
Str - 20 (+5)
Dex - 14 (+2)
Con - 15 (+2)
Int - 0 (-5)
Wis - 0 (-5)
Cha - 12 (+1)
- Skill Proficiencies: HP - 320 (30d10 + Con Mod * 10)
AC - 12 (10 + Dex Mod)
Movement - 45ft w/o wind; 60ft w/ wind
Action:
Movement - Sailing Master or someone must be at the helm; Sailing Master can use all movement as a bonus action, Anyone else uses an Action to move
Cannons - +Int to hit, ranged(50ft/100ft), one target. Hit (2d10) piercing damage. Action.
Harpoon - +Int to hit, ranged(50ft/100ft), one target, when hit with a rope its attached onto target. Hit (1d12) piercing damage. Action.
For both Cannons and Harpoons it takes an Action to reload, unless you have the Gunner Role then its a bonus action.
Ramming - Both Ships make a contested strength checks, winner deals 4d6 damage. Person at the helm is the only one who can ram.
Each ships have 2 Harpoons and 8 Cannons and starts with 30 cannonballs and Harpoon Arrows
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