a full crew complement.
Morale: Morale is an all-around saving throw bonus, regardless of the save called for.
AC: Armor Class.
Hit Points: A summation of the hit points of all crew members. Act as hit points as normal, except they don't completely heal back during a long rest; instead they return at the rate of 1 per day (or more with an able ship's surgeon). However, there are four threshold values at 75% HP, 50% HP, 25% HP and 0 HP which a crew cannot heal beyond without recruiting new members (as some have been killed in action).
Melee Attack: The melee attack for most crew members.
Ranged Attack: The ranged attack for most crew members.
Speed Modifier: Adjust the ship's current speed by this amount.
Seamanship: The proficiency check crew members use when performing ship-related tasks.
Passive Perception: When crew members mans the lookout, use their passive perception for determining sighting distance and identification of ships.
Cannon Reload: How many rounds it takes the crew to reload a cannon.
Sail Change: How many rounds it takes the crew to adjust, add, or subtract canvas to change the sail state. There are six sail states: No Sail, Minimum Sail, Fighting Sail, Plain Sail, Full Sail, and Extra Sail.
Special: If the crew has any special traits, they go here.
[/SBLOCK]
Note [MENTION=8058]Queenie[/MENTION] that Katarina's Fame 5 improves crew quality one rank if she is captain. I also would allow [MENTION=23484]Kobold Stew[/MENTION] Gentleman Jim to use Inspiring Leader, trading giving crew 42 temporary HP for increasing their crew quality one rank if he is captain.

You guys are just partying it up! Allow me to confer with my illustrious co-DM *turns toward zombie monkey ninja pirate*Hello people! Now that I am home from another fancy schmancy party, I have a question! About my little monkey. I know we said we would be using baboon stats does that mean the monkey is a baboon? Or is that just easier? Because, I think baboons are pretty big so Kat would need a very large shoulder. And instead of teeny tiny pants and hat they might be more just small size.
Yeah, he says it's cool. Skin the baboon. Oh wait, I mean re-skin the baboon as a little monkey.

Huh, you know what you're right it would fit his background better! It is a BIG change, but I'm confident you can still pull off Boatswain / Carpenter duties as a wizard. So go for it![MENTION=20323]Quickleaf[/MENTION],
I had been talking to Queenie and she brought up an interesting point. She said why ranger? And after thinking about it, I said you know I really don't know. I think I had an initial thought of it, but it wandered away at some point. SOoooooo. A small request, well ok, not so small. I want to change Old Zef's class to wizard. But none of his bonds, flaws, fortunes or any of his background would change. It actually makes more sense in light of his backstory, with his Dad making the bellows, and he knowing how to use them. But mechanics would change, but not the character. What are your thoughts on this? I can have the sheet done by tomorrow no problem. We had a long car ride where we discussed this and I feel like wizard fits his backstory better. (I know weird, changing the class to fit the backstory rather than the other way around).
So Rogue 1 / Wizard 3? What arcane tradition? I'd think either Conjuration or Transmutation would fit best...with the mending cantrip for sure.
Might also explain how he got those keys onto the dog collar in San Juan prison - Mage Hand? Find Familiar (it's the dog!)? Sleep (nightie nightie pooch)? Unseen Servant? Animal messenger (borrowed from Druid)? Alter Self (into someone whose scent it recognized)? Suggestion (here boy)?

Btw, which forum do I post a Rogue's Gallery for your PCs? Or could you start one up?
Hmm. You can guesstimate or you can save it for after the Captain Vote-Off. Yes, I'm anticipating that will be a thing.Also, I need to work on my schedule and since the Gentleman and the Lady will be sort of sharing the Captaincy and the First Matey position, how should I write up my schedule? One schedule of each position or just one position overall?
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