Hello everyone, thank you for checking out my post. Im the GM and the dm of the game. I'm looking for people who are highly interested in One Piece. I'm thinking $5 a session, people can ask about the price and if multiple want to change it we can talk about it. This is a campaign I've been building from the ground up for over a couple of months. I'm a huge fan of one piece. My world even though it will be much darker than normal one piece. I will stick to the lore of the show. Haki will be awakened or trained in. Devil fruits are found or randomly rolled at level 1. I have over 150 homebrew devil fruits on my list. Anyone who is interested please reach out to me. This will be the second session of this campaign. The reception from the first game is great. So If you're a big one piece fan and want to get into a new great world that's based out of the One piece world. Please contact me. I know this next text is going to be large but please figure out what class/race/career you would be interested. I would like the crew to be balanced. Also, I've added a homebrew rule to this system to allow for anyone to become captain. A person must acquire 10 captain feats. These feats don't give you any more power but will give you the chance to be the captain. The crew can agree to a captain but be preferable someone earns it or proves they are worthy of captain.
Hey, My name is Vorzs and I will be looking for some people to join my group that I will be DMing. 18+ PLEASE DONT APPLY if your not 18+ Thank you.
World factions: World government, The yanko's, the revolutionary army, Shichibukai, Cipher Pol, pirates, and the marines.
The plot of the world: Imu has killed the new king of the pirates as the world falls into chaos. Pirates still roam the world in mass but the tension between the world government and the revolutionary army is ramping up. Will, you just be a pirate who avoids the war between the world and the revolutionary army or will you be the one to finally end the war of 900 years!?
As you can see we are in a timeline far past current events in the manga or Anime. In this story, Luffy has been taken down and the straw hats are now spread throughout the world. Can you find the straw hats to learn the past or will you make your own path?
I will now tell you about the careers, the classes, and the races you can play during this game.
Character size plays a factor in this campaign more than it would in others. Seeing as races vary from small to Colossal. You might not fit on the ship though if you make a colossal giant though. So that's something to think about.
Races: Human, Tontatta tribe, Longarm tribe, long leg tribe, Snakeneck tribe, Mink, Merfolk, Fishman, Giant, Sky Tribesman, Kuja, Cyborg, and rare races but you must ask DM permission.
Small, Medium, large, huge, Gargantuan, and colossal size
Humans: Human Racial Traits o Varied Nature - +2 attribute score points to spend at character creation bringing the total to 22, instead of the normal 20. o Size – Small to Large o Normal Speed – 30ft/turn on Land, 20ft/turn in Water o Skilled - Gain one extra favored secondary skill at the first level, making the total seven instead of the normal six other races get. o Gluttonous – Humans start with an extra devil fruit feat (when they obtain a fruit ability).
Tontatta Racial Traits o Tontatta Power! - +2 STR, +2 DEX, -2 CON o Size – Small o Dwarven Speed – 40ft/turn on Land, 10ft/turn in Water o Small Packages - Dwarves lose the size penalty to Strength from being Small. o Dwarven Disappearance – Dwarves have the ability to use Soru from Level 1, but lose their entire turn whenever using it. They can buy this weakness off by taking actual Soru.
Mink Racial Traits o Animal Typing – Either a +2 STR and CON, or a +2 to DEX and STR, select one stat to take a -2 in. o Size – Small to Large o Animal Speed – 40ft/turn on Land, 10ft/turn in Water o Electro – As a standard action, once per encounter minks can release an electric unarmed attack for 1d6 electric damage at 10ft range. This electric attack may be channeled through physical attacks as a standard action [BUFF] for current + next round increasing the damage by half the total damage. Every third level they gain an extra use per encounter. o Quick Recovery – When sleeping the mink recovers twice their level in hp. If under the effects of Long Term Care the mink gains three times their level in hp.
Merfolk Racial Traits Sea Dweller - +2 DEX, +2 INT, -2 CON o (Male Only) Aquatic Combat - +2 to STR and DEX while underwater o (Female Only) High-Speed Swimmer - +15ft/turn while swimming. (Female Only) Tail-Split – +10ft/turn while on land once over the age of 30. Size – Small to Large o Tail Fin – 15ft/turn on Land, 35ft/turn in Water o Fish Talk - Ability to talk to all sea creatures, except Sea Kings.Gills – Able to breathe and talk underwater
Merfolk Racial Traits Ocean Warrior - +2 STR, +2 CON, -2 INT o Aquatic Force - +4 to STR while underwater Size – Medium to Large o Swimmer’s Build – 20ft/turn on Land, 30ft/turn in Water o Fish Talk - Ability to talk to all sea creatures, except Sea Kings. Gills – Able to breathe and talk underwater
Giant Racial Traits Colossal Warrior - +4 STR, +4 CON, -2 INT, -2 WIS, -2 DEX Size – Huge to Colossal Huge Strides – 40ft/turn on Land, 30ft/turn in Water Jolly Laughter – While in a good mood, particularly when laughing, the giant gains a +2 CHA bonus.
Sky Tribesmen Racial Traits Skypiean: +2 INT, +2 WIS, -2 STR, Shandian: +2 DEX, +2 WIS, -2 INT, Birkan: +2 STR, +2 INT, -2 CHA Size – Small to Large Angelic Steps – 30ft/turn on Land, 20ft/turn in Water Dial Mastery – Grants the feat Dial Mastery, which is only available to Sky Tribesmen Mantra – Starts with the Kenbunshoku Haki Feat. Only the +5 to Spot and Sense Motive can be applied. The effect last for 2 rounds and the Concentration DC is reduced to 17. The Sky Tribesman cannot purchase any additional ranks or apply the defense bonus until the normal prerequisites are met. When they do the DC will remain 17.
