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View Full Version : Davy Jones' Seaclaimed Crew [Bootstrap Bill] P.E.A.C.H.



Debihuman
2009-07-11, 10:54 PM
As I've mentioned before I am trying to stat out Jones, his kraken and crew to be faithful to the movie and to be playable in any campaign. There are movie spoilers here!

To that end, I am relying heavily on the Seaclaimed Creature Template by Shade over on EnWorld. You can see it fully in the spoiler.


Seaclaimed Creature (template)

Seafaring humanoids who face death's door while on the ocean's are sometimes paid a visit by the legendary pirate Davy Jones. They are offered an opportunity to avoid death, but in return must swear service to Jones and his ship, the Flying Dutchman, for a term of 100 years. Those who accept this fate are changed, becoming more like the creatures of the sea.

Creating A Seaclaimed Creature

"Seaclaimed" is an acquired template that can be added to any humanoid, monstrous humanoid, or giant (referred to hereafter as the base creature).

A seaclaimed creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature gains the aquatic subtype, but its creature type and other subtypes are unchanged. Size is unchanged.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). The creature may gain additional natural armor based on random changes, below.

Speed: A seaclaimed creature gains a swim speed equal to half the normal land speed of the base creature (not including any adjustments for feats, class features, or other effects).

Attacks: A seaclaimed creature retains all the attacks of the base creature and may also gain additional natural attacks based upon its random changes (see below).

Special Attacks: A seaclaimed creature retains all the special attacks of the base creature and may also gain additional special attacks based upon its random changes (see below), as well as the following special attack.

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 only deliver the black spot on Davy Jones' direct orders.

Special Qualities: A seaclaimed creature retains all the special qualities of the base creature and also gains the amphibious special quality. It may also gain additional special qualities based upon its random changes (see below).

Amphibious (Ex): A seaclaimed creature can breathe air and water equally well.

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

Random Changes: Upon gaining the template, a seaclaimed creature gains 1d3 of the following changes. For every 10 years of service to the Flying Dutchman, the creature gains an additional change. The DM may determine these changes randomly or choose them.

1 - Lobster Claw (Ex): Creature gains a claw attack that deals damage as apporpiate for a creature of its size. Additionally, it gains the improved grab and constrict abilities (damage equals claw damage plus Str modifier). CR +1. LA +2.

2 - Tentacle-Arms (Ex): One of the creature's arms is replaced by an octopoid tentacle. It loses any claw or slam attack it possessed with that limb, but gains a tentacle attack with damage as appropriate for a creature of its size. This attack has an additional 5 feet of reach than normal for the creature. CR +0. LA +1.

3 - Hammerhead Shark-Head (Ex): The creature gains all-around vision and a bite attack as appropriate for a creature of its size. CR +1. LA +1.

4 - Hermit Crab-Head (Ex): The creature's head becomes a hermit crab. The creature becomes immune to any attack that requires a creature to possess a head (such as vorpal weapons). Additionally, its head can function as a separate creature. Treat it as a creature two size categories smaller than the base creature, with a land speed of 20 feet, a +5 natural armor bonus, and half the creature's hit points.

5 - Starfish Attached to Face (Ex): Creature gains fast healing 1 from the starfish's blood mingling with its own. CR +0. LA +1.

6 - Puffer Fish-Head (Ex): The creature's head becomes a puffer fish. When angered or frightened, its head inflates. This grants it a +2 racial bonus on Intimidate checks. Additionally, the creature gains a +2 racial bonus on saving throws vs. poison. CR +0. LA +0.

7 - Lobster Carapace (Ex): The creature gains a lobsterlike carapace, further increasing its natural armor by an additional +5. CR +0. LA +1.

8 - Jellyfish Tentacles (Ex): The creature grows a pair of jellyfishlike tentacles somewhere on its neck or torso. The creature can transfer grappled victims to its tentacles as a move action. The tentacles grapple with the same strength as the creature's other natural attacks but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a Fortitude save (DC 10 + 1/2 the creature's HD + the creature's Con modifier) each round on the seaclaimed creature's turn or be paralyzed for 6 rounds. CR +1. LA +1.

9 - Shipwalk (Su): As a full-round action, a seaclaimed creature with this modification may meld its body into a ship it is touching and appear out of another ship within 300 ft. The seaclaimed creature must be able to see its destination. The creature's skin takes on the appearance of rotting wood. CR +0. LA +1.

