| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +4 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +1 |
| CHA | 17 | +3 | +3 |
Two-Eyed Stare (Glass-Eye Augment)
Rigg’s mismatched glass eyes enhance threat assessment.
Advantage on Insight checks to read intentions
Advantage on Perception to detect hidden weapons or concealed motives
Immune to being blinded by mundane means
If a creature meets his gaze within 10 ft, they must succeed a DC 15 Wis save or be Frightened until the end of their next turn (once per creature per day).
Coin Spin Tell
When Rigg spins his gold coin:
He is lying.
But he gains advantage on Deception while doing it.
A character who beats DC 17 Insight notices this tell.
Veteran Privateer
Rigg has survived dozens of boarding actions. He has:
Advantage on initiative
+2 to AC against the first attack each round
Resistance to falling damage and being shoved/prone on ships
Dirty Fighting
When Rigg hits a creature with a melee attack, he can impose one:
Disarm (Str save DC 14)
Shove (Dex save DC 14)
Hamstring (target’s speed –10 ft)
Multiattack
Rigg makes 2 attacks with either his cutlass or pistol.
Cutlass Slash
Melee Weapon Attack: +7 to hit, reach 5 ft
Hit: 9 (1d6 + 6) slashing
On a crit: target bleeds for 1d6 at the start of its turn (can be stopped with an action).
Armada Flintlock (Pistol)
Ranged Weapon Attack: +7 to hit, range 30/90 ft
Hit: 11 (1d10 + 6) piercing
Reload 1 (bonus action)
Black Market Special: Salt-Flash Round (1/day)
Rigg fires a volatile round filled with intense salt powder.
All creatures in a 10 ft cone must make a DC 15 Con save or be Blinded until end of next turn.
Threat Bargain (1/day)
Rigg chooses one creature that can hear him within 30 ft.
They must make a DC 15 Wisdom save or be Charmed for 1 minute.
While charmed:
They believe Rigg has leverage over them (real or not).
They won’t attack him.
He has advantage on all social checks.
The creature can repeat the save at the end of each of its turns.
Quickdraw
Rigg draws or stows a weapon without using an action.
If he draws a firearm, he gains +2 damage on his next shot.
Coin Flip Feint
Rigg flips his gold coin into the air, distracting an enemy.
One creature within 30 ft must make a DC 15 Wis save or have disadvantage on its next attack roll.
Rigg adds +3 to AC against one melee attack that would hit him.
Shoot Back
When a creature he can see misses him with a ranged attack, he may fire his pistol firing as a reaction (if loaded).
Description
Comments