Kuja Racial Traits Amazon - +2 CHA, +2 DEX, -2 WIS o Size – Small to Large o Runs Like a Girl – 30ft/turn on Land, 20ft/turn in Water Kuja Snake – Start with a Kuja Snake (see Crew Members Section) Haki Projectiles - Starts with the Busoshoku Haki Feat. Only the +3 damage effect of the stance can be applied. The effect last for 2 rounds and the Concentration DC is reduced to 17. The Kuja cannot apply the defensive properties of the normal feat or purchase additional ranks until the normal prerequisites are met. When they do the DC will remain 17
Cyborg Racial Traits (The character’s original racial traits no longer apply once they become a cyborg) o Mechanical Warrior - +2 CON, +2 STR, -2 CHA o Size – Size range of original race o Mechanical Legs – Land/Water movement of original race o Gas Guzzler - Must consume ½ bottle of fuel per day to survive, starts with 3 bottles of fuel storage. A cyborg can use any type of typical fuel (gasoline/oil/etc.) or they may use beverages (cola/tea/fruit juice). When using a fuel of their preference a cyborg will act normally. However, if a cyborg is filled with a different type of fuel their personality may shift dramatically. For example, a cyborg that uses tea as their main fuel type may become enraged if they are instead filled with hot sauce. Fresh water, sea water, and other non-calorie liquids cannot be used as an energy source. If a cyborg’s current fuel supply drops to ½ a bottle or lower, they enter a “Low on Fuel” status. See the status effects section for more information. o Initial Implant - Starts with 2 Cyborg Implants (see Cyborg Implants section for more information). You can work with your DM to create a more customized list for your unique cyborg if you don’t want any of the example implants from this document.
Longarm/Longleg Racial Traits Harder Better Faster Longer - +2 CON, +2 DEX, -2 CHA o Size – Longarms are medium sized. Longlegs are large sized. o Long Limbed - 30ft/turn on Land, 20ft/turn in Water o Living Stilts (Longleg Only) - +5ft land movement speed, small characters can only reach and attack your legs. You can stand in deeper water than other characters, which is especially useful if you have a devil fruit ability. Double Elbows (Longarm Only) - +5ft reach length which allows you to melee attack other characters who probably can’t reach you and melee back without moving. This extra reach also applies to ranged weapons since you can hold the weapon further from your body while firing. Snakeneck Tribe (Snakeneck only) +2 Con, +2 Cha, and - 1DEX have different stats because they are a different build from the other long tribes. Snakeneck tribe has +2 to stealth checks and listen/spot checks. being a long lanky person they can more easily hide and have been hearing and sight than other races.
Just going to give basics of what these classes do, so you have an idea of what you want to play. out of the 2 people. We would prefer to have a ranged type class and the other person could pretty much play whatever they wanted. Having a Specialist and a marksman would be nice though. The doctor could play whatever class he would like though. prefer that the final person picks a ranged class though and whatever career you want except shipwright, helmsman, Chef, and Navigator. We could double up on one of these careers but would be better to have a variety of careers on the ship.
Brawlers are the most common type of fighter in the One Piece world. Showing up to a sword fight without a weapon may sound foolish, but when one reaches a certain level of skill, their fists are stronger and more reliable than any blade. A brawler is a tough offensive style fighter that deals large amounts of damage in quick bursts. They can turn their entire bodies into a weapon including elbows, knees, head, and feet. This means a brawler can even fight just as effectively even with their arms occupied or disabled. Brawlers are important for a crew since they can take a lot of damage while also dishing it back out. Brawlers don’t need to rely on weapons, making disarm attempts pointless. They’re also great support in battle for their nakama, such as being able to throw a swordsman at an enemy to increase the swordsman's attack damage. The brawler’s greatest weaknesses are things they can’t dodge or block. Bullets, for example, may present a challenge.
Prerequisites 14 DEX or STR Class Features Starts with the following free feats: o Weapon Proficiency: Martial Weapons o Brawler’s Unarmed Strike o Blooded Recommended Secondary skills: Balance, Tumble, Spot, Climb, Intimidate, Jump, Listen
Marksman: Attacking at range with incredible accuracy, a marksman is to be feared. Marksmen are glass cannons, who can deal high amounts of damage yet have little to defend themselves with. They can specialize in a variety of weapons including pistols, rifles, slingshots, bows, cannons, and more. All of these weapons have their own strengths and weaknesses for battle. For example, a rifle might be a great weapon to use at far range but would be useless when out of ammo or if you’re caught in a close range battle. A marksman is valuable to any crew for their many supportive capabilities. They can see enemy ships and landmarks easier than others, which make them great for early warnings. In battle, they can cover their melee comrades by attacking enemies with glue, fire, or a variety of other detrimental effects via special projectiles and pop greens (special seeds which spawn hostile plant life). A marksman may even choose to end a battle before it starts, sniping an enemy at far range before they know what hit them.
Rogues: Prerequisites 14 DEX or WIS Class Features Starts with the following free feats: o Weapon Proficiency: Ranged Note: There is a strength requirement for some ranged weapons. o Lock On Recommended Secondary skills: Concentration, Climb, Bluff, Hide, Sleight of Hand, Spot, Explosives
Rogues are sneaky and silent killers which are essential for any crew. Specializing in stealth, misdirection, traps, and weakening their enemies; rogues can make any goal much easier to reach. Rogues are very good at sneaking around and not getting caught. If they must engage in battle, they always have a few tricks up their sleeve to weaken or kill their enemies before giving them a chance to land a counter attack. Rogues depend heavily on their skills however, and in a fair fight, would be at a large disadvantage. A rogue is a great crew mate because they cannot only steal, sabotage, and weaken foes but may also prevent such thing from happening to their own crew. The best defense against rogues is another rogue. Missions to steal a document, silently assassinate an enemy, or poison a ship’s water supply would be easily done by a rogue with enough skill. These sneaky tactics can help avoid unnecessary battles and accomplish tasks more quickly.
