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Debihuman
2008-06-25, 09:25 AM
I originally posted this on WotC's site but didn't get much feedback. What you think?

I used the Seaclaimed Template from Enworld's Shade to create this and based some of the stats off the thread which was started there. More of my note are given below. Here is the Seaclaimed Template as well:


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.



I probably shouldn't have to say this but there are some spoilers if you haven't seen the movies....



Davy Jones, Captain of the Flying Dutchman
Medium Seaclaimed Humanoid, Aquatic [Cursed Augmented Human]
Sea Ranger 5/ Dread Pirate 8
Hit Dice: 13d8+52 (110 hp)
Initiative: -1
Speed: 30 ft. (6 squares), swim 15 ft.
Armor Class: 13 (leather armor +2, +2 natural, -1 Dex), touch 9, flat-footed 13
Base Attack/Grapple: +13/+13
Attack: Claw +17 melee (1d8+5) and +2 rapier of puncturing+ 19 melee (1d6+7/18-20x2)
Full Attack: Claw +17 melee (1d8+5) and +2 rapier of puncturing +19/+14/+8 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, scourge of the seas, 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 (Int) +10, , Balance (Dex) +7, Bluff (Cha) +14, Climb (Str) +6, Disable Devise (Int) +6, Diplomacy (Cha) +13, Handle Animal (Kraken) (Cha) +14, Intimidate (Cha) +17, Knowledge (Geography) (Int) +10, Perform (pipe organ) (Cha) +14, Profession (Sailor) (Wis) +18, Search (Int) +10), Sleight of Hand (Dex) +7, Sense Motive (Wis) +10, Swim (Str) +19, Use Rope (Dex) +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!"

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 as the spell 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 . 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.

Combat

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). He has gained a second favored enemy for being a 5th level ranger; most likely it would be Monstrous Humanoid.

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).

Scourge of the Seas (Ex): As a dread pirate, Davy Jones can instill fear into his enemies. When Davy Jones uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect last for a number of rounds equal to his Charisma modifier. Multiple uses of this ability don't stack. This is a mind-affecting ability.

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 [I]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 divine spells as a 5th-level ranger, he generally relies on his fighting skills and on the skill of his crew and the kraken. However, he could cast his bonus spells 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.

Track: As a ranger, Davy Jones gains Track as a bonus feat.

Two Weapon Fighting: A dread pirate wearing light or no armor is treated as having the Two-weapon Fighting feat, even if he does not have the prerequisites for the feat.

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 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.

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. 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.

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 skill 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. The scene in the movie where he is stabbed in the chest but doesn't take much damage is due to the hide life spell.


Debby

Bhu
2008-06-26, 06:03 AM
You still have the Kitteh's support and kudos :D

Debihuman
2008-06-26, 10:07 AM
Thanks Bhu.

I had hoped for a little more feedback - not even compliments (though those are much appreciated) but I can't believe I didn't muck something up.

Debby

Bhu
2008-06-27, 04:55 AM
If work ever gives me a chance I will. They're crushing me with voertime.

TheDarkPrince
2008-12-04, 03:48 AM
Hey, I would really bump up his Dex. I understand the problem of him having the crab peg-leg and all, but in the third movie he shows just how dexterous he can be, balancing on the ship's mast, while fencing, etc.

Cheers! :biggrin:

Belial_the_Leveler
2008-12-04, 06:24 AM
@TheDarkPrince:
Remember that the skills don't need a high base dexterity as he gets the Dread Pirate bonuses and Skill Mastery. So, low dexterity but great experience.

@Debihuman:

I'd like to see stats for the Kraken! :smallbiggrin:

As for Davy Jones, regeneration and immunity to critical hits might be appropriate. "Seabound" sailors that have had their heads cut off were still alive and could reattach them.
Also, I'd give him aging bonuses to his mental stats due to his long life but not aging penatlies due to his immortality.

Debihuman
2008-12-04, 08:55 AM
Well, the kraken is already a standard D&D monster in the SRD and Monster Manual so repeating the information here seemed pointless. Also, I fixed some of the errors that I had and I think it looks better now.

Immortal creatures don't age so Davy Jones should not gain any bonuses from aging. If you think his stats are underpowered I would gently remind you that he's only 12th level and that I think his stats reflect the movie fairly accurately. That doesn't mean that you can't adjust his stats to fit a particular campaign but if your players are all running around with ability scores in the 18s or higher, giving them "normal" villains will be underwhelming. Of course, he can be adjusted for higher and lower level campaigns but that's more work than I'm capable of taking on.

NPCs are generally created using the elite array: 15, 14, 13, 12, 10, 8 and as you can tell Davy Jones' abilities at 22, 18, 17, 15, 14, 8 are quite a bit better. He gets the additional points for being 12th level and of course the rest came from Caplyso herself. She's capricious, so she wouldn't make him too much better.

Also, Davy Jones doesn't need immunity to critical hits or regeneration, 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 reappears at full hit points at that time. I suppose I should have clarified that, but it is part of his curse.

