Quickleaf
Legend
Hmm, should it technically be a Pirate's Gallery?
Feel free to post your finished characters in here folks. I can drop hyperlink "table of contents" on this page too as I did in the other thread.
[SBLOCK=NPC Henchmen]
Badouin, Mughal Polymath
Medium humanoid (human)
AC 14 ( unarmored defense)
HP 27 (5d8+5)
Speed 30 ft
Str 8 (-1) Dex 14 (+2) Con 12 (+1) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)
Skills Arcana +5, History +5, Investigation +5, Medicine +4, Nature +5, Religion +5
Senses passive perception 12
Languages English, Chinese, Dutch, French, Hindi, Latin, Persian, Portuguese, Spanish, Tamil
Challenge 1/2 (XP 100)
TRAITS
Cipher. Badouin can create written ciphers (Intelligence DC 19 to decipher his codes for the uninitiated).
Mughal Gunner: Badouin gains +2 to hit with firearm and cannon attacks, and once per turn he deals +1d8 damage with such weapons.
Researcher: If Badouin doesn't know a piece of lore, he often knows where to look to find it, such as a library, scriptorium, a contact at a particular port, a holy man, or other learned person of the time. Half the time it is around the world in India, however.
ACTIONS
Martial Arts. Badouin makes two unarmed attacks (which deal d4 damage) with Dexterity.
Unarmed. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) bludgeoning damage.
Long Musket. Ranged weapon attack. Attack: +6 hit, range 50/150 ft, one target, loading, can't be used while adjacent to target. Hit: 13 (1d12+1d8+2) piercing damage.
Badouin, whose Tamil name is Bharanishri Wappara, is the ship's purser (accountant) and appointed representative of financier Claude du Tourbillon. He is a vivacious man who, despite his keen intellect and the excruciatingly detailed accounts he keeps, possesses a certain joi de vìvre. He calls everyone "nanpar" (Tamil for "friend"). It is clear from one minute with the man that he loves life at sea. Badouin is something of a polymath, able to shine once he left the Mughal Navy. He knows the prices for just about everything traded in the Caribbean and beyond, can always be counted on for an interesting philosophical discussion, is familiar with cryptography, a crack shot with a musket, skilled in the unarmed techniques of kalaripayatt, and speaks ten languages (all with a thick Tamil accent). Though he tries to learn pirate pidgin (aka Thieves Cant) he comically falls flat on his face with every attempt.
[/SBLOCK]
[SBLOCK=Magic Items]
Agwé's Brass Nave
Wondrous item, very rare
This weathered teak wood center section (nave or hub) of a broken ship's wheel is capped with brass carved with the veve symbol (a boat with sails) of Agwé, the Master of the Sea and Loa of Tides. Some Voodoo practitioners believe it comes from the ship Immamou on which Agwé carries the dead to the afterlife. The brass nave serves as an arcane focus, druidic focus, and holy symbol for spells related to the sea. It has three powers depending on which ritual and command words are used:
Andalusian Corsé de Gracia
Armor (clothing), uncommon
A dark leather corset with black silk ties and invisible seamless mithril boning, this garment is luxuriously comfortable to wear and represents the height of Spanish fashion. Moreover, it has been enchanted by Andalusian mages with the grace of a swan and the convenience of a command word to cause the corset to lace up or untie when spoken by you. For a pirate to have such a corset...well, clearly it was stolen from a Spanish noblewoman! Perfectly flattering your bosom, the corset grants you advantage on Charisma checks involving seduction. Additionally, when you squeeze thru a tight space the corset cinches tighter, allowing you to function effectively despite the squeeze; you don't suffer disadvantage to your attack rolls or Dexterity saves when squeezing, nor do enemies gain advantage on their attacks against you (though you still must spend 1 extra foot of movement per foot squeezed).