Specialist: Prerequisites 14 DEX Class Features Starts with the following free feats: Weapon Proficiency: Light Melee Weapons Armor Proficiency: Light Sneak Attack Recommended Secondary skills: Bluff, Escape Artist, Listen, Hide, Move Silently, Sleight of Hand, Tumble
Every Specialist is a unique creation. This is the class that specializes in unique weapons which are custom built by the player controlling them. Specialists rely on advanced and customized weapons or armor which they can use in battle. Using their brains over brawn, specialists constantly keep their enemies guessing about their next move. They keep numerous tricks up their sleeves such as lighting rooms on fire, commanding swarms of insects to attack foes, or throwing bags of money... and explosives. Specialists are usually characters who specialize in non-combat oriented careers. Since they typically lack physical prowess, specialists instead depend on their weapons, tools, and nakama to help and defeat their enemies. Given enough time to strategize and the opportunity to execute a plan, a Specialist could end a battle with a single brilliant attack. However if disarmed or without supplies, a specialist could find themselves in big trouble.
Swordsman: Prerequisites 14 INT or WIS Class Features Starts with the following free feats: Craft Specialist Weapon Specialist Weapon Attack Optimism Recommended Secondary skills: Hide, Invent, Research, Spot, Tumble, Knowledge, Search
(Disclaimer: Swordsman is the most popular class. If you are willing please play a different class) There are many swordsmen in the One Piece world. The most unique feature most swordsmen display is the number of swords they can use at once. While most typical swordsmen use one or two, some have learned ways to use 3, 4, 6, 9, or more. Usually this is due to the fighter having more than 2 hands. However, some use their mouths, feet, hair, or other techniques to incorporate more blades into their attacks. The number of swords doesn’t seem to directly scale with ability or strength however. The most powerful swordsman in the world may only use one sword. Swordsmen are vital to any crew for their combat prowess, unique defensive skills, and various support utilities. Swordsmen typically fall into one of two categories, Speed or Power. Both have their advantages and disadvantages.
Prerequisites 14 STR or DEX Class Features Starts with the following free feats: o Weapon Proficiency: Swords o Armor Proficiency: Light o Blade Guard Recommended Secondary skills: Balance, Concentration, Intimidate, Jump, Tumble
Warriors: Defensive style fighters, warriors are trained their whole lives to fight and survive. Warriors often wear protective heavy armor which shields them from most types of direct damage. Like swordsmen, warriors have their own unique sense of honor when it comes to battle. They enjoy taunting their enemies; it makes it easier if the target comes to them, plus it distracts them from hurting their more fragile nakama. Since they can take a lot of damage, warriors make great allies on the battlefield. They not only serve as a great distraction, but they can also deal a respectable amount of damage in the process. As far as weapons go, warriors have a wide variety of options but typically go for a 1-handed weapon and shield combination for increased defense, or some type of 2-handed weapon for increased range and damage.
Prerequisites 12 STR and 12 CON Class Features Starts with the following free feats: o Weapon Proficiency: All Melee Weapons o Weapon Proficiency: Shield (Light and Medium) o Armor Proficiency (Light and Medium) Recommended Secondary skills: Balance, Bluff, Climb, Intimidate, Search, Spot
Finally Careers: Careers are what define a character’s abilities outside of combat situations. There are many jobs and career paths in the One Piece world, from a skilled surgeon to a merciless bounty hunter. These career skills can be used to help your crew through your adventure and help you earn some extra Beli along the way. Every character chooses a career at level 1, along with a class. Once selected, the character has access to the secondary skills listed under the career’s description which are combined with list of secondary feats they have already unlocked via their class choice.
Bounty Hunter: Always up for some easy cash, bounty hunters are easy to understand. Typically looking to make a profit, they are always on the hunt for big bounties and opportunities to get their name known across the world. Some bounty hunters have more noble motivations however, such as vigilante justice, but the majority of them are just strong fighters who aren’t interested in angering the world government by becoming pirates. They often live as wanderers, going from bounty to bounty to feed themselves and pay for lodging. In times of need they are good hunters due to their natural talents at tracking and killing.
Recommended Secondary Skills: Sense Motive, Listen, Gather Information, Intimidate, Hide, Spot, and Trapping.
Chef: Food is important to keep a crew healthy and happy, and no one creates better food than a trained chef. Without proper nutrition, a crew will become sick and weak. Without someone trained on how to stock food for long journeys and how to prepare food to get every ounce of benefit from it, an inexperienced crew could find themselves starving to death within weeks. Chefs on the sea aren’t pushovers either, they are as fierce as any pirate and you’d be a fool to challenge them. More than just nutrition, master chefs can make meals that not only fill bellies, but strengthen the body. Cooking food capable of increasing the growth of crewmates, allowing them to train harder and strengthen their minds and bodies faster.
**Important Note!** - Only one meal effect can be active at a time, per character. If they eat another meal the original meal’s effect is nullified. Drink effects stack with meal effects but not with other drinks.
Recommended Secondary Skills: Intimidate, Listen, Perform, Cooking, Research, Search, Sleight of Hand
Doctor: (Recommended Career) A Doctor’s worth should be obvious on a journey that involves high risks and dangerous battles. Doctors come in many shapes and sizes and have many different techniques, but in the end, they tend to the wounded and bring them back to health the best they can. A doctor’s services can be an excellent way to earn some extra cash or to make new friends. A doctor’s morality is high and they will insist on treating wounded people, even if it’s inconvenient for the rest of their crew – excluding enemies of course. They are often against violence when possible and tend not to be strong combatants, however there are always exceptions. Doctors can have other functions outside of just healing the injured. They can provide powerful drugs, hormones, and stimulants to enhance the crew’s battle capabilities. Doctors are only limited by the tools and ingredients they have access to. A skilled doctor with a full medical bay of supplies and advanced technology can perform incredible treatments for the gravest wounds.
