Pirates of the Caribbean
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Pirates of the Caribbean: The Curse of the Black Pearl
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Roleplaying and Mythlogy
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Bootstrap Bill Turner
From Wikipedia, the free encyclopedia
William "Bootstrap Bill" Turner, Sr. is a fictional pirate in Disney's Pirates of the Caribbean film trilogy. Although he makes no appearance in the first film, he appears in both of the sequels, portrayed by Stellan Skarsgård.
Marine flora and fauna encrust Bootstrap's face and body as he is gradually transformed by the aquatic environment in which he now lives. The longer anyone serves aboard the Flying Dutchman, the more his human features become extinguished as they are replaced by sea life. Bootstrap's humanity remains more visible than those of the other crew members; presumably he is one of the most recent additions to Jones' crew.
"Bootstrap Bill" Turner was the only member of Jones' crew that was not created digitally. His gruesome appearance was achieved with prosthetics and makeup.
Biography
Spoiler warning: Plot and/or ending details follow.
Before Pirates of the Caribbean: The Curse of the Black Pearl
William Turner Sr. was an English seaman who left his wife and son, Will Turner Jr., in England to seek his fortune in the Caribbean. Through unknown circumstances, he became a pirate, although young Will grew up believing him to be a "respectable merchant seaman."
"Bootstrap Bill" served aboard the Black Pearl when it was captained by Jack Sparrow. When First Mate Barbossa staged a mutiny during their search for Isla de Muerta and the Aztec gold, Bootstrap Bill Turner was the only crewman who did not side with the mutineers, believing it to be a violation of the Pirate's Code, but his loyalty was not enough to save Jack from being marooned on an island. When the gold was discovered to be cursed, turning the pirates into living skeletons in moonlight, Bootstrap believed they deserved to remain cursed for betraying Jack. He sent one of the coins to his son in England as a medallion necklace to thwart the pirates' attempt to lift their curse. In retaliation, Barbossa had Turner tied to a cannon by his own bootstraps, which was then thrown overboard. It was only after this that Barbossa learned that the blood of every man who had taken the Aztec gold was needed to break the curse, including that of Turner. Thus began the search for the missing gold medallion and the next member of the Turner bloodline.
Pirates of the Caribbean: Dead Man's Chest
Bootstrap Bill was tied to a cannon and sent to the bottom of the ocean by Captain Barbossa. However, being immortal, he was condemned to spending eternity beneath the crushing sea. Found by Davy Jones, he swore an oath to serve aboard Jones' ship, the Flying Dutchman for one hundred years in exchange for his freedom. Turner was reunited with his son, Will Turner, when Will was taken captive aboard the Flying Dutchman. He told Will that if Jones' heart (hidden in the Dead Man's Chest) was stabbed, Davy Jones would die and Jones' crew (including himself) would be set free.
When Will challenged Davy Jones to a game of Liar's Dice, Bootstrap joined in, betting eternal servitude against the key to the Dead Man's Chest. He deliberately lost the bet so that Will would go free. Will successfully stole the key, and Bootstrap helped him escape. Will promised his father he would find a way to free him as he departed. When a furious Jones sent the Kraken after Will, Jones forced Bootstrap to watch as the Kraken destroyed the ship that rescued Will, although Will managed to escape.
Bootstrap was last seen being taken to the brig.
Pirates of the Caribbean: At World's End
Early leaks of the script and a scene on the ComicCon release show that he will be, at some point, rescued by Captain Grant Sparrow. They will engage in a conversation that will provoke some sort of journey for the pair. He is also reportedly going to kill James Norrington. This early script is, however, described by the scriptwriters as being very different from the final script.
Promotional images show he will be found by Elizabeth Swann on the Flying Dutchman. He appears ill at ease and saddened by the "death of his son" Will Turner in the attack of the Kraken on the Edinburgh Trader.
Cutler Beckett

Lord Cutler Beckett, Pirates of the Caribbean: Dead Man's
Chest, played by Tom Hollander
From Wikipedia, the free encyclopedia
Lord Cutler Beckett, played by Tom Hollander, is a main antagonist in the movies Pirates of the Caribbean: Dead Man's Chest and Pirates of the Caribbean: At World's End.
Fictional
Biography
Spoiler warning: Plot and/or ending details follow.
Pirates of the Caribbean: Dead Man's Chest
Beckett works for the East India Trading Company. He was sent to Port Royal to capture pirate Captain Jack Sparrow, although he has a Letter of Marque with which to recruit him as a privateer. He intends to arrest former Commodore James Norrington, Elizabeth Swann and Will Turner for aiding Jack's escape. However, his true intent is to obtain the heart of Davy Jones, captain of The Flying Dutchman and ruler of the oceans. Possessing the heart will give Beckett control over Jones, and by extension, all the world's oceans, spelling doom for piracy.