What I think was a lovely part of the movie, Pirates of the Caribbean: At World's End, is that there were times when the viewer could see Jones as the man that he used to be. In game, a true seeing spell would reveal this as well.

One thing I didn't discuss was how do you use such a character in a game without repeating the movie.

What makes Davy Jones interesting is not that he's overwhelmingly evil but that he is overwhelmingly tragic. Incorporating the tragedy is a lot more difficult for some DMs than incorporating the villainy.

The movie also ends with Jones' supposed death, but after Will Turner takes his place as captain of the Dutchman the storm ends and Calypso appears to be appeased.

What Calypso the goddess does with Davy Jones is strictly speculative. She could bring him back as a man or as the same cursed (but now mortal) being or she could do anything else. She could even make him captain of a new pirate ship. However, her true nature will always find a way to thwart their relationship just as his temper will always get the better of him. As a DM you have a ton of possibilities at your fingertips.

Imagine if Calypso and Jones consummate their love and have a child or several children. That would have serious consequences. It would bring new demigods into play. In this scenario, you can make new weather gods or have them vie for their mother's power. One could be mortal and the other immortal. I could see the mortal offspring as a PC. As a DM you'd have to be careful incorporating this into a game but giving out nifty backgrounds is always fun.

If you do this, don't forget to give something special to all the PCs. Imagine another PC [or all the other PCs] as the offspring of the now immortal Will Turner and Elizabeth Swann Turner. This put the focus back on he PCs but allows for their parents to turn up as NPCs without necessarily overshadowing them.

On the other hand, what happens to Jones if he is resurrected in his monstrous humanoid form? Even without his ship, crew and kraken, he'd be an interesting character. Finding a way to returning him to human form would be an interesting adventure by itself.

Calypso did love Jones so once she is appeased, she could simply resurrect him in his human form and leave him abandoned somewhere. Whether or not he would have any memory of the events of his past could be an interesting way to introduce him. Of course, he could pretend to have amnesia. He could have several goals -- one of which could even be getting back into Calypso's good graces. To call their relationship stormy is a massive understatement.

Regardless of how you spin things, the focus in game should be on the PCs. The NPCs, villains and monsters shouldn't take center stage. Adapting movies, books and tv series is difficult because the heroes of those stories become NPCs in game. This is why so many adaptations fail. They never manage to fit the game. As a DM it is your job to make the monsters fit the game and not the game fit the monsters. Sure it's cool to want to show case the new NPC but not at the expense of your players or their characters.

MythMage
2008-12-07, 01:35 AM
Kudos on a flavorful and interesting set of stats.

There is, however, no way Davy's CR 13 (no matter what any guidelines might tell you, guidelines are just a starting point). Especially considering he doesn't have much in the way of equipment and his AC is atrociously low. In most respects, he appears to be CR 8 or 9. However, he has the AC of a CR 1-2 and the damage output of a CR 10-11. I'd say, if you could shore up his defenses a little, he might earn CR 9.

A note on your saying he doesn't deserve DR 10/epic - I think that he absolutely does. Consider the way he shrugged off that sword through his chest. That could be interpreted as the sword not penetrating his DR. This would also help make his AC issue less problematic.

Limos
2008-12-07, 01:42 AM
I don't buy the explanation for alignment. I think pre-betrayal he was Lawful Neutral.

But the betrayal shifted his Good-Evil axis to Evil. So that would make him Lawful Evil.

Finding Loopholes is a decidedly Lawful Evil trait. Chaotic evil characters throw out the law entirely. Lawful Evil work within the law. If he ever goes back on his word, or doesn't honor deals or bets, then I would consider him to be Neutral Evil.

He's just not quite right for Chaotic Evil.

Debihuman
2008-12-07, 11:05 PM
Well, as for his alignment: he doesn't necessarily abide by the Pirate Code and he uses loaded dice. That strikes me as more chaotic than lawful. As pirates are mostly unlawful to begin with, I thought this just made more sense. That doesn't mean that he can't act lawfully at times if it suits him, but that he'll break his promises. Prior to the curse he was more lawful. Calypso's betrayal changed that. He's far more complex than simple chaotic or lawful, but that's always been the weakness of D&D's alignment.

As for his low AC: that comes from the movie. Nobody wore metal armor (it doesn't really fit the time period). However, there's no reason why he couldn't wear armor. I could see him in magical narwhale hide armor or something more suitable. His hat and boots and even his belt could be magical too. However, that veers off what was shown in the movie and I didn't want to go in that direction. [Edit: added leather armor since that seems to be the most appropriate and since I forgot the Dex penalty this is fixed as well]

I didn't give him Damage Reduction because he's immortal. DJ can shrug off 100+ points of damage knowing he'll be dragged to World's End only to materialize a few days later at full hit points. Who needs damage reduction when you can do that? The only thing DR does for DJ is allow him to fight in a prolonged battle and that's not something that interests him. If there is fighting, he directs his crew or the kraken to fight for him. He only fights if he absolutely cannot avoid it and in many circumstances he's likely to bluff his way out or gamble his way out.

Debby