Recommended Secondary Skills: Bluff, Diplomacy, Gather Information, Heal, Sense Motive, Research
Marine: The marines keep order in the world against the ever-pressing threat of strong and villainous pirates. Marines must be good at receiving and giving orders. Their superior’s orders are absolute and to go against them would be extremely foolish unless you wish to be demoted, or worse, imprisoned. Being a marine has many benefits to make up for their strict lifestyle. They have access to almost every outpost in the world and never have to worry about being arrested unless they go against orders.
**Important Note!** - If you play a marine but are a part of the pirate crew, you’ll need to work out how to role-play appropriately. Ex-marine Exc...
Musician: No jolly crew can be complete without a skilled and energetic musician to keep spirits high and a general rhythm moving throughout the ship. Most can play a large number of different instruments including piano, violin, guitar, cello, flute, and more. They set off to sea for a variety of reasons including money, experience, adventure, or for popularity. The sounds a professional musician can produce aren’t just nice to listen to, but can also enhance their allies and have devastating effects on enemies.
**Important Note!** - Only two musician buffs can effect an ally at any given time. If a third buff is attempted, it will overwrite the older of the current two.
Recommended Secondary Skills: Diplomacy, Knowledge (Local), Listen, Perform, Sleight of Hand
Navigators: are rare to find, and good ones are even rarer. Navigators must be intelligent but also have good instincts and confidence in their decisions. No ship can sail successfully, especially on the Grand Line, without a skilled navigator making sure they are on course. When a navigator gets enough experience, they can even tell the future weather patterns of the day just by a quick glance at the sky. Complex currents, strange weather, maps, compasses, and other navigational charts are all essential to a navigator’s success. Navigators definitely have the most responsibility while the ship is traveling, and must be confident in their skills and able to command the crew.
Pirates: are the current age’s adventurers. The ultimate dream of any true pirate is to reach the Grand Line, travel all the way through it, and one day find One Piece which is located at the very end. However, some pirates are in it only for their reputation, riches, and power. Pirate crews are generally very close-knit groups of friends, many of which join the crew along the way through the Grand Line. Just pirates alone would never make it through such a journey so they must find all kinds of people to join them and make a fully diverse crew. The pirate’s main job is to keep the crew on the correct path towards One Piece, both literally and mentally. Pirates are generally strong combatants and are good leaders.
**Important Note!** - If you play a pirate but are a part of a marine crew, you’ll need to work out how to role-play appropriately.
Recommended Secondary Skills: Appraise, Diplomacy, Gather Information, Intimidate, Sense Motive, Sailing and Search.
Scientists: are rare to find on a ship these days, but it’s not unheard of. Scientists are all about experiments and creating new and interesting technologies. With vast amounts of intelligence, they observe and study the world around them. Scientists are great at enhancing weapon capabilities, adding new features to ships and creating usually new and exciting items. The reason scientists are rare to find at sea is that they need a lab in which to work. With delicate experiments, it would be impossible to perform them on rough seas. Sea water is also a constant problem due to the rust and damage it can cause to mechanical instruments. To have a scientist onboard means to customize the ship to suit their needs, however the trouble may well be worth it. Scientists may be able to solve otherwise impossible problems for the crew or the residents of foreign islands.
Shipwrights: are in charge of making sure the ship stays in one piece. Without a shipwright, crews may be able to patch holes and glue things back together but the ship can never be truly repaired without a skilled shipwright there to supervise. A ship without a shipwright to take care of it will degrade over time and eventually fall apart. Other than repairing the ship, shipwrights can also add new features to the ship, build new ones, repair other ships and structures for profit, and provide detailed information about enemy ships and their possible weaknesses. Like characters, ships too have their own personalities and room to grow. Buying a new ship when your current one breaks down is an option, but the more familiar the ship is with the crew, the better it will perform. Shipwrights make this possible since they can keep the ship happy and maintained.
(What i would like for the story. Would prefer to have 1 of each career excluding a few. 6 player campaign with one extra DM and My npcs)
Currently taken: EX-marine (No more marines please)
Well, Im interested in hearing back from some of you all. Please use this format if you are looking to apply.
Name/discord?: Vorzs#1051
Age?: 27
What do you expect from your Dungeon and dragons group?: We just want everyone to have a fun and let everyone else have a good time too.
Playstyle?: Our sessions are about 50% combat 10-20% Exploration 30-40% RP. This could vary depending on what we are doing in that session though.
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Character (Im not revealing my NPC but will show an example of another)
Name: Portgas D. Nathan
Race: Human
Career: Bounty Hunter
Class: Warrior
Concept: Son of the famous Pirate known a Portgas D. Ace. The brother of the famous pirate known a Monkey D. Luffy and son of the first pirate king Gol D. Roger. Great thirst for adventure, knowledge to discover more about his family and himself.
Light background: Not knowing his father but hearing stories of him from his father, and mother. Not liking the world government but still wanting to earn money. He started working as a bounty hunter to try and help his family through this trying time. His mother fell very sick shortly after he had come of age. Only learned later on that his father was a great pirate and he died in a battle against the world government at some point. He didn't care very much until he realized that his father actually was trying to help the world with the great monkey D. Luffy. He then decided he would go on an adventure to learn more about the world and his father/ uncle.
