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<blockquote data-quote="Quickleaf" data-source="post: 6459747" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">"Blackbeard" Lancelot Blackburne</span></span></p><p><em>Medium humanoid (human), lawful neutral</em></p><p>AC 15 (leather armor, heavy armor house rule)</p><p>HP 91 (14d8+28)</p><p>Speed 30 ft</p><p>Str 13 (+1) Dex 16 (+3) Con 14 (+2) Int 18 (+4) Wis 14 (+2) Cha 16 (+3)</p><p>Skills acrobatics +7, deception +7, history +8, insight +6, intimidate +7, investigation +8, perception +6, persuasion +7, religion +8</p><p>Tools (+4) cartographer's tools, navigator's tools, watercraft, cello</p><p>Saving Throws Dexterity +7, Constitution +6</p><p>Feats firearms expert, keen mind, skilled, tavern brawler</p><p>Senses passive perception 16</p><p>Languages English, Dutch, French, Spanish, Latin, Thieves' Cant</p><p>Challenge 6 (XP 1,800); modified Fighter (battle master) 12</p><p></p><p>ROLEPLAYING</p><p>Bond. Pirate Republic. Blackbeard is dedicated to creating a lasting functional pirate republic in Nassau.</p><p>Ideal. Fairness. Everyone who does their fair share of the work deserves their fair share of the rewards. (Lawful)</p><p>Flaw. When it comes to balancing competing factions, Blackbeard is prone to being too accommodating. Also, he is deathly afraid of ghosts, fiends, and djab.</p><p>Personality Trait. Blackbeard can find common ground between the fiercest enemies, getting them to come together for profit. Also, he can recite the Pirate's Code by heart.</p><p></p><p>FORTUNES</p><p>Code of Honor, Notoriety, Old Salt (maimed throat only allows him to speak in a whisper), Cause (Pirate Republic), Fencing School (The Fence), Magic Trinkets (Enchanted Pistol Brace, ?), Haunted, Obligation (keep Patricia Díaz safe and sheltered), Demonophobia (fear of djab, ghosts, and fiends)</p><p></p><p>TRAITS</p><p>Code of Honor: Blackbeard cannot be charmed to act against his strict code of honor. However, if he ever falters his Fame score is halved until he makes restitution.</p><p>Enclose & Command: When Blackbeard successfuly grapples an opponent he can choose to either deal unarmed damage each round he sustains the grapple, or impose disadvantage on the opponent's attacks as long as they are grappled. </p><p>Fame (8). Blackbeard gains a +4 bonus to Sway checks and any crew he captains increases their quality by one rank.</p><p>Firearms Expert. Blackbeard ignores the loading quality of firearms, and being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attacks.</p><p>Hanging Guardant. At the start of his turn Blackbeard 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>Keen Mind. Blackbeard always knows which way is north, the number of hours till next sunrise or sunset, and can accurately recall anything he has seen or heard within the past month.</p><p>Know Your Enemy. If Blackbeard observes or interacts with another creature for at least 1 minute, he learns if the target is his equal, superior, or inferior in two of the following: Strength score, Dexterity score, Constitution score, Intelligence score, Wisdom score, Charisma score, Armor Class, Current hit points, Total class levels and which classes (if any).</p><p>Maneuvers. Blackbeard has 5d10 superiority dice which he can spend to use certain fencing maneuvers (save DC 15). He regains these superiority dice at the end of a short or long rest.</p><p></p><p>ACTIONS</p><p>Multiattack. Blackbeard makes 3 rapier and/or pistol attacks, and he can use his bonus action to make an unarmed or pistol attack. Thanks to his magical brace of eight pistols, he can draw and stash multiple pistols on his turn.</p><p>Rapier. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 8 (1d8+4) piercing damage.</p><p>Pistol. Ranged weapon attack. Attack: +7 hit, range 30/90-ft, one target, loading. Hit: 8 (1d10+3) piercing damage.</p><p>Unarmed. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 5 (1d4+3) bludgeoning damage, and Blackbeard can attempt to grapple them using Dexterity (Acrobatics).</p><p></p><p>SPECIAL</p><p>Disarming Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and the target must make a DC 15 Strength save or it drops one item of Blackbeard's choice.</p><p>Menacing Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and the target must make a DC 15 Wisdom save or else be frightened of Blackbeard until the end of its next turn.</p><p>Pushing Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and if the target is Large or smaller, it must make a DC 15 Strength save or else be pushed up to 15 feet away from Blackbeard.</p><p>Tripping Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and if the target is Large or smaller, it must make a DC 15 Strength save or fall prone.