10 - Barnacle Hands (Ex): Numerous barnacles grow from the creature's hand, granting it a permanent spider climb effect. CR +0. LA +1.

11 - Lamprey Mouth (Ex): The creature's mouth twists into the shape of that of a lamprey. The creature gains a bite attack that deals damage as normal for a creature of its size. If it hits with its bite attack, it latches onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached seaclaimed creature loses its Dexterity bonus to AC, and can be struck with a weapon or grappled itself. To remove an attached seaclaimed creature through grappling, the opponent must achieve a pin against the seaclaimed creature. A seaclaimed creature that begins its turn drains blood, dealing 1d2 points of Constitution damage each round it remains attached. CR +1. LA +2.

12 - Angler Fish Jaws (Ex): The creature's mouth transforms into the oversized jaws of an angler fish, granting it a bite attack that deals damage appropriate to a creature one size category larger than the seaclaimed creature. CR +0. LA +1.

13 - Fishguts (Su): A seaclaimed creature with this change has its innards replaced with dead, rotting fish. Lacking vital organs, the creature is immune to critical hits and sneak attacks. CR: +1. LA +1.

14 - Anemone Head (Ex): The seaclaimed creature's head resembles a brightly-coloured sea anemone. As a free action, the creature may cause its head to glow with furious color, granting it a +4 bonus on Intimidate checks for 1 round. CR: +0. LA +0.

15 - Manta Wings (Ex): The creature grows a pair of powerful pectoral fins like those of a manta ray, which allow it to glide through the water at greater speed. Add +20 ft. to the creature's swim speed. CR +0. LA +0.

16 - Stingray Tail (Ex): A barbed, whiplike tail grows from the creature ending it a venomous stinger, granting it a sting attack as a secondary natural attack that deals damage as appropriate for a creature of its size. The tail is poisonous (Fortitude DC 10 + 1/2 seaclaimed creature's HD + seaclaimed creature's Con modifier, initial damage nauseated 1d4 hours, secondary damage 1d3 Dex). A creature that makes its saving throw against the poison's initial damage is instead sickened for 1d6 rounds. CR +1. LA +1.

17 - Bioluminescence (Ex): Numerous patches of bioluminescent matter dot the seaclaimed creature, giving off light equal to a torch. It can suppress this illumination or restore it once per round as a free action. CR +0. LA +0.

18 - Whiskers (Su): Catfish-like barbels sprout from the seaclaimed creature's face, neck, or shoulders. This grants it blindsense to a range of 30 feet in water. CR +0. LA +1.

19 - Bull Shark's Strength (Ex): The seaclaimed creature has the strength and testosterone of a bull shark. It gains a +4 bonus on bull rush attacks. CR +0. LA +0.

20 - Flotsam-dotted Hide (Ex): Bits of flotsam (such as broken bits of masts, hull, and even captain's wheels) dot the creatures hide, granting it a +2 armor bonus, but also imposing a -2 armor check penalty. CR +0. LA +0.

21 - Ink Cloud (Ex): While submerged, the seaclaimed creature can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured. CR +0. LA +0 (+1 in an aquatic campaign).

22 - Krill Laden (Ex): The seaclaimed creature's body is full of krill, and can release a cloud of these tiny crustaceans once per day that appears adjacent to the seaclaimed creature. The swarm returns to the seaclaimed creature's body in 1 minute. If destroyed, a new swarm grows within the creature in 24 hours. Treat this as a spider swarm, with the following adjustments:

Speed: Swim 20 ft.
Attack and Full Attack: Swarm (1d6)
Special Attacks: Distraction
Skills: Listen +4, Spot +4, Swim +11
Skills: A krill swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Swim checks. It uses its Dexterity modifier instead of its Strength modifier for Swim checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


23 - Electric Eelflesh (Ex): Once per round, the seaclaimed creature can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of electricity damage to living opponents (Reflex half, DC = 10 + 1/2 seaclaimed creature's HD + seaclaimed creature's Con modifier). CR +1. LA +1.

24 - Urchin Spines (Ex): The creature sprouts spines like those of a sea urchin over its body. Any creature grappling the seaclaimed creature takes piercing damage equal to a claw attack of a creature of the sealaimed creature's size. CR +0. LA +0.

25 - Webbed Digits (Ex): The creature's hands and/or feet are webbed, granting it a +4 bonus on Swim checks. CR +0. LA +0.

26 - Spongeflesh (Ex): The seaclaimed creature's flesh takes on the texture of a sea sponge, granting it damage reduction 5/slashing or piercing. CR +1. LA +1.

27 - Kelpcreeper (Ex): The seaclaimed creature sprouts protrusions like those of a sea dragon, granting it a +8 racial bonus on Hide checks in areas of aquatic vegetation. CR +0. LA +0.

28 - Seaslime (Ex): A slimy layer of mucus covers the seaclaimed creature's body, granting it a +4 bonus on Escape Artist checks. CR +0. LA +0.

29 - Shellfish Patches (Ex): Patches of mussels and similar shellfish grow over the seaclaimed creature, providing an additional +1 natural armor bonus and a 25% chance to ignore extra damage from critical hits and sneak attacks. CR +1. LA +1.

30 - Tangling Seaweed (Ex): Long strands of kelp and similar plants grow from the seaclaimed creature's body. The seaclaimed can make touch attacks with a reach 5 ft farther than the creature's normal reach and gains a +2 racial bonus on grapple checks. CR +0. LA +0.

31 - Coral Encrustation (Ex): Part of the creature's body is encased in coral. This provides a +4 enhancement bonus to natural armor. Reduce the creature's Dexterity by 1d4. CR +0. LA +0.

32 - Spit Sand (Su): 3/day, the creature can spew wet globs of sand at an opponent within 15 feet. On a failed Reflex save (DC = 10 + 1/2 seaclaimed creature's HD + seaclaimed creature's Con modifier), the opponent is blinded for 1d4 rounds. CR +1. LA +1.

33 - Gummy Secretions (Ex): The creature can exude a sticky secretion from its body. It has a +4 bonus on Climb and grapple checks. Most of the creature's treasure can be found stuck to its body as a form of decoration. CR +0. LA +0.

34 - Blindsense (Ex): The creature can sense the electrical impulses of other living things, giving it blindsense 60 feet. CR +0. LA +1.

35 - Tusks (Ex): A pair of walrus-like tusks grow from the creature's mouth (if it has one), giving it a bite attack with damage as appropriate for a creature of its size. CR +0. LA +0.

36 - Cartilagenous Skeleton (Ex): The creature's skeleton (if it has one) becomes soft and pliable. It gains a +8 bonus on Escape Artist checks and DR 5/slashing and piercing. CR +1. LA +1.

37 - Flipper Feet (Ex): The creature's feet become flippers. Its swim speed improves to its normal base land speed, but its base land speed is then reduced by half. CR +0. LA +0.

38 - Cold Dead Eyes of a Shark (Su): The creature gains a gaze attack that inspires fear in other creatures. This gaze attack has a range of 30 feet. A creature that fails a Will save (DC = 10 + 1/2 seaclaimed creature's HD + seaclaimed creature's Cha modifier) is shaken for 1d4 rounds. A creature that successfully saves is immune to that seaclaimed creature's gaze attack for 24 hours. This is a mind-affecting fear effect. CR +0. LA +1.

39 - Sea Snail's Eyestalks (Ex): The creature's eyes extend outward on stalks like those of a sea snail, granting it a +4 bonus on Spot checks. CR +0. LA +0.

40 - Driftwood Head (Ex): The seaclaimed creature's head takes on the consistency of driftwood, granting it a +2 bonus on Will saves. CR +0. LA +0.

41 - Gulper Mouth (Ex): The seaclaimed creature grows a distended jaw and huge, pouchy gullet. It gains the swallow whole special attack and can swallow creatures up to one size category smaller. Its gullet holds one creature of one size category smaller, two of two size categories smaller, 4 of three size categories smaller, 8 of four size categories smaller, 16 of five size categories smaller, and 32 of six or more size categories smaller. The Armor Class of the seaclaimed creature's gullet is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing damage equal to 10 + the seaclaimed creature's Con modifier to the gullet. CR +1. LA +1.

42 - Chromatic Skin (Ex): The seaclaimed creature has the ability to change the color of its skin in complicated and stunning patterns. It can communicate without speech with other seaclaimed creatures that can see these colors (thus darkvision does not work) using these colors. The creature also gains a +8 bonus on Hide checks. CR +0. LA +1.