Blackheart's Scope
Wondrous item, rare
This exquisite black and silver spyglass is the only possession of her father that Katarina has, which he taught her how to use ever since she gained her sea legs. Far more complex than an ordinary spyglass, it has a series of silver rings which, if turned in the right manner, alter the magnification between one of three modes. The first is as a regular spyglass, while the other modes require a dram of blood (1 hit point) be poured into a small hole in the scope to power the magic for 1 minute.
Coat of Deeppockets
Armor (leather), rare
This longcoat may have once been stolen from a naturalist but has been patched so many times it has taken on a patchwork raggedy appearance. Despite this, it has seemingly innumerable pockets and hidden pouches. In addition to functioning as leather armor it also functions similarly to a bag of holding (though it can only hold small things). Additionally, it allows you to stow or draw one extra small item per turn, thanks to its easily accessible pockets, and grants you advantage on Sleight of Hand checks to hide things on your person. Finally, once per week you can draw a random trinket from the coat; this functions even if it has been "completely" emptied.
Drowned Slaves Bottle
Wondrous item, very rare
This heavy glass bottle appears to hold a simple model ship of a Spanish slave galleon. However, at night it changes to a wind battered vessel cresting tumultuous swells amidst a dark and stormy sea; one can almost hear the cries of the doomed slaves. By uttering a magical tongue-twister at night and uncorking the bottle while at sea, you roll the bones (2d6) and consult the table below.
2: Summon the Mare Tenebraurum (see Sea Encounters - Special Encounters). Sailors hold many superstitions about the Atlantic. The most terrifying of these, spoken in hushed whispers by bokors and old salts, is the Mare Tenebraurum, a literal sea of darkness. Some say it leads doomed ships down to Davey Jones Locker, others that it is a gateway to hell itself, and still others that it is an elemental that existed since men began crossing the Atlantic.
3: All creatures within 20 feet of the bottle become ethereal as per the etherealness spell lasting for 1d8 hours. During this time ethereal creatures can perceive and interact with an ethereal ship of slaves.
4: Ocean water around the ship becomes murky and black in a 5 mile radius. Also, unbeknownst to you, either you release a poltergeist (specter) or suffer the Haunted ill fortune until resolving the unfinished business of a restless slave's soul.
5: Summon 1d4 shadows and cast darkness centered on the bottle. Take 9 (2d6+2) necrotic damage and reduce your Strength by 1d4 until finishing a short or long rest.
6-7: Summon a ghost whose primary language is West African. All bright light within 60 feet becomes dim light while ghost is summoned.
8-9: Cast sleet storm centered on the bottle, and increase sea and wind states in a 5 mile radius as randomly determined by the DM.
10: Cast fear in a 30-foot cone from the bottle.
11: Summon 3d4 shadows and cast darkness centered on the bottle.
12: Summon the djab Six Thousand Men (see The Buccaneer's Bestiary).
Hélène Leblanc's Engagement Ring
Ring, rare (requires attunement)
When Blaise fled his arranged engagement to Hélène Leblanc, he left an idealistic woman who, even if she did not love him yet, believed they one day could be happy. A woman of great devotion, Hélène prayed everyday for his safety at sea, imbuing her fervent prayers into a gold and silver engagement band for her fiancee. Even when she discovered Blaise's intention to flee, Hélène secreted the ring into his traveling bags with a note declaring that she would redeem his lost soul. Five years later, and Blaise does not know what became of the woman he jilted.
The ring grants Blaise immunity to all forms of possession. Additionally, when a creature attempts to possess him, Blaise can choose to momentarily lower his guard, allowing him to make an opposed Charisma check in an attempt to gain insight into the creature. If he succeeds, he learns the creature's name, type, alignment, and one other detail at the DM's discretion (usually about how its possession powers work). If he fails, Blaise takes 3 (1d6) psychic damage for each level or Hit Die the creature has greater than his own level (minimum 1d6 damage).
Curse of Fidelity. Blaise cannot remove the ring and any oath he swears functions as per the geas spell, with the same consequences for reneging on his oath. Abandoning his marriage doesn't count, for story reasons.
Libeté’s Votive Buckler
Armor (buckler shield), uncommon
Emblazoned with the symbol of Libeté, this metal buckler shield sports a flared edge and the inner face is engraved with Blaise’s oath to Libeté. It can be worn either on the sword hand or the free hand. When worn on the freehand it grants +1 AC and can be used to attack for 1d6 bludgeoning damage as an action. When worn on the sword hand it grants you advantage on checks/saves to avoid being disarmed (or disadvantage on checks to disarm you).
In addition, when wielding the votive buckler, a cleric or paladin can use Channel Divinity thus:
Libeté’s Touch: As an action, you can strike shackles, manacles, or other metal bindings, and those bindings - along with any that are attached or of the same construction within 30 feet - are sundered and fall free.
Mama Caille's Recipe Book
Wondrous item, uncommon
Disguised as a common pirate recipe book for salmagundi and grog, this book is actually a Voodoo text describing the Great Caille Ceremony, a form of ritual feast for the Loa, complete with the choice offerings for each Loa. The Great Caile Ceremony is used to gain new spells (even those from outside your class list) from a Loa, and is performed during a short rest wherein you set out a feast of the Loa's favored foods as a sacrifice; afterward, you make a Charisma check (with your proficiency bonus for a good offering) to determine how the Loa responds. This "recipe book" grants you advantage on that Charisma check.
[/SBLOCK]
Feel free to post your finished characters in here folks. I can drop hyperlink "table of contents" on this page too as I did in the other thread.
[SBLOCK=NPC Henchmen]
Badouin, Mughal Polymath
Medium humanoid (human)
AC 14 ( unarmored defense)
HP 27 (5d8+5)
Speed 30 ft
Str 8 (-1) Dex 14 (+2) Con 12 (+1) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)
Skills Arcana +5, History +5, Investigation +5, Medicine +4, Nature +5, Religion +5
Senses passive perception 12
Languages English, Chinese, Dutch, French, Hindi, Latin, Persian, Portuguese, Spanish, Tamil
Challenge 1/2 (XP 100)
TRAITS
Cipher. Badouin can create written ciphers (Intelligence DC 19 to decipher his codes for the uninitiated).
Mughal Gunner: Badouin gains +2 to hit with firearm and cannon attacks, and once per turn he deals +1d8 damage with such weapons.
Researcher: If Badouin doesn't know a piece of lore, he often knows where to look to find it, such as a library, scriptorium, a contact at a particular port, a holy man, or other learned person of the time. Half the time it is around the world in India, however.
ACTIONS
Martial Arts. Badouin makes two unarmed attacks (which deal d4 damage) with Dexterity.
Unarmed. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 4 (1d4+2) bludgeoning damage.
Long Musket. Ranged weapon attack. Attack: +6 hit, range 50/150 ft, one target, loading, can't be used while adjacent to target. Hit: 13 (1d12+1d8+2) piercing damage.
Badouin, whose Tamil name is Bharanishri Wappara, is the ship's purser (accountant) and appointed representative of financier Claude du Tourbillon. He is a vivacious man who, despite his keen intellect and the excruciatingly detailed accounts he keeps, possesses a certain joi de vìvre. He calls everyone "nanpar" (Tamil for "friend"). It is clear from one minute with the man that he loves life at sea. Badouin is something of a polymath, able to shine once he left the Mughal Navy. He knows the prices for just about everything traded in the Caribbean and beyond, can always be counted on for an interesting philosophical discussion, is familiar with cryptography, a crack shot with a musket, skilled in the unarmed techniques of kalaripayatt, and speaks ten languages (all with a thick Tamil accent). Though he tries to learn pirate pidgin (aka Thieves Cant) he comically falls flat on his face with every attempt.