</p><p></p><p>BONUS ACTIONS</p><p>Commander's Strike (expend 1 superiority die). When using multiattack, Blackbeard can use his bonus action to give up one of this attacks to direct a friendly creature who can see and hear him to strike. That creature immediately uses its reaction to make a weapon attack, and if it hits they add +1d10 damage.</p><p>Cunning Action. Blackbeard can use his bonus action to Dash, Disengage, Hide, or Use an Object.</p><p>Feint (expend 1 superiority die). Blackbeard can use his bonus action to feint a creature within 5 feet, gaining advantage on his next attack, and if it hits he deals an extra +1d10 damage.</p><p>Inspiration. Blackbeard can use his bonus action to inspire a creature within 60 feet with stirring words. Once within the next 10 minutes, the creature can add +1d10 to one ability check, attack roll, or damage roll they make.</p><p></p><p>REACTIONS</p><p>Riposte (expend 1 superiority die). When a creature misses Blackbeard with a melee attack, he can use his reaction to make a melee attack against the creature. If the attack hits, he deals +1d10 damage.</p><p></p><p><img src="http://www.wallpaper4me.com/images/wallpapers/blackbeard-462193.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The 54-year old Blackbeard of 1712 is not Edward Teach, rather another seasoned pirate who keeps his true name hidden: Lancelot Blackburne, who was ordained at Oxford and traveled to the West Indies where he ended up a chaplain aboard a pirate ship. He fell in love with a woman named Patricia Díaz, but was supposed to return to London for an arranged marriage and a church post. Patricia was the sister of a Spanish naval captian who'd been given to Governor Juan de Ribera in marriage; however, she realized the Governor's madness and fled to the Bahamas. Fate seemed to conspire to keep Blackburne and Patricia apart. However, in 1681 it was his luck to encounter a repentant pirate who bore a striking resemblance to Blackburne. This pirate needed a way out. Blackburne taught the man what he needed to serve as his replacement. When the imposter "Lancelot Blackburne" returned to England in 1684, he became Dean of Exeter, and was often noted for his ungentlemanly ways. The real Blackburne, under the pirate pseudonym "Jon Blackbeard", made his new home in Nassau with his love Patricia, the only other person in the Caribbean who knows his secret. After Governor Trott was killed, French and Spanish forces tried to occupy Nassau in 1703; Blackbeard led the push to repel the enemy. Since then he has been attempting to put his education to work establishing a pirate republic in Nassau for the past decade.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6459747, member: 20323"] [color=DarkOrange][size=4]"Blackbeard" Lancelot Blackburne[/size][/color] [i]Medium humanoid (human), lawful neutral[/i] AC 15 (leather armor, heavy armor house rule) HP 91 (14d8+28) Speed 30 ft Str 13 (+1) Dex 16 (+3) Con 14 (+2) Int 18 (+4) Wis 14 (+2) Cha 16 (+3) Skills acrobatics +7, deception +7, history +8, insight +6, intimidate +7, investigation +8, perception +6, persuasion +7, religion +8 Tools (+4) cartographer's tools, navigator's tools, watercraft, cello Saving Throws Dexterity +7, Constitution +6 Feats firearms expert, keen mind, skilled, tavern brawler Senses passive perception 16 Languages English, Dutch, French, Spanish, Latin, Thieves' Cant Challenge 6 (XP 1,800); modified Fighter (battle master) 12 ROLEPLAYING Bond. Pirate Republic. Blackbeard is dedicated to creating a lasting functional pirate republic in Nassau. Ideal. Fairness. Everyone who does their fair share of the work deserves their fair share of the rewards. (Lawful) Flaw. When it comes to balancing competing factions, Blackbeard is prone to being too accommodating. Also, he is deathly afraid of ghosts, fiends, and djab. Personality Trait. Blackbeard can find common ground between the fiercest enemies, getting them to come together for profit. Also, he can recite the Pirate's Code by heart. FORTUNES Code of Honor, Notoriety, Old Salt (maimed throat only allows him to speak in a whisper), Cause (Pirate Republic), Fencing School (The Fence), Magic Trinkets (Enchanted Pistol Brace, ?), Haunted, Obligation (keep Patricia Díaz safe and sheltered), Demonophobia (fear of djab, ghosts, and fiends) TRAITS Code of Honor: Blackbeard cannot be charmed to act against his strict code of honor. However, if he ever falters his Fame score is halved until he makes restitution. Enclose & Command: When Blackbeard successfuly grapples an opponent he can choose to either deal unarmed damage each round he sustains the grapple, or impose disadvantage on the opponent's attacks as long as they are grappled. Fame (8). Blackbeard gains a +4 bonus to Sway checks and any crew he captains increases their quality by one rank. Firearms Expert. Blackbeard ignores the loading quality of firearms, and being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attacks. Hanging Guardant. At the start of his turn Blackbeard 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. Keen Mind. Blackbeard always knows which way is north, the number of hours till next sunrise or sunset, and can accurately recall anything he has seen or heard within the past month. Know Your Enemy. If Blackbeard observes or interacts with another creature for at least 1 minute, he learns if the target is his equal, superior, or inferior in two of the following: Strength score, Dexterity score, Constitution score, Intelligence score, Wisdom score, Charisma score, Armor Class, Current hit points, Total class levels and which classes (if any). Maneuvers. Blackbeard has 5d10 superiority dice which he can spend to use certain fencing maneuvers (save DC 15). He regains these superiority dice at the end of a short or long rest. ACTIONS Multiattack. Blackbeard makes 3 rapier and/or pistol attacks, and he can use his bonus action to make an unarmed or pistol attack. Thanks to his magical brace of eight pistols, he can draw and stash multiple pistols on his turn. Rapier. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 8 (1d8+4) piercing damage. Pistol. Ranged weapon attack. Attack: +7 hit, range 30/90-ft, one target, loading. Hit: 8 (1d10+3) piercing damage. Unarmed. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 5 (1d4+3) bludgeoning damage, and Blackbeard can attempt to grapple them using Dexterity (Acrobatics). SPECIAL Disarming Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and the target must make a DC 15 Strength save or it drops one item of Blackbeard's choice. Menacing Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and the target must make a DC 15 Wisdom save or else be frightened of Blackbeard until the end of its next turn. Pushing Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and if the target is Large or smaller, it must make a DC 15 Strength save or else be pushed up to 15 feet away from Blackbeard. Tripping Attack (expend 1 superiority die). When Blackbeard hits a creature with a weapon attack, he can add an extra +1d10 damage and if the target is Large or smaller, it must make a DC 15 Strength save or fall prone. BONUS ACTIONS Commander's Strike (expend 1 superiority die). When using multiattack, Blackbeard can use his bonus action to give up one of this attacks to direct a friendly creature who can see and hear him to strike. That creature immediately uses its reaction to make a weapon attack, and if it hits they add +1d10 damage. Cunning Action. Blackbeard can use his bonus action to Dash, Disengage, Hide, or Use an Object. Feint (expend 1 superiority die). Blackbeard can use his bonus action to feint a creature within 5 feet, gaining advantage on his next attack, and if it hits he deals an extra +1d10 damage. Inspiration. Blackbeard can use his bonus action to inspire a creature within 60 feet with stirring words. Once within the next 10 minutes, the creature can add +1d10 to one ability check, attack roll, or damage roll they make. REACTIONS Riposte (expend 1 superiority die). When a creature misses Blackbeard with a melee attack, he can use his reaction to make a melee attack against the creature. If the attack hits, he deals +1d10 damage. [img]http://www.wallpaper4me.com/images/wallpapers/blackbeard-462193.jpeg[/img] The 54-year old Blackbeard of 1712 is not Edward Teach, rather another seasoned pirate who keeps his true name hidden: Lancelot Blackburne, who was ordained at Oxford and traveled to the West Indies where he ended up a chaplain aboard a pirate ship. He fell in love with a woman named Patricia Díaz, but was supposed to return to London for an arranged marriage and a church post. Patricia was the sister of a Spanish naval captian who'd been given to Governor Juan de Ribera in marriage; however, she realized the Governor's madness and fled to the Bahamas. Fate seemed to conspire to keep Blackburne and Patricia apart. However, in 1681 it was his luck to encounter a repentant pirate who bore a striking resemblance to Blackburne. This pirate needed a way out. Blackburne taught the man what he needed to serve as his replacement. When the imposter "Lancelot Blackburne" returned to England in 1684, he became Dean of Exeter, and was often noted for his ungentlemanly ways. The real Blackburne, under the pirate pseudonym "Jon Blackbeard", made his new home in Nassau with his love Patricia, the only other person in the Caribbean who knows his secret. After Governor Trott was killed, French and Spanish forces tried to occupy Nassau in 1703; Blackbeard led the push to repel the enemy. Since then he has been attempting to put his education to work establishing a pirate republic in Nassau for the past decade. [/QUOTE]
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