43 - Sea Lure (Ex): The seaclaimed creature sprouts a glowing, mesmerizing bioluminescent extension that it can use to mesmerize others. Any creature within 30 feet of the seaclaimed creature must succeed on a Will save (DC 10 + 1/2 seaclaimed creature's HD + seaclaimed creature's Cha modifier) or be fascinated for 1d6 rounds. If the seaclaimed creature attempts to harm the victim, the effect is immediately broken. This is a mind-affecting ability. CR +1. LA +1.

44 - Anchor Arm (Ex): A boat anchor on a length of chain replaces one of the seaclaimed creature's arms. Treat this arm as a spiked chain appropriate for the creature's size that can never be disarmed. This is a natural attack, so no Exotic Weapon Proficiency feat is needed. The creature may not use the arm for any other functions, such as wielding a weapon, a shield, material components, etc. CR +0. LA +1.

45 - Blubber (Ex): The natural insulation of the massive amount of blubber on the seaclaimed creature's body gives it immunity to cold. The leathery skin that holds the rolling frame grants a +4 natural armor bonus. Reduce the creature's Dexterity by -4. CR +1, LA +2.

46 - Gut Eel (Su): The creature's stomach is an empty hole that has become the nest of a moray eel. Once per round, this eel can strike out at an opponent within 5 feet of you with a +4 bonus to hit. On a successful attack, it does 1d6 damage with a bite. This eel is supernatural and does not need to eat, sleep, or breathe. It can be pulled from your stomach but it reappears there on your next turn. CR +1, LA +1.

47 - Blindsight (Ex): The seaclaimed creature's porpoise-like mouth allows it to “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to locate objects and creatures within 120 feet. A silence spell negates this and forces the seaclaimed creature to rely on its vision. CR +1, LA +2.

48 - Leechlike Mouth (Ex): Attach (Ex): If the seaclamied creature hits with its bite attack, it uses its suckerlike mouth to latch onto the opponent’s body. It deals no additional damage when it is attached, but it drains blood (see below). An attached seaclamied creature loses its Dexterity bonus to AC. An attached seaclamied creature can be struck with a weapon or grappled itself. To remove an attached seaclamied creature through grappling, the opponent must achieve a pin against the creature. A seaclamied creature that is attached to its opponent deals 1 point of Constitution damage per round from blood loss. CR +1, LA +3.

49 - Drown (Su): The seaclaimed creature can make a special touch attack to try to fill an opponent's lungs with water. The opponent can resist this effect with a Fortitude save (DC equals 10 + 1/2 seaclamied creature's HD + seaclamied creature's Charisma modifier). On a failed save the opponent begins to drown. CR +1, LA +2.

50 - Siren's Song (Su): The seaclaimed creature can attempt to beguile creatures with its song. The seaclaimed creature sings, targeting a single creature it can see within 300 feet. This is a sonic, mind-affecting ability, and the creature must be able to hear the seaclaimed creature for it to take effect. The targeted creature must make a Will save (DC equals 10 + 1/2 seaclamied creature's HD + seaclaimed creature's Charisma modifier). If the save is successful, that creature cannot be affected by that seaclamied creature's song for one day. Failure indicates the creature is utterly beguiled and moves toward the seaclaimed creature, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the seaclaimed creature must make a Will saving throw (same DC) or be charmed as per charm monster cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement and is immune to that seaclaimed creature's beguiling song for 24 hours. The beguiling effect continues so long as the seaclamied creature sings. A seaclamied creature does not need to continue to sing to keep a victim charmed. CR +1, LA +2.

Environment: Any aquatic.
Challenge Rating: Varies. Total the modifiers of the random changes to determine the CR adjustment.
Level Adjustment: Varies. Total the modifiers of the random changes to determine the LA.


Jones has the Leadership Feat with a score of 19. This gives him four 1st level cohorts. These will be loyal crewmembers and have levels of Corsair from D20 Freeport Companion (because it is open content).

The rest of the crew are made up of those individuals unfortunate enough to have bargained for 100 years of servitude and they are Warriors with ranks of Profession (Sailor).

Unlike other ships of her class, the Flying Dutchman doesn't need a full crew of 20. On the other hand, she can also maintain a crew of 30 without losing speed.

Although the movie showed only cursed humans, the Seaclaimed Creature Template allows for Humanoids, Monstrous Humanoids and Giants.

Movie spoiler


"Bootstrap" Bill Turner Sr. originally served aboard the Black Pearl under Captain Jack Sparrow. When Barbossa staged a mutiny, Bootstrap Bill was the only crewman who did not side with the mutineers, believing it it to be a violation of the Pirate Code. He believed that the curse of the Aztec gold was deserved and sent his coin as a medallion to his son. In retaliation, now Captain Barbossa had Turner tied to a cannon by his bootstraps and had the cannon thrown overboard. Bootstrap Bill (being immortal) was condemned to spend an eternity under the sea. Found by Davy Jones, he swore an oath to serve aboard Jones' ship, The Flying Dutchman, for 100 years. Thus, when the curse of the Aztec gold was lifted, Bootstrap Bill had already served Jones and was saved from a watery fate.


http://www.bbcwdistributors.com/store/images/P/NPOTC301197.jpg

"Bootstrap" Bill Turner Sr.
Medium Seaclaimed Humanoid (Human, Aquatic)
Corsair 4
Hit Dice: 4d8+4 (22 hp)
Initiative: +3 (Dex)
Speed: 30 ft., Swim 15 ft.
Armor Class: 18 (+3 Dex +1 Dodge Bonus, +4 Enhancement), Touch 18, Flat-footed 15
BAB/Grapple: +4/+6
Attack: Mwk quickblade rapier + 7 melee (1d6+2/18-20/x2) or sap +6 melee (1d6+2, nonlethal)
Full Attack: Mwk quickblade rapier +7 melee (1d6+2/18-20/x2) or sap +6 melee (1d6+2, nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dirty Fighting (+1d4)
Special Qualities: Amphibious, Canny Defense, Corsair’s Luck 1/day, Fast Healing 1, Random changes
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 14 (+2), Dex 16 (+3), Con 13 (+1), Int 8 (-1), Wis 10 (+0), Cha 12 (+1)
Skills: Balance (Dex) +5, Gather Information (Cha) +8, Jump (Str) +4, Profession (Sailor) (Wis) +7, Sense Motive +7, Swim +8, Tumble (Dex) +7, Use Rope (Dex) +5
Feats: Acrobatic (B), Exotic Weapon Proficiency, Track, Sea Legs (B) Weapon Finesse (B)
Terrain: Any
Organization: Solitary or as part of Davy Jones’ crew
Challenge Rating: 4
Treasure: Standard
Alignment: Lawful neutral
Advancement: By Class

Bootstrap Bill speaks Common.

Combat

Having served under three captains, Bootstrap Bill is fairly competent in battle. As one of Jones' newer recruits, he still has strong ties to his humanity, but he tends to be forgetful.

As a Corsair, Bootstrap Bill is familiar with all simple and martial weapons, light armor, and the buckler. He is also proficient with exotic weapons and relies on his quickblade rapier [From Complete Adventurer].

Acrobatic (Ex): As a First level Corsair, Bootstrap selects a bonus feat from the following: Acrobatic, Athletic, or Agile.

Dirty Fighting: If Bootstrap Bill can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. His attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when he flanks his target. This extra damage is 1d4 at 1st level, and it increases by +1d4 at 5th level and again every five levels thereafter. Should he score a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks can count as dirty fighting only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, he can use dirty fighting to deal nonlethal damage instead of lethal damage.

Unlike the rogue’s sneak attack, he can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll. He can use dirty fighting against only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to dirty fighting. He must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use dirty fighting while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.

Corsair's Luck (Ex): Bootstrap Bill has an uncanny ability to escape danger unscathed. Starting at 2nd level, he can use corsair’s luck to add one-half his class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. He need not declare the use of this ability prior to the roll, however, he must declare use before the DM announces the success or failure of the roll.

Sea Legs (Ex): At 3rd level, you gain Sea Legs as a bonus feat. You need not meet the prerequisites to gain this feat. See Stormwrack.

Canny Defense (Ex): Starting at 4th level, you can add your Charisma bonus (if any) as a dodge bonus to your Armor Class. You retain this bonus even if caught flat-footed. You lose this bonus, however, if you wear medium or heavy armor or carry a heavy load.