[/SBLOCK]
[SBLOCK=Magic Items]
Agwé's Brass Nave
Wondrous item, very rare
This weathered teak wood center section (nave or hub) of a broken ship's wheel is capped with brass carved with the veve symbol (a boat with sails) of Agwé, the Master of the Sea and Loa of Tides. Some Voodoo practitioners believe it comes from the ship Immamou on which Agwé carries the dead to the afterlife. The brass nave serves as an arcane focus, druidic focus, and holy symbol for spells related to the sea. It has three powers depending on which ritual and command words are used:
- Weal of Papa Agwé: By performing a 10 minute ritual you attune the brass nave to a ship with a damaged or missing ship's wheel. The nave spins, growing into a strange ship's wheel made of wood and coral, complete with a magical rudder, allowing one to steer the ship as long as the brass nave serves as the wheel.
- Woe of Master Agwé: By performing a 10 minute ritual you curse an enemy ship clearly in sight, increasing or decreasing either the sea state or wind state for that ship by one step. This curse lasts while the enemy ship remains in sight or until they approach within cannon-firing range.
- Trackless Seas of the Immamou: By performing a 10 minute ritual, you cast pass without trace on the ship you are aboard. However you must roll a d20, and on a 1 (hounded by undead) or 20 (honored guests of Agwé) your ship enters the Shadowlands, the Shores of Death.
Andalusian Corsé de Gracia
Armor (clothing), uncommon
A dark leather corset with black silk ties and invisible seamless mithril boning, this garment is luxuriously comfortable to wear and represents the height of Spanish fashion. Moreover, it has been enchanted by Andalusian mages with the grace of a swan and the convenience of a command word to cause the corset to lace up or untie when spoken by you. For a pirate to have such a corset...well, clearly it was stolen from a Spanish noblewoman! Perfectly flattering your bosom, the corset grants you advantage on Charisma checks involving seduction. Additionally, when you squeeze thru a tight space the corset cinches tighter, allowing you to function effectively despite the squeeze; you don't suffer disadvantage to your attack rolls or Dexterity saves when squeezing, nor do enemies gain advantage on their attacks against you (though you still must spend 1 extra foot of movement per foot squeezed).
Blackheart's Scope
Wondrous item, rare
This exquisite black and silver spyglass is the only possession of her father that Katarina has, which he taught her how to use ever since she gained her sea legs. Far more complex than an ordinary spyglass, it has a series of silver rings which, if turned in the right manner, alter the magnification between one of three modes. The first is as a regular spyglass, while the other modes require a dram of blood (1 hit point) be poured into a small hole in the scope to power the magic for 1 minute.
- Greater Magnification: The magnification the spyglass provides is triple (instead of double), granting you advantage on Wisdom (Perception) checks to identify ship features and such. However, when used in daylight or in other ambient bright light the powerful mirrors inside the spyglass shine from a distance, alerting anyone viewed that you're watching them.
- Water Scope: The spyglass ceases to function as normal and instead allows you to see 30 feet underwater provided the light conditions would allow you to see that far.
Coat of Deeppockets
Armor (leather), rare
This longcoat may have once been stolen from a naturalist but has been patched so many times it has taken on a patchwork raggedy appearance. Despite this, it has seemingly innumerable pockets and hidden pouches. In addition to functioning as leather armor it also functions similarly to a bag of holding (though it can only hold small things). Additionally, it allows you to stow or draw one extra small item per turn, thanks to its easily accessible pockets, and grants you advantage on Sleight of Hand checks to hide things on your person. Finally, once per week you can draw a random trinket from the coat; this functions even if it has been "completely" emptied.
Drowned Slaves Bottle
Wondrous item, very rare
This heavy glass bottle appears to hold a simple model ship of a Spanish slave galleon. However, at night it changes to a wind battered vessel cresting tumultuous swells amidst a dark and stormy sea; one can almost hear the cries of the doomed slaves. By uttering a magical tongue-twister at night and uncorking the bottle while at sea, you roll the bones (2d6) and consult the table below.