Hello everyone, thank you for checking out my post. Im the GM and the dm of the game. I'm looking for people who are highly interested in One Piece. I'm thinking $5 a session, people can ask about the price and if multiple want to change it we can talk about it. This is a campaign I've been building from the ground up for over a couple of months. I'm a huge fan of one piece. My world even though it will be much darker than normal one piece. I will stick to the lore of the show. Haki will be awakened or trained in. Devil fruits are found or randomly rolled at level 1. I have over 150 homebrew devil fruits on my list. Anyone who is interested please reach out to me. This will be the second session of this campaign. The reception from the first game is great. So If you're a big one piece fan and want to get into a new great world that's based out of the One piece world. Please contact me. I know this next text is going to be large but please figure out what class/race/career you would be interested. I would like the crew to be balanced. Also, I've added a homebrew rule to this system to allow for anyone to become captain. A person must acquire 10 captain feats. These feats don't give you any more power but will give you the chance to be the captain. The crew can agree to a captain but be preferable someone earns it or proves they are worthy of captain.
Hey, My name is Vorzs and I will be looking for some people to join my group that I will be DMing. 18+ PLEASE DONT APPLY if your not 18+ Thank you.
World factions: World government, The yanko's, the revolutionary army, Shichibukai, Cipher Pol, pirates, and the marines.
The plot of the world: Imu has killed the new king of the pirates as the world falls into chaos. Pirates still roam the world in mass but the tension between the world government and the revolutionary army is ramping up. Will, you just be a pirate who avoids the war between the world and the revolutionary army or will you be the one to finally end the war of 900 years!?
As you can see we are in a timeline far past current events in the manga or Anime. In this story, Luffy has been taken down and the straw hats are now spread throughout the world. Can you find the straw hats to learn the past or will you make your own path?
I will now tell you about the careers, the classes, and the races you can play during this game.
Character size plays a factor in this campaign more than it would in others. Seeing as races vary from small to Colossal. You might not fit on the ship though if you make a colossal giant though. So that's something to think about.
Races: Human, Tontatta tribe, Longarm tribe, long leg tribe, Snakeneck tribe, Mink, Merfolk, Fishman, Giant, Sky Tribesman, Kuja, Cyborg, and rare races but you must ask DM permission.
Small, Medium, large, huge, Gargantuan, and colossal size
Humans: Human Racial Traits o Varied Nature - +2 attribute score points to spend at character creation bringing the total to 22, instead of the normal 20. o Size – Small to Large o Normal Speed – 30ft/turn on Land, 20ft/turn in Water o Skilled - Gain one extra favored secondary skill at the first level, making the total seven instead of the normal six other races get. o Gluttonous – Humans start with an extra devil fruit feat (when they obtain a fruit ability).
Tontatta Racial Traits o Tontatta Power! - +2 STR, +2 DEX, -2 CON o Size – Small o Dwarven Speed – 40ft/turn on Land, 10ft/turn in Water o Small Packages - Dwarves lose the size penalty to Strength from being Small. o Dwarven Disappearance – Dwarves have the ability to use Soru from Level 1, but lose their entire turn whenever using it. They can buy this weakness off by taking actual Soru.
Mink Racial Traits o Animal Typing – Either a +2 STR and CON, or a +2 to DEX and STR, select one stat to take a -2 in. o Size – Small to Large o Animal Speed – 40ft/turn on Land, 10ft/turn in Water o Electro – As a standard action, once per encounter minks can release an electric unarmed attack for 1d6 electric damage at 10ft range. This electric attack may be channeled through physical attacks as a standard action [BUFF] for current + next round increasing the damage by half the total damage. Every third level they gain an extra use per encounter. o Quick Recovery – When sleeping the mink recovers twice their level in hp. If under the effects of Long Term Care the mink gains three times their level in hp.
Merfolk Racial Traits Sea Dweller - +2 DEX, +2 INT, -2 CON o (Male Only) Aquatic Combat - +2 to STR and DEX while underwater o (Female Only) High-Speed Swimmer - +15ft/turn while swimming. (Female Only) Tail-Split – +10ft/turn while on land once over the age of 30. Size – Small to Large o Tail Fin – 15ft/turn on Land, 35ft/turn in Water o Fish Talk - Ability to talk to all sea creatures, except Sea Kings.Gills – Able to breathe and talk underwater
Merfolk Racial Traits Ocean Warrior - +2 STR, +2 CON, -2 INT o Aquatic Force - +4 to STR while underwater Size – Medium to Large o Swimmer’s Build – 20ft/turn on Land, 30ft/turn in Water o Fish Talk - Ability to talk to all sea creatures, except Sea Kings. Gills – Able to breathe and talk underwater
Giant Racial Traits Colossal Warrior - +4 STR, +4 CON, -2 INT, -2 WIS, -2 DEX Size – Huge to Colossal Huge Strides – 40ft/turn on Land, 30ft/turn in Water Jolly Laughter – While in a good mood, particularly when laughing, the giant gains a +2 CHA bonus.
Sky Tribesmen Racial Traits Skypiean: +2 INT, +2 WIS, -2 STR, Shandian: +2 DEX, +2 WIS, -2 INT, Birkan: +2 STR, +2 INT, -2 CHA Size – Small to Large Angelic Steps – 30ft/turn on Land, 20ft/turn in Water Dial Mastery – Grants the feat Dial Mastery, which is only available to Sky Tribesmen Mantra – Starts with the Kenbunshoku Haki Feat. Only the +5 to Spot and Sense Motive can be applied. The effect last for 2 rounds and the Concentration DC is reduced to 17. The Sky Tribesman cannot purchase any additional ranks or apply the defense bonus until the normal prerequisites are met. When they do the DC will remain 17.
Kuja Racial Traits Amazon - +2 CHA, +2 DEX, -2 WIS o Size – Small to Large o Runs Like a Girl – 30ft/turn on Land, 20ft/turn in Water Kuja Snake – Start with a Kuja Snake (see Crew Members Section) Haki Projectiles - Starts with the Busoshoku Haki Feat. Only the +3 damage effect of the stance can be applied. The effect last for 2 rounds and the Concentration DC is reduced to 17. The Kuja cannot apply the defensive properties of the normal feat or purchase additional ranks until the normal prerequisites are met. When they do the DC will remain 17
Cyborg Racial Traits (The character’s original racial traits no longer apply once they become a cyborg) o Mechanical Warrior - +2 CON, +2 STR, -2 CHA o Size – Size range of original race o Mechanical Legs – Land/Water movement of original race o Gas Guzzler - Must consume ½ bottle of fuel per day to survive, starts with 3 bottles of fuel storage. A cyborg can use any type of typical fuel (gasoline/oil/etc.) or they may use beverages (cola/tea/fruit juice). When using a fuel of their preference a cyborg will act normally. However, if a cyborg is filled with a different type of fuel their personality may shift dramatically. For example, a cyborg that uses tea as their main fuel type may become enraged if they are instead filled with hot sauce. Fresh water, sea water, and other non-calorie liquids cannot be used as an energy source. If a cyborg’s current fuel supply drops to ½ a bottle or lower, they enter a “Low on Fuel” status. See the status effects section for more information. o Initial Implant - Starts with 2 Cyborg Implants (see Cyborg Implants section for more information). You can work with your DM to create a more customized list for your unique cyborg if you don’t want any of the example implants from this document.
Longarm/Longleg Racial Traits Harder Better Faster Longer - +2 CON, +2 DEX, -2 CHA o Size – Longarms are medium sized. Longlegs are large sized. o Long Limbed - 30ft/turn on Land, 20ft/turn in Water o Living Stilts (Longleg Only) - +5ft land movement speed, small characters can only reach and attack your legs. You can stand in deeper water than other characters, which is especially useful if you have a devil fruit ability. Double Elbows (Longarm Only) - +5ft reach length which allows you to melee attack other characters who probably can’t reach you and melee back without moving. This extra reach also applies to ranged weapons since you can hold the weapon further from your body while firing. Snakeneck Tribe (Snakeneck only) +2 Con, +2 Cha, and - 1DEX have different stats because they are a different build from the other long tribes. Snakeneck tribe has +2 to stealth checks and listen/spot checks. being a long lanky person they can more easily hide and have been hearing and sight than other races.
Classes: Brawler, Marksman, Rogue, Specialist, Swordsman, warrior
Just going to give basics of what these classes do, so you have an idea of what you want to play. out of the 2 people. We would prefer to have a ranged type class and the other person could pretty much play whatever they wanted. Having a Specialist and a marksman would be nice though. The doctor could play whatever class he would like though. prefer that the final person picks a ranged class though and whatever career you want except shipwright, helmsman, Chef, and Navigator. We could double up on one of these careers but would be better to have a variety of careers on the ship.
Brawlers are the most common type of fighter in the One Piece world. Showing up to a sword fight without a weapon may sound foolish, but when one reaches a certain level of skill, their fists are stronger and more reliable than any blade. A brawler is a tough offensive style fighter that deals large amounts of damage in quick bursts. They can turn their entire bodies into a weapon including elbows, knees, head, and feet. This means a brawler can even fight just as effectively even with their arms occupied or disabled. Brawlers are important for a crew since they can take a lot of damage while also dishing it back out. Brawlers don’t need to rely on weapons, making disarm attempts pointless. They’re also great support in battle for their nakama, such as being able to throw a swordsman at an enemy to increase the swordsman's attack damage. The brawler’s greatest weaknesses are things they can’t dodge or block. Bullets, for example, may present a challenge.
Prerequisites 14 DEX or STR Class Features Starts with the following free feats: o Weapon Proficiency: Martial Weapons o Brawler’s Unarmed Strike o Blooded Recommended Secondary skills: Balance, Tumble, Spot, Climb, Intimidate, Jump, Listen
Marksman: Attacking at range with incredible accuracy, a marksman is to be feared. Marksmen are glass cannons, who can deal high amounts of damage yet have little to defend themselves with. They can specialize in a variety of weapons including pistols, rifles, slingshots, bows, cannons, and more. All of these weapons have their own strengths and weaknesses for battle. For example, a rifle might be a great weapon to use at far range but would be useless when out of ammo or if you’re caught in a close range battle. A marksman is valuable to any crew for their many supportive capabilities. They can see enemy ships and landmarks easier than others, which make them great for early warnings. In battle, they can cover their melee comrades by attacking enemies with glue, fire, or a variety of other detrimental effects via special projectiles and pop greens (special seeds which spawn hostile plant life). A marksman may even choose to end a battle before it starts, sniping an enemy at far range before they know what hit them.
Rogues: Prerequisites 14 DEX or WIS Class Features Starts with the following free feats: o Weapon Proficiency: Ranged Note: There is a strength requirement for some ranged weapons. o Lock On Recommended Secondary skills: Concentration, Climb, Bluff, Hide, Sleight of Hand, Spot, Explosives
Rogues are sneaky and silent killers which are essential for any crew. Specializing in stealth, misdirection, traps, and weakening their enemies; rogues can make any goal much easier to reach. Rogues are very good at sneaking around and not getting caught. If they must engage in battle, they always have a few tricks up their sleeve to weaken or kill their enemies before giving them a chance to land a counter attack. Rogues depend heavily on their skills however, and in a fair fight, would be at a large disadvantage. A rogue is a great crew mate because they cannot only steal, sabotage, and weaken foes but may also prevent such thing from happening to their own crew. The best defense against rogues is another rogue. Missions to steal a document, silently assassinate an enemy, or poison a ship’s water supply would be easily done by a rogue with enough skill. These sneaky tactics can help avoid unnecessary battles and accomplish tasks more quickly.