While gazing upon the red-hot end of a "P" shaped branding iron, Beckett alludes to having had a "run in" with Captain Jack Sparrow. He tells Turner, "we've each left our marks on the other". This implies that it was Beckett who branded Captain Sparrow, apparently some years before. When asked how he was marked by Jack, Beckett does not answer. He also appears to have some history with Weatherby Swann, which dates back to before they reached their current ranks.
Pirates of the Caribbean: At World's End
In the third movie, Beckett has both admiral James Norrington and Davy Jones under his command. With his allies, and huge EITC war fleet, he intends on confronting all the pirates in a final stand against them. It will also be revealed what mark Jack Sparrow left on Beckett. We also see Beckett accusing Jack of madness as Jack uses a cannon for a getaway by shooting it at Beckett.
Will Turner

Will Turner, portrayed by Orlano Bloom
From Wikipedia, the free encyclopedia
Will Turner, full name William Turner Jr., is a fictional character in the Pirates of the Caribbean film series. He is played by Orlando Bloom, and is also one of the main characters. Will is a blacksmith's apprentice working in Port Royal. He is in love with Elizabeth Swann the governor's daughter, a woman he can never hope to attain due to his inferior social rank. Will is the best swordsman in the trilogy, although he lacks actual experience compared to swordsmen like Jack Sparrow, who understands that there are no rules when fighting for one's life. Although mild-mannered, Will is fiercely loyal to those he cares about and would risk everything when they, especially Elizabeth, are in danger. At his best, Will is clever, heroic and courageous. He can also be preoccupied and brooding.
Appearance
Will's final costume in Pirates of the Caribbean: The Curse of the Black Pearl is reminiscent of Errol Flynn's movie pirate characters. There is also a nod to Douglas Fairbanks when Turner uses his knife to glide down the ship's sail in Dead Man's Chest, just as Fairbanks did in the 1926 film, The Black Pirate.
In the trailer for Pirates of the Caribbean: At World's End, there are frequent shots of Will wearing an earring in his left ear.
Fictional
Biography
Spoiler warning: Plot and/or ending details follow.
Early Life
Will is the only child of the pirate, William "Bootstrap Bill" Turner. According to Jack Sparrow, he strongly resembles his father, both in appearance and physical ability. However, his father was absent during his childhood in England, and Will grew up believing him to be a merchant seaman. After his mother's death, Will, age 12, journeyed to the Caribbean to search for his father. Ironically, his vessel was attacked and sunk by the Black Pearl, the same pirate ship his father once served on and that is now under the command of Captain Barbossa. Turner later teams up with his nemesis, Jack Sparrow, who tells him his father was actually a pirate, although he also claims he was a good man.
Pirates of the Caribbean: The Curse of the Black Pearl
In Pirates of the Caribbean: The Curse of the Black Pearl, a young Will Turner, the sole survivor of a pirate attack, is rescued by a British naval ship. On board is Lieutenant James Norrington, an officer in the British Royal Navy. Also aboard is Port Royal's new governor, Weatherby Swann, and his daughter Elizabeth, 12. It is Elizabeth who spots Will among the floating debris, and he is placed under her care for the duration of the voyage. When Elizabeth discovers a rather pirate-esque gold medallion around his neck, she hides it to prevent anyone from mistaking him as a pirate. Over the next eight years, Will and Elizabeth develop a tentative friendship. This attachment apparently blossoms into romantic aspirations, but because of their class distinctions, Will conceals his true feelings for Elizabeth, although her emotions appear more obvious.
In Port Royal, Will becomes a blacksmith's apprentice and a craftsman of fine swords, although it is his oft-drunken master who usually receives credit for Will's exquisite workmanship. Will is also an exceptional swordsman but lacks practical fighting experience. Although he is technically superior, Will is bested in a sword fight by Captain Jack Sparrow because Will insists on following "the rules of engagement," allowing Sparrow to outwit him. When Will later admonishes Jack for cheating and says he would have killed him in a fair fight, Jack retorts, "That's not much incentive for me to fight fair then, is it?" He impresses upon the naïve young man that the only rules that matter are, "What a man can do, and what a man can't do." It is a lesson Will is unlikely to forget.
