Edited: Now includes Will Turner, Elizabeth Swann, and Commodore Norrington comments and critiques welcome.
Legends:"Captain" Jack Sparrow, Pirate Lord of the Carib Sea (as of the Curse of the Black Pearl)
CR10
Human Buccaneer Male Rake 6/Falstaff 2/ Sea Captain 2 SoR 15
CG Medium Humanoid
Init +1; Senses Listen +2, Spot +4
Languages: English (R/W), Buccaneer Cant
AC 13, 15 w/ cutlass touch 11 flatfooted 12
HP 42 (6d8 + 2d6 + 2d10)
Saves: Fort +8 Ref +5 Will +5
Speed 30ft (6 squares)
Melee: +2 Cutlass +12/+7 (1d6+5) or unarmed +8/+3 (1d3+1)
Ranged: +1 Snapchance Pistol +9/+4 (1d8+2)
Base Atk +7/+2 Grp +8
Atk Options:+1 Snapchance Pistol, +2 Cutlass, Foul Blow, with successful unarmed atk upon upon humanoid oppenent large or smaller, Jack may temporary sicken the opponent rather than inflict dmg - must declare before atk is made and if successful, the opponent must make a Fort save DC14 or be sickened for 1d4 rnds, a sickened creature takes -2 penalty on all atk rolls, weapon dmg rolls, saves, skill and ability checks; Opportunist, once per round Jack can make an atk of oppurtunity on any opponent that has been struck for dmg, this counts as Jack's attack of opportunity for that round;
Special Actions:Just a Scracth, may convert lethal dmg to nonlethal dmg equal to rake class lvl + dex mod twice per day; Craven Atks, inflicts +2d6 dmg against flat-footed opponents within 30ft; Sworn Enemy (Cpt. Barbossa), +1 bonus to atk and +2 dmg against Barbossa; Corpulence*; Circle of Mayhem, Jack creates a circle of mayhem with a radius of 5ft - all atk rolls, saves, and skill checks made by creatures within this area suffer a -1 penalty; Blunder*; Inspiring Binge, Jack gains a +2 atk bonus during any rnd in which he eats or drinks as a move-equivalent action
see Special Qualities below
Combat Gear: +2 Cutlass, +1 Snapchance Pistol, tatoo of protection +2,
Abilities: STR 12, DEX 13, CON 10, INT 14, WIS 15, CHA 15
Special Qualities:
Buccaneer -Knowing the ropes, may take 10 on Climb checks even when threatened, Sea Legs, Ship Shield - +1 to Reflex saves and AC while aboard a ship; Catfooted - can fall up to 30 feet w/o suffering dmg with a Jump or Tumble chk DC15
Rake - fencing, Fortune my Mistress, Just a Scratch/2, Craven Atk +2d6, Dirty Trick 2, Sworn Enemy, Dueling Style Fencing
Falstaff - Corpulence, Circle of Mayhem 5ft, Blunder*, Inspiring Binge
Sea Captain - Ship Command**, Sense Weather
*Jack may not use until he meets the size increas req, *needs command of a ship to use
Feats: Artillery, Fencing, Quick Draw, Weapon Focus (Cutlass), Weapon Spec (Cutlass), Guns, Explosives, Flash, Combat Reflexes, Leadership
*Buccaneer bonus feat
Skills: Appraise +7, Balance +10, Bluff +11, Climb +7, Diplomacy +14, Disguise +7, Escape Artist +5, Forgery +4, Gather Information +10, Jump +9, Know (local) +7, Perform (oratory) +9, Profession (Sailer) +13, Sense Motive +8, Sleight of Hand +10, Swim +7, Tumble +8, Use Rope +7
Possesions:combat gear, Rakish clothing and jewelry, hat
William Turner, Smith and Scion of Pirate Stock SoR 8
CR 9
Human Caroligian Male Expert 8/Fencing Master 2
NG Medium Humanoid
Init +2; Senses Listen +0 Spot +0
Languages:English (R/W), Spanish
AC 12 13 (see Fencing Master) 16 with broadsword touch 12 flatfooted 1
HP: 43 (7d6 + 2d10 +6)
Saves: Fort +3 Ref +5 Will +6
Speed: 30 ft (6 squares)
Melee: +13/+8 broadsword (1d8+3), +11/+6 throwing/handaxe (1d6+3)
Ranged: +10/+5 throwing axe (1d6+2), +9/+4 snapchance pistols (1d8+2)
Base Atk +7/+2 grp +8
Attack Options: Fencing moves, broadsword (favored blade), Imroved fencing +1*
*see pg 108 New World Adventures
Combat Gear: +1 broadsword (favored blade), +1 throwing axe (2), snapchance pistols (2)
Abilities: STR 16, DEX 15, CON 11, INT 14, WIS 10, CHA 10
Special Abilities:
Carolignia - Born to the Saddle; Crown Subjects; Traditional Weapons: Broadsword, saber
Expert - Class Skills: Appraise, Balance, Craft (all skills taken individually), Diplomacy, Gather Information, Handle Animal, Jump, Knowledge (all skills taken individually), Profession (all skills taken individually), Tumble; Weapon and Armor Prof (simple weapons and light armor, no shields)
Fencing Master - Weapon Prof (dagger, rapier, long rapier, saber, broadsword, smallsword, and cutlass); Improved Fencing, the penalty to atk rolls when perform fencing move is reduced by one; Favored Blade, +1 to atk and dmg roll when using favored blade; AC Bonus, +1 insight bonus to AC while holding any weapon in which the fencing feat may be
employed.
Feats: Fencing, Two-Weapon Fighting, Weapon Finesse (broadsword), Quickdraw, Combat Reflexes, Weapon Focus (broadsword)
Skills: Appraise +12 (+2 synergy with metal craft items and swords), Balance +14, Bluff +8, Craft (blacksmith) +15, Craft (swordsmith) +15, Diplomacy +12, Gather Information +12, Handle Animal +6, Jump +15, Know (local) +7, Know (architecture & engineering) +7, Know (nobility & royalty) +4, Ride +6, Tumble +14
Possesions: combat gear, bullets (20), tradesman attire, 13 pounds
Elizabeth Swann, The Governor's Daughter (as of Curse of the Black Pearl) SoR 16
CR 6
Human Caroligian Female Aristocrat 7
NG Medium Humanoid
Init +3; Senses Listen +6 Spot +6
Languages:English (R/W), Francais
AC 13 touch 13 flatfooted 10
HP 39 (6d8+8 )
Saves Fort +2 Ref +5 Will +6
Speed: 30ft (6 squares)
Melee
Ranged
Base Attack +5 grp +5
Atk Options: may use DEX mod in lieu of STR when using light melee weapons, +2 to atk with Saber
Combat Gear
Abilities: STR 10, DEX 16, CON 11, INT 12, WIS 12, CHA 16
Special Abilities:
Carolignia - Born to the Saddle; Crown Subjects; Traditional Weapons: Broadsword, Saber
Aristocrat - Weapon and Armor Prof, simple and martial weapons and all types of armor and shields
Feats: Weapon Finesse, Weapon Focus (Saber), Negotiator, Persuasive
Skills: Bluff +15, Diplomacy +19, Gather Information +11, Intimidate +13, Knowledge (local) +8, Listen +6, Sense Motive +13, Spot +6,
Possesions: royal attire, Will's aztec gold medallion
Commodore James Norrington, Purveyor of Justice in the Carib Sea (as of the Curse of the Black Pearl) CR20
Human Carolignian Male Aristocrat 2/Soldier 6/Sea Captain 4
LG Medium Humanoid
Init +1; Senses Listen +3 Spot +11
Languages: English (R/W), Francais
AC 11 14 w/ broadsword or smallsword touch 11 flatfooted 13
HP: 81 (1d8 + 10d10 +20)
Saves: Fort +10 Ref +4 Will +6
Speed 30ft (6 squares)
Melee +17/+12/+7 broadsword (1d8+4), +15/+10/+5 smallsword-sword of destiny (1d4+2)
Ranged +14/+9/+4 snapchance pistol (1d8+1)
Base Atk +11/+6/+1
Atk Options: +2 smallsword, +1 broadsword, +1 snapchance pistol
Special Actions: Expert Gunner, +1 atk bonus to any artillery fired from his ship
Combat Gear: the Sword of Destiny +2 smallsword, +1 broadsword, +1 snapchance pistol
Abilities: STR 15, DEX 13, CON 12, INT 12, WIS 12, CHA 14
Special Qualities:
Carolignian - Born to the Saddle; Crown Subjects; Traditional Weapons: Broadsword, Saber
Aristocrat - Weapon and Armor Prof, simple and martial weapons and all types of armor and shields
Soldier - (Royal Guard) Royal Authority, may reroll once when making a Diplomacy check on an NPC in service to the crown
Sea Captain - Ship command; Sense weather; Expert Gunnery +1, +1 attack bonus to any artillery from their ship
Feats: Guns, Artillery, Fencing, Alertness, Combat Reflexes, Leadership, Combat Expertise, Weapon Focus (Broadsword), Quick Draw, Weapon Specialization (Broadsword), Greater Weapon Focus (Broadsword), Weapon Focus (Snapchance Pistol)
Skills: Profession (Sailer) +9, Diplomacy +12, Gather Info +14, Intimidate +12, Know (local) +6, Know (geography) +6, Sense Motive +16, Spot +11, Swim +9
Possesions: combat gear, ship command - HMS Dauntless, HMS Interceptor, Soldier's Uniform (Carolignian Commodore), spyglass, signet ring (Norrington family crest)