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    Pirate Code

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    Chris

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    Pirate Code

    Post  Chris on Tue Aug 14, 2018 1:41 pm


    PHB for classes
    standard point buy for attributes
    optional races allowed
    8th level
    multiclassing allowed



    Seafaring 5e rules

    https://drive.google.com/file/d/1JxObgcSWyA3vnlclSg7DhrrbTUoZksdq/view


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    Chris

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    Re: Pirate Code

    Post  Chris on Tue Aug 14, 2018 5:47 pm

    Pirate Weapons for D&D 5th Edition


    Name Cost Damage Weight Properties

    Simple Melee Weapons
    Bayonet 5 gp 1d6 piercing 1 lb. Special
    Hook 5 gp 1d4 slashing 1 lb. Light, special
    Belaying pin 2 sp 1d4 bludgeoning 2 lb. Light
    Boarding axe 2 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
    Dirk 10 gp 1d4 piercing 1 lb. Finesse, light

    Martial Melee Weapons
    Cutlass * 15 gp 1d6 slashing 3 lb. Finesse, light
    Rapier 25 gp 1d8 piercing 2 lb. Finesse
    Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light

    Martial Ranged Weapons
    Flintlock Pistol 125 gp 1d8 piercing 4 lb. Ammunition (range 30/90), loading
    Dragon Pistol 250 gp 1d6 piercing 3 lb. Ammunition (range 20/60), loading, special
    Blunderbuss 500 gp 1d8 piercing 8 lb. Ammunition (range 20/60), loading, two-handed, special
    Flintlock Musket 250 gp 1d10 piercing 8 lb. Ammunition (range 40/120), loading, two-handed

    Ammunition
    Lead Balls (40) 5 gp – 1 lb. Special
    Pellets (40 handfuls) 40 gp – 1 lb. Special
    Gunpowder (40) 10 gp – 2 lb. –

    * The cutlass is a blade traditionally associated with pirates and its damage through the editions has ranged from 1d6 to 1d8. For this list I went with 1d6.
    Special

    Bayonet: To attach or remove a bayonet from from a musket is a Use an Object action. Because bayonets are designed for use while attached to a musket. It counts as an improvised weapon that does 1d4 piercing damage (when used by itself).
     
    Blunderbuss: This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15 foot cone. Each creature in the cone must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage. Using a scatter shot requires pellet ammunition.
       
    Dragon Pistol: This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15 foot cone. Each creature in the cone must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage. Using a scatter shot requires pellet ammunition.
     
    Hook: To attach or remove a hook from the wrist is a Use an Object action.
       
    Lead Balls: This ammunition is destroyed when used. You do not get to find half of your expended ammunition.
       
    Pellets: This ammunition is destroyed when used. You do not get to find half of your expended ammunition.
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    Re: Pirate Code

    Post  Chris on Tue Aug 14, 2018 5:57 pm

    your Cog, she needs a name

    2 decks, as pictured

    yes, those are 2 Light Cannons on the back, I am still thinking of other weapons, but those were in the book to start




    Cog:  
    length 85 feet
    masts 20 feet


    Cog
    Colossal Vehicle (Water)

    Seaworthiness +2

    Shiphandling -2

    Speed Wind x 20' (average)
    Armor Class 15

    Hit Points 400 (DR 10)

    Rigging 150 HP, 13 AC

    Ram 4d6 per 10'

    Crew 4

    Cargo 40 tons (speed wind x 10' if 20 tons or
    more)

    Cost: 6,000 gp


    Item AC HP Damage Range Mount Cost Weight
    ballista 15 50 3d10 120/480 Light 500 gp 500 lb.


    Last edited by Chris on Fri Oct 05, 2018 4:34 pm; edited 3 times in total
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    Chris

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    Re: Pirate Code

    Post  Chris on Tue Aug 14, 2018 6:23 pm

    there is also 1 small Launch boat to get to shore




    Launch
    Also known as a whaleboat, the launch is a large, open
    dinghy with a stout, round-bottomed hull that can stand up to
    surprisingly rough seas. Launches are often carried by larger
    ships for use in landing in places where the larger ship can’t
    go.


    Launch
    Huge Vehicle (Water)
    Seaworthiness +0
    Shiphandling +2
    Speed Oars x 15' (good)
    Armor Class 15
    Hit Points 250 (DR 10)
    Ram 2d6 per 10'
    Space 15' by 5'
    Height 5' (draft 2.5')
    Complement 8
    Crew 1 plus 2 rowers
    Cargo 4 tons (speed oars 10' if 2 tons or more)
    Cost: 500 gp
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    Re: Pirate Code

    Post  Chris on Wed Aug 15, 2018 10:30 am

    this thread for rules only please, ask questions and chat in the other one, thanks



    study guns and cannons


    if you notice:
    guns are just a replacement for crossbows
    cannons are a replacement for balistas


    it doesn't change the balance of the game, just the appearance and flavor. any feats relating to xbows work with guns



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    Re: Pirate Code

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