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 only deliver the black spot on Davy Jones' direct orders.

Random Changes: Upon gaining the template, a seaclaimed creature gains 1d3 of the following changes. For every 10 years of service to the Flying Dutchman, the creature gains an additional change. The DM may determine these changes randomly or choose them.

• Starfish Attached to Face (Ex): Creature gains fast healing 1 from the starfish's blood mingling with its own..

• Coral Encrustation (Ex): Part of the creature's body is encased in coral. This provides a +4 enhancement bonus to natural armor. Reduce the creature's Dexterity by 1d4.

Skills: Bootstrap Bill has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can move through water at his 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.

Designer Notes: The Corsair class is from D20 Freeport Companion, published by Green Ronin and is open gaming content.

I am presuming that Bootstrap was just like his son and had a Dex 18 until he became a seaclaimed creature when he lost 3 points of Dex. He gained one point back for attaining 4th level. His other stats are based off elite stats. He got Weapon Finesse as his Human Bonus Feat, Acrobatic as his 1st level Corsair Bonus Feat and Sea Legs as his 3rd level Corsair Bonus Feat.

Edit: I gave Bootstrap a masterwork quickblade rapier (from Complete Adventurer) instead of the light mace as this is more accurate to the film.

Edit 2: I updated his feats so that he could actually be proficient with the quickblade rapier -- I had originally thought it was a simple weapon but it is an exotic one. Traded out Dodge for Exotic Weapon Proficiency.

Debihuman
2009-07-12, 01:01 PM
Bump and a question...does anyone know what weapon I should give Bootstrap Bill. I gave him a mace but I'm fairly certain that isn't what he used. I think it should be a pistol but then I'd have to give him a proficiency in it. It's not a problem as I can switch out the Dodge feat for it. I just wanted it to be as accurate as possible.

Debby

Adumbration
2009-07-12, 01:15 PM
I think I remember seeing him with a sword of some sort? Slashing, not piercing, not sure what the name is. Not curved, either, and edge only on one side.

Debihuman
2009-07-12, 01:28 PM
Thanks. That would be a quickblade rapier most likely (similar to cutlass but thinner), and it's in Complete Adventerer so there's no problem with Bootstrap Bill using it.*

I've edited the entry to give him a masterwork quickblade rapier, from Complete Adventurer as it seems to be the right weapon.

*Edit: Quickblade rapier is an exotic weapon not a simple one so I've updated BB for this.

Debby

Bhu
2009-07-13, 06:10 AM
Aw sweet! Are you doing the rest of the crew? :smallbiggrin:

Lord_Zaryn
2009-07-13, 11:05 AM
Where is the Corsair class from?

Cieyrin
2009-07-13, 12:34 PM
Why not just give him a cutlass, from Stormwrack, as I'm fairly sure the Quickblade Rapier requires Exotic Weapon Proficiency, while the cutlass simply requires Martial Weapon Proficiency. Don't know whether the Corsair gets all martial weapons but as a full BAB class, I'll assume so. Otherwise, Mr. Turner, Sr. is gonna be suffering some non-proficiency penalties from the Super Rapier Mk. 1, there.

@Lord Zaryn: Debi mentioned early on that Corsairs are from the Freeport Companion. I don't think it much matters to any of us if it's open content or not, as none of this is for profit, anyways.

Them's my 2 coppers. Take as you will.

Debihuman
2009-07-14, 09:12 AM
I haven't decided whether or not to stat up the rest of the crew. I find it takes me a long time to really get the mechanics to where I'm happy with them.

Quickblade Rapier is from Complete Adventurer and is an Exotic weapon but since Bootstrap Bill has served for so long I though he should be proficient with it. I'll make sure to switch out Dodge for Exotic Weapon Proficiency. I knew that Dodge was the weak link in the feats that I gave him. The cutlass is a Martial Weapon and while it gives out the +2 circumstance bonus to checks to disarm, it doesn't have the threat range of the quickblade rapier. The two weapons are very similar.

Did Bootstrap Bill use a pistol? I know that some of the pirates did.

Debby

P.S. Bootstrap has been edited for his Exotic Weapon Proficiency.

P.P.S. We are not allowed to post non-open gaming content (other than fair use which is tricky) per this:



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