In a fateful twist of irony, Will, a peaceful and law-abiding man, learns his father was the pirate "Bootstrap" Bill Turner, who served aboard the Black Pearl when it was commanded by Captain Jack Sparrow. When First Mate Barbossa and the crew mutinied and marooned Sparrow on a deserted island, only Bootstrap defended him. After finding the Chest of Cortez containing Aztec gold, the pirates fell under an ancient curse that left them as "walking dead." To break the curse, every coin must be returned to the chest. Believing the crew deserved to remain cursed for betraying Jack, Bootstrap sent a gold medallion to his son, Will. In retaliation, Captain Barbossa had Bootstrap tied to a cannon (humorously enough, by his bootstraps) and thrown overboard. Barbossa and the crew later discovered that every man, including Bootstrap, also needed to offer their blood to break the curse. With Bootstrap sitting on the ocean floor, only Will can provide Turner blood.
Even though Will despises pirates, he resorts to piracy and forms an alliance with Jack Sparrow when Barbossa kidnaps Elizabeth, and Commodore Norrington fails to take effective action. Will helps Jack commandeer a royal navy ship, and they sail to Isla de Muerta to rescue her. Unknown to Will, Jack intends to use Will's blood to bargain with the cursed pirates to get back the Black Pearl. When Will learns Jack's true motive and his own role in lifting the curse, he barters himself to Barbossa to free Elizabeth and the crew. In the end, Jack and Will lift the curse; Barbossa is killed and his crew is defeated. To repay Jack for helping him and believing he's being unjustly executed, Will risks his own life to save him from the gallows. Will declares his love for Elizabeth, and she for him. Jack escapes by falling off the rampart wall into the bay and is hauled aboard the Black Pearl, which has arrived just in time.
Pirates of the Caribbean: Dead Man's Chest
Will returns with the other main characters from Pirates of the Caribbean: The Curse of the Black Pearl. His appearance is more pirate-like, reminiscent of Errol Flynn's swashbuckler movie characters, and reflects Will's evolution from naïve boy to world-wise man. For aiding Jack Sparrow's escape, Will and Elizabeth are arrested just prior to their wedding ceremony by Lord Cutler Beckett, a man made wealthy and powerful by profits from the East India Trading Company. Beckett offers them clemency if Will finds Sparrow's compass. He also has a Letter of Marque with which to recruit Jack as a privateer.
While Elizabeth is in jail, Will frantically searches for the Black Pearl. He finds the crew captive on Pelegosto, a cannibal-inhabited island. They escape, and Jack agrees to give Will the compass if he helps him find a key, although he has no idea what it unlocks. Will, Jack, and the crew row upriver to see Tia Dalma, a voodoo priestess. She takes a particular interest in Will, whose name she already knows and says he has a touch of destiny about him. Tia tells Jack the key is to the Dead Man's Chest containing the heart of Davy Jones. Whoever possesses the heart controls Davy Jones and the seas. The crew searches for Davy Jones, but Will soon finds himself stranded on a wrecked vessel that Jack deviously claimed was Jones' ghost ship, the Flying Dutchman. When the real Flying Dutchman suddenly arrives, Jack attempts to barter Will to Davy Jones to repay his debt, but Jones refuses, saying one soul is not equal to another. Instead, he keeps Will and demands an additional ninety-nine souls, otherwise Jack must surrender or face the Kraken. Sparrow made a bargain with Davy Jones to raise the Black Pearl from the ocean bottom and make Jack captain. After thirteen years, Sparrow would serve aboard the Dutchman for a hundred years.
Aboard the Dutchman, Will meets his father, "Bootstrap" Bill Turner, who is now an indentured sailor on the Jones' ghost ship. Will challenges Davy Jones to Liar's Dice, a game of deception, betting his soul against the key to the Dead Man's Chest. Bootstrap joins in and purposely loses to free Will, although he is now eternally enslaved. That night, Will steals the key and escapes in a longboat, vowing to one day free his father. A passing ship rescues him, but Jones commands the Kraken to destroy it. Will survives and stows back aboard the Dutchman, now headed for Isla Cruces where the chest containing Jones' heart is buried.
When Will arrives, he finds Jack Sparrow and is reunited with Elizabeth, who escaped from jail. Also there is ex-Commodore James Norrington, now a member of Jack's crew. They find the chest, and key in hand, Will intends to stab the heart to kill Davy Jones. But he finds himself at the point of Jack's sword and caught in a three-way duel between himself, Sparrow and Norrington, all claiming the heart. Jack manages to get the heart, but Norrington steals it and the Letter of Marque and escapes just as Davy Jones' men attack.
The Black Pearl sets sail and outruns the Flying Dutchman, but Davy Jones summons the Kraken. Drawing on his previous experience fighting the monster, Will leads the crew in temporarily in fending it off, giving them time to abandon ship. Realizing the Kraken is only after Sparrow, Elizabeth distracts him with a passionate kiss while handcuffing him to the mast. Will witnesses this and believes Elizabeth now loves Sparrow. From the longboat, the crew watches as the Kraken drags the Pearl and Sparrow beneath the sea.
Will, Elizabeth, and the crