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PotC: Davy Jones


After reading the Seaclaimed Template, I decided to make up my own version of Davy Jones based on it while keeping as faithful to the movie as the rules allow.

Davy Jones, Captain of the Flying Dutchman
Medium Seaclaimed Humanoid, Aquatic [Cursed Augmented Human]
Sea Ranger 4/ Dread Pirate 8
Hit Dice: 12d8+48 (102 hp)
Initiative: -1
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +12/+12
Attack: Claw +18 melee (1d8+5) and +2 rapier of puncturing+ 20/+15/+10 melee (1d6+7/18-20x2)
Full Attack: Claw +18 melee (1d8+5) and +2 rapier of puncturing +20/+15/+10 melee (1d6+7/18-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: 2d6 Sneak Attack; deliver the black mark, spell-like abilities, spells
Special Qualities: Acrobatic charge, amphibious, animal companion, combat style (two-weapon), cursed, darkvision 60 ft., favored enemy, fearsome reputation, seamanship, skill mastery, wild empathy
Saves: Fort +9 , Ref +9, Will +5
Abilities: Str 17 (+3), Dex 8 (-1) Con 18 (+4), Int 14 (+2), Wis 15 (+2), Cha 22 (+6)
Skills: Appraise (8), Balance (7), Bluff (14), Climb (5) (Disable Devise (6) Diplomacy (13) , Handle Animal (Kraken) (14), Intimidate (17), Knowledge (Geography) (10), Perform (pipe organ) (14), Profession (Sailor)(18), Search (10), Sleight of Hand (7), Sense Motive (10), Swim (19) , Use Rope (5)
Feats: Endurance (B), Leadership, Power Attack, Quickdraw, Track(B), Two-Weapon Fighting (B), Weapon Finesse; Weapon Focus (rapier), Weapon Focus (claw)
Environment: Aquatic
Organization: Solitary (unique) or with crew ( 2d12 seaclaimed creatures) and kraken
Challenge Rating: 13
Treasure: Double standard plus the Flying Dutchman
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment:

Do you fear death?

Life is cruel. Why should the afterlife be any different?

"Let no joyful voice be heard! Let no man look up at the sky with hope! And let this day be cursed by we who ready to wake... the Kraken!"

Background: movie spoilers included...

Davy Jones was a pirate who made the mistake of falling in love with the capricious goddess, Calypso. She gave him a ship, the Flying Dutchman, and charged him with the duty of ferrying the lost souls of seamen to the Other Side. In return, she promised to meet him for one day after 10 years.

After ten years of faithful service, Davy Jones went to meet Calypso but she neglected to keep her word. Enraged and heartbroken, Davy Jones assembled the First Pirate Brethren to imprison Calypso in human form. Afterwards, he ripped his heart out and buried it in the Dead Man’s Chest. Treat this as a a variant of the hide life spell from Tome and Blood.

After neglecting his duty to the damned, he and his crew were cursed and transformed into a hideous amalgamation of human and sea creature forms. Jones and his crew acquired the Seaclaimed Template.

The Curse

• As part of his curse, Davy Jones gained a cephalopod-like head with wriggling tentacles as beard, which he could manipulate as fingers. For example, he could use them to play the pipe organ. However, he cannot wield a weapon with them. Tentacles that are cut from his body can act independently for 1d6 rounds. This causes him obvious pain but doesn't affect his hit points.

• He has a claw for a left arm, a long tentacle in place of the index finger on his right hand and the right leg of a crab (resembling a peg leg) which hampers his mobility, lowering his Dexterity to 8 but giving him an additional +1 bonus to AC (in addition to the normal +1 bonus awarded by the seaclaimed template).

• He has Darkvision 60 feet.

• Davy Jones cannot die until another Captain of the Flying Dutchman takes his place though he can be injured. If he is taken to -9 hit points (or more), he and his ship disappear into a maelstrom and reappear 1d4 days later as the ghostly ship bursts from under the water. He and his crew reappear with full hit points.

• Davy Jones is sea bound for eternity and may only touch land for one day every ten years.

• Either Davy Jones or a member of his can deliver the Black Spot. However, only Davy Jones can remove it. [See details below].

• He has mastery over the seas by controlling the kraken. [See details below]

• He can teleport to where someone is spying or scrying on him as long as this doesn't violate the curse's other restriction that he cannot go on land.

• Davy Jones is still charged with delivering the souls of those lost at sea to the Other Side [i.e. World's End]. He will sometimes gamble for souls of the living. Those who lose become part of his crew and immediately gain the seaclaimed template. Anyone to tries escape this fate is marked with the Black Spot signifying that the debt is due.

Davy Jones speaks Common and Aquatic.


Davy Jones is generally the last one to show up for a fight, preferring to send either his crewmen or the kraken to do his bidding. If engaged in a personal fight, Davy Jones relies on his sneak attack. If forced into open combat, he attacks his opponents with his claw and rapier.

Acrobatic Charge (Ex): As a Dread Pirate, Davy Jones can charge over difficult terrain (including aquatic terrain) that normally slows movement or allies blocking his path.

Amphibious (Ex): As a seaclaimed creature, Davy Jones can breathe air and water equally well.

Animal Companion (Ex): As a ranger with the following exception: Davy Jones was given the Kraken as part of his curse and eschews any other animal companions.

Combat Style (Ex): As a ranger, Davy Jones pursued the combat style of two-weapon combat. He is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Darkvision (Ex): As part of the curse, Davy Jones has acquired Darkvision out to 60 feet.

Deliver the Black Spot (Su): By making a touch attack against someone who has attempted to escape a bargain with Davy Jones, a seaclaimed creature may place a sickly black spot on the target's right hand. All sailors who see the black spot have their attitude towards that marked one have their attitude shifted one category away toward hostile, and Davy Jones and all who serve him receive a +2 morale bonus to attack and damage rolls against the one with the black spot. The mark persists as long as Davy Jones pursues the marked one. A seaclaimed creature may deliver the black spot only on Davy Jones' direct orders. Only Davy Jones may remove a the black spot from a victim.

Endurance: As a ranger, Davy Jones gains Endurance as a bonus feat at 3rd level.

Favored Enemy (Ex): As a ranger, Davy Jones’ favored enemy is Humanoid (Human).

Fearsome Reputation (Ex): As a dread pirate, Davy Jones has developed a reputation on the high seas. As a dread pirate, he gains +4 to Intimidate checks. His actual activities or alignment need not match his reputation. He is never in disguise.

Immortality (Su): Due to his curse, Davy Jones is immortal and cannot die from natural causes. He can only be killed when someone takes his place as Captain of the Flying Dutchman.

Mastery of Sea (Su): Due to his curse, Davy Jones has been granted Handle Animal (Kraken) as a class skill. Contacting the kraken takes 1d6 rounds after the Kraken Hammer on the ship is rung. As part of his curse, Davy Jones may command the Kraken to attack an enemy ship and devour its occupants as per the spell.

Natural Armor Bonus (Ex): As part of his seaclaimed template, Davy Jones acquired +2 to his natural bonus (one from the template and another from receiving a claw arm and a crab leg).

Seamanship (Ex): As a dread pirate, Davy Jones adds his class level as an insight bonus to all Profession (sailor) checks. Allies within sight or hearing of him add an insight bonus equal to half this number on their Profession (sailor) checks.

Skill Mastery: As a dread pirate, Davy Jones may take 10 on Balance, Climb, Jump and Tumble, even when stressed.

Sneak Attack (Ex): As a dread pirate, Davy Jones deals an extra 2d6 points of damage when flanking an opponent or any time a target would be denied its Dexterity bonus.

Spell-like Abilities: At Will—Davy Jones can command the Kraken to destroy enemy ships and devour individual foes and he can teleport to where someone is spying on him or scrying on him [as long as he remains on the water].

Spells: Although Davy Jones has access to spells as a 4th-level ranger, he generally relies on his fighting skills and on the skill of his crew and the kraken. However, he could cast one first-level spell and one second-level spell.

Steady Stance (Ex): As a dread pirate, Davy Jones remains stable on his feet when others have difficulty walking. He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.

Wild Empathy (Ex): As a ranger, Davy Jones can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Skills: Davy Jones has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can move through water at its Swim speed without making swim checks. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

Treasure: Dead Man’s Chest [holds his beating heart] which he keeps buried on Isla Cruses. The lock changes from that of a heart [when closed] to that of a crab [when open]. He carries the iron key to the chest at all times. Anyone other than Davy Jones who controls the chest can direct Jones' actions. While Jones cannot directly disobey anyone who holds the chest, he can attempt to subvert any orders given.

He has a musical golden crab locket, which matches that of Tia Dalma [Calypso in human form]. In addition, he has an ivory set of liar’s dice, which he uses to gamble for men’s souls. The dice are lucky gambler's dice and give him a +2 bonus to win at gambling games.

Davy Jones’ most remarkable treasure is the Flying Dutchman. This ghostly ship is used to ferry the unfortunate souls of those lost at sea to the other side. Jones is bound to the ship until he can find someone willing to take his place. The ship can sail both above and below the water and is well armed. It also contains the Kraken Hammer used to summon the kraken.

Here are a few of my notes:

I based this version of Davy Jones on Shade's Seaclaimed Template which you can find here: http://www.enworld.org/showthread.php?t=168181.

Davy Jones started with elite stats, which were bumped up by his level, and additional points were a gift from Calypso. Calypso also gave Davy Jones the Flying Dutchman ship. I had considered giving him rogue skills initially but reconsidered and feel that he makes a better sea ranger. Also, this explains his change of heart (literally and figuratively as he was so embittered by Calypso's betrayal) as his alignment has shifted from lawful to chaotic. Although he honors the "Pirate Code," obviously he took it to mean “guidelines.” Davy Jones manages to find and exploit every loophole he can.

Davy Jones feats are not given out randomly. Quick Draw and Weapon Finesse were necessary for him to qualify as a dread pirate. He has bonus feats from being a Ranger and Dread Pirate along with his bonus feats and skill points for being Human (he qualified for that originally).

The sea ranger base class is from Stormwrack (page 51). This simply allows Davy Jones to follow a trail across streams and underwater.

The Dread Pirate Prestige Class is from Complete Adventurer pages 41and 42.

Hide Life is a spell from Tome and Blood page 91.

Davy Jones could have been statted as a quasi-deity with divine rank 0, but I didn't think he deserved DR 10/epic.

If I've missed anything, please let me know.

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