Specialist: Prerequisites 14 DEX Class Features Starts with the following free feats: Weapon Proficiency: Light Melee Weapons Armor Proficiency: Light Sneak Attack Recommended Secondary skills: Bluff, Escape Artist, Listen, Hide, Move Silently, Sleight of Hand, Tumble
Every Specialist is a unique creation. This is the class that specializes in unique weapons which are custom built by the player controlling them. Specialists rely on advanced and customized weapons or armor which they can use in battle. Using their brains over brawn, specialists constantly keep their enemies guessing about their next move. They keep numerous tricks up their sleeves such as lighting rooms on fire, commanding swarms of insects to attack foes, or throwing bags of money... and explosives. Specialists are usually characters who specialize in non-combat oriented careers. Since they typically lack physical prowess, specialists instead depend on their weapons, tools, and nakama to help and defeat their enemies. Given enough time to strategize and the opportunity to execute a plan, a Specialist could end a battle with a single brilliant attack. However if disarmed or without supplies, a specialist could find themselves in big trouble.
Swordsman: Prerequisites 14 INT or WIS Class Features Starts with the following free feats: Craft Specialist Weapon Specialist Weapon Attack Optimism Recommended Secondary skills: Hide, Invent, Research, Spot, Tumble, Knowledge, Search
(Disclaimer: Swordsman is the most popular class. If you are willing please play a different class) There are many swordsmen in the One Piece world. The most unique feature most swordsmen display is the number of swords they can use at once. While most typical swordsmen use one or two, some have learned ways to use 3, 4, 6, 9, or more. Usually this is due to the fighter having more than 2 hands. However, some use their mouths, feet, hair, or other techniques to incorporate more blades into their attacks. The number of swords doesn’t seem to directly scale with ability or strength however. The most powerful swordsman in the world may only use one sword. Swordsmen are vital to any crew for their combat prowess, unique defensive skills, and various support utilities. Swordsmen typically fall into one of two categories, Speed or Power. Both have their advantages and disadvantages.
Prerequisites 14 STR or DEX Class Features Starts with the following free feats: o Weapon Proficiency: Swords o Armor Proficiency: Light o Blade Guard Recommended Secondary skills: Balance, Concentration, Intimidate, Jump, Tumble
Warriors: Defensive style fighters, warriors are trained their whole lives to fight and survive. Warriors often wear protective heavy armor which shields them from most types of direct damage. Like swordsmen, warriors have their own unique sense of honor when it comes to battle. They enjoy taunting their enemies; it makes it easier if the target comes to them, plus it distracts them from hurting their more fragile nakama. Since they can take a lot of damage, warriors make great allies on the battlefield. They not only serve as a great distraction, but they can also deal a respectable amount of damage in the process. As far as weapons go, warriors have a wide variety of options but typically go for a 1-handed weapon and shield combination for increased defense, or some type of 2-handed weapon for increased range and damage.
Prerequisites 12 STR and 12 CON Class Features Starts with the following free feats: o Weapon Proficiency: All Melee Weapons o Weapon Proficiency: Shield (Light and Medium) o Armor Proficiency (Light and Medium) Recommended Secondary skills: Balance, Bluff, Climb, Intimidate, Search, Spot
Finally Careers: Careers are what define a character’s abilities outside of combat situations. There are many jobs and career paths in the One Piece world, from a skilled surgeon to a merciless bounty hunter. These career skills can be used to help your crew through your adventure and help you earn some extra Beli along the way. Every character chooses a career at level 1, along with a class. Once selected, the character has access to the secondary skills listed under the career’s description which are combined with list of secondary feats they have already unlocked via their class choice.
Career List: Bounty Hunter, Chef, Doctor, Ex-Marine, Navigator, Musician, Pirate, Scientist, Shipwright
Bounty Hunter: Always up for some easy cash, bounty hunters are easy to understand. Typically looking to make a profit, they are always on the hunt for big bounties and opportunities to get their name known across the world. Some bounty hunters have more noble motivations however, such as vigilante justice, but the majority of them are just strong fighters who aren’t interested in angering the world government by becoming pirates. They often live as wanderers, going from bounty to bounty to feed themselves and pay for lodging. In times of need they are good hunters due to their natural talents at tracking and killing.
Recommended Secondary Skills: Sense Motive, Listen, Gather Information, Intimidate, Hide, Spot, and Trapping.
Chef: Food is important to keep a crew healthy and happy, and no one creates better food than a trained chef. Without proper nutrition, a crew will become sick and weak. Without someone trained on how to stock food for long journeys and how to prepare food to get every ounce of benefit from it, an inexperienced crew could find themselves starving to death within weeks. Chefs on the sea aren’t pushovers either, they are as fierce as any pirate and you’d be a fool to challenge them. More than just nutrition, master chefs can make meals that not only fill bellies, but strengthen the body. Cooking food capable of increasing the growth of crewmates, allowing them to train harder and strengthen their minds and bodies faster.
**Important Note!** - Only one meal effect can be active at a time, per character. If they eat another meal the original meal’s effect is nullified. Drink effects stack with meal effects but not with other drinks.
Recommended Secondary Skills: Intimidate, Listen, Perform, Cooking, Research, Search, Sleight of Hand
Doctor: (Recommended Career) A Doctor’s worth should be obvious on a journey that involves high risks and dangerous battles. Doctors come in many shapes and sizes and have many different techniques, but in the end, they tend to the wounded and bring them back to health the best they can. A doctor’s services can be an excellent way to earn some extra cash or to make new friends. A doctor’s morality is high and they will insist on treating wounded people, even if it’s inconvenient for the rest of their crew – excluding enemies of course. They are often against violence when possible and tend not to be strong combatants, however there are always exceptions. Doctors can have other functions outside of just healing the injured. They can provide powerful drugs, hormones, and stimulants to enhance the crew’s battle capabilities. Doctors are only limited by the tools and ingredients they have access to. A skilled doctor with a full medical bay of supplies and advanced technology can perform incredible treatments for the gravest wounds.
