Mr. Plugg

Fighter 5


Mr. Plugg CR 4
XP 1,200
Male human fighter 5
NE Medium humanoid (human)
Init 3; Senses Perception +2
AC 15, touch 13, flat-footed 12 (
1 armor, 3 Dex, +1 natural)
hp 47 (5d10
Fort 6, Ref +4, Will +2; +1 vs. fear
Defensive Abilities bravery +1
Speed 30 ft.
Melee tidewater cutlass +8 (1d6
6/18–20) and mwk cat-o’-
nine-tails 6 (1d41 nonlethal) or
tidewater cutlass 10 (1d66/18–20) or
mwk cat–o’–nine–tails* 8 (1d42 nonlethal)
Ranged light crossbow 8 (1d8/19–20)
Special Attacks weapon training (heavy blades +1)
During Combat Mr. Plugg always enters combat with his
cutlass and cat drawn, and has no compunctions about
fighting dirty. He regularly uses Combat Expertise (–2 on
attack rolls, +2 AC) to increase his AC, and if he finds that he
is unable to hit opponents, Plugg drops his cat-o’-nine-tails
and attacks with only his tidewater cutlass.
Morale Plugg fights bravely, but if reduced to fewer than 25 hit
points, he backs away. If reduced to 12 hit points or fewer,
he attempts to flee, hoping to fight another day. He has no
loyalty to his captain, crew, or allies, and abandons them
without a second thought if it means saving his own skin.
Str 14, Dex 16, Con 14, Int 13, Wis 8, Cha 10
Base Atk +5; CMB +7 (
11 disarm with cat-o’-nine-tails); CMD
20 (22 vs. disarm)
Feats Combat Expertise, Improved Disarm, Intimidating
Prowess, Iron Will, Two-Weapon Fighting, Weapon Focus
(cutlass), Weapon Specialization (cutlass)
Skills Climb 7, Intimidate +10, Perception +2, Profession
(sailor) +7, Sense Motive +2, Swim +7
SQ armor training 1
Combat Gear potion of cure moderate wounds, screaming bolts
(3); Other Gear tidewater cutlass (
1 cutlass; see page 59),
masterwork cat-o’-nine-tails*, light crossbow with 10 bolts,
amulet of natural armor +1, bracers of armor +1, shackles of
compliance (see page 58), leather drinking cup, betting stash
of 100 sp and 200 gp

  • See Pirates of the Inner Sea.

Mr. Plugg

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