2: Summon the Mare Tenebraurum (see Sea Encounters - Special Encounters). Sailors hold many superstitions about the Atlantic. The most terrifying of these, spoken in hushed whispers by bokors and old salts, is the Mare Tenebraurum, a literal sea of darkness. Some say it leads doomed ships down to Davey Jones Locker, others that it is a gateway to hell itself, and still others that it is an elemental that existed since men began crossing the Atlantic.
3: All creatures within 20 feet of the bottle become ethereal as per the etherealness spell lasting for 1d8 hours. During this time ethereal creatures can perceive and interact with an ethereal ship of slaves.
4: Ocean water around the ship becomes murky and black in a 5 mile radius. Also, unbeknownst to you, either you release a poltergeist (specter) or suffer the Haunted ill fortune until resolving the unfinished business of a restless slave's soul.
5: Summon 1d4 shadows and cast darkness centered on the bottle. Take 9 (2d6+2) necrotic damage and reduce your Strength by 1d4 until finishing a short or long rest.
6-7: Summon a ghost whose primary language is West African. All bright light within 60 feet becomes dim light while ghost is summoned.
8-9: Cast sleet storm centered on the bottle, and increase sea and wind states in a 5 mile radius as randomly determined by the DM.
10: Cast fear in a 30-foot cone from the bottle.
11: Summon 3d4 shadows and cast darkness centered on the bottle.
12: Summon the djab Six Thousand Men (see The Buccaneer's Bestiary).
Hélène Leblanc's Engagement Ring
Ring, rare (requires attunement)
When Blaise fled his arranged engagement to Hélène Leblanc, he left an idealistic woman who, even if she did not love him yet, believed they one day could be happy. A woman of great devotion, Hélène prayed everyday for his safety at sea, imbuing her fervent prayers into a gold and silver engagement band for her fiancee. Even when she discovered Blaise's intention to flee, Hélène secreted the ring into his traveling bags with a note declaring that she would redeem his lost soul. Five years later, and Blaise does not know what became of the woman he jilted.
The ring grants Blaise immunity to all forms of possession. Additionally, when a creature attempts to possess him, Blaise can choose to momentarily lower his guard, allowing him to make an opposed Charisma check in an attempt to gain insight into the creature. If he succeeds, he learns the creature's name, type, alignment, and one other detail at the DM's discretion (usually about how its possession powers work). If he fails, Blaise takes 3 (1d6) psychic damage for each level or Hit Die the creature has greater than his own level (minimum 1d6 damage).
Curse of Fidelity. Blaise cannot remove the ring and any oath he swears functions as per the geas spell, with the same consequences for reneging on his oath. Abandoning his marriage doesn't count, for story reasons.
Libeté’s Votive Buckler
Armor (buckler shield), uncommon
Emblazoned with the symbol of Libeté, this metal buckler shield sports a flared edge and the inner face is engraved with Blaise’s oath to Libeté. It can be worn either on the sword hand or the free hand. When worn on the freehand it grants +1 AC and can be used to attack for 1d6 bludgeoning damage as an action. When worn on the sword hand it grants you advantage on checks/saves to avoid being disarmed (or disadvantage on checks to disarm you).
In addition, when wielding the votive buckler, a cleric or paladin can use Channel Divinity thus:
Libeté’s Touch: As an action, you can strike shackles, manacles, or other metal bindings, and those bindings - along with any that are attached or of the same construction within 30 feet - are sundered and fall free.
Mama Caille's Recipe Book
Wondrous item, uncommon
Disguised as a common pirate recipe book for salmagundi and grog, this book is actually a Voodoo text describing the Great Caille Ceremony, a form of ritual feast for the Loa, complete with the choice offerings for each Loa. The Great Caile Ceremony is used to gain new spells (even those from outside your class list) from a Loa, and is performed during a short rest wherein you set out a feast of the Loa's favored foods as a sacrifice; afterward, you make a Charisma check (with your proficiency bonus for a good offering) to determine how the Loa responds. This "recipe book" grants you advantage on that Charisma check.
[/SBLOCK]
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