Recommended Secondary Skills: Bluff, Diplomacy, Gather Information, Heal, Sense Motive, Research
Marine: The marines keep order in the world against the ever-pressing threat of strong and villainous pirates. Marines must be good at receiving and giving orders. Their superior’s orders are absolute and to go against them would be extremely foolish unless you wish to be demoted, or worse, imprisoned. Being a marine has many benefits to make up for their strict lifestyle. They have access to almost every outpost in the world and never have to worry about being arrested unless they go against orders.
**Important Note!** - If you play a marine but are a part of the pirate crew, you’ll need to work out how to role-play appropriately. Ex-marine Exc...
Recommended Secondary Skills: Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Nobility/Royalty), Sense Motive, Sailing, Search.
Musician: No jolly crew can be complete without a skilled and energetic musician to keep spirits high and a general rhythm moving throughout the ship. Most can play a large number of different instruments including piano, violin, guitar, cello, flute, and more. They set off to sea for a variety of reasons including money, experience, adventure, or for popularity. The sounds a professional musician can produce aren’t just nice to listen to, but can also enhance their allies and have devastating effects on enemies.
**Important Note!** - Only two musician buffs can effect an ally at any given time. If a third buff is attempted, it will overwrite the older of the current two.
Recommended Secondary Skills: Diplomacy, Knowledge (Local), Listen, Perform, Sleight of Hand
Navigators: are rare to find, and good ones are even rarer. Navigators must be intelligent but also have good instincts and confidence in their decisions. No ship can sail successfully, especially on the Grand Line, without a skilled navigator making sure they are on course. When a navigator gets enough experience, they can even tell the future weather patterns of the day just by a quick glance at the sky. Complex currents, strange weather, maps, compasses, and other navigational charts are all essential to a navigator’s success. Navigators definitely have the most responsibility while the ship is traveling, and must be confident in their skills and able to command the crew.
Recommended Secondary Skills: Gather Information, Knowledge (Nature), Listen, Navigation, Sailing and Spot.
Pirates: are the current age’s adventurers. The ultimate dream of any true pirate is to reach the Grand Line, travel all the way through it, and one day find One Piece which is located at the very end. However, some pirates are in it only for their reputation, riches, and power. Pirate crews are generally very close-knit groups of friends, many of which join the crew along the way through the Grand Line. Just pirates alone would never make it through such a journey so they must find all kinds of people to join them and make a fully diverse crew. The pirate’s main job is to keep the crew on the correct path towards One Piece, both literally and mentally. Pirates are generally strong combatants and are good leaders.
**Important Note!** - If you play a pirate but are a part of a marine crew, you’ll need to work out how to role-play appropriately.
Recommended Secondary Skills: Appraise, Diplomacy, Gather Information, Intimidate, Sense Motive, Sailing and Search.
Scientists: are rare to find on a ship these days, but it’s not unheard of. Scientists are all about experiments and creating new and interesting technologies. With vast amounts of intelligence, they observe and study the world around them. Scientists are great at enhancing weapon capabilities, adding new features to ships and creating usually new and exciting items. The reason scientists are rare to find at sea is that they need a lab in which to work. With delicate experiments, it would be impossible to perform them on rough seas. Sea water is also a constant problem due to the rust and damage it can cause to mechanical instruments. To have a scientist onboard means to customize the ship to suit their needs, however the trouble may well be worth it. Scientists may be able to solve otherwise impossible problems for the crew or the residents of foreign islands.
Recommended Secondary Skills: Appraise, Bluff, Gather Information, Invent, Knowledge (Any), and Research.
Shipwrights: are in charge of making sure the ship stays in one piece. Without a shipwright, crews may be able to patch holes and glue things back together but the ship can never be truly repaired without a skilled shipwright there to supervise. A ship without a shipwright to take care of it will degrade over time and eventually fall apart. Other than repairing the ship, shipwrights can also add new features to the ship, build new ones, repair other ships and structures for profit, and provide detailed information about enemy ships and their possible weaknesses. Like characters, ships too have their own personalities and room to grow. Buying a new ship when your current one breaks down is an option, but the more familiar the ship is with the crew, the better it will perform. Shipwrights make this possible since they can keep the ship happy and maintained.
Recommended Secondary Skills: Appraise, Balance, Climb, Invent, Engineering, Sailing, and Trapping
(What i would like for the story. Would prefer to have 1 of each career excluding a few. 6 player campaign with one extra DM and My npcs)
Currently taken: EX-marine (No more marines please)
Well, Im interested in hearing back from some of you all. Please use this format if you are looking to apply.
Name/discord?: Vorzs#1051
Age?: 27
What do you expect from your Dungeon and dragons group?: We just want everyone to have a fun and let everyone else have a good time too.
Playstyle?: Our sessions are about 50% combat 10-20% Exploration 30-40% RP. This could vary depending on what we are doing in that session though.
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Character (Im not revealing my NPC but will show an example of another)
Name: Portgas D. Nathan
Race: Human
Career: Bounty Hunter
Class: Warrior
Concept: Son of the famous Pirate known a Portgas D. Ace. The brother of the famous pirate known a Monkey D. Luffy and son of the first pirate king Gol D. Roger. Great thirst for adventure, knowledge to discover more about his family and himself.
Light background: Not knowing his father but hearing stories of him from his father, and mother. Not liking the world government but still wanting to earn money. He started working as a bounty hunter to try and help his family through this trying time. His mother fell very sick shortly after he had come of age. Only learned later on that his father was a great pirate and he died in a battle against the world government at some point. He didn't care very much until he realized that his father actually was trying to help the world with the great monkey D. Luffy. He then decided he would go on an adventure to learn more about the world and his father/ uncle.
Thursdays at 10 or 11 am MST to 2pm or 3pm or saturdays after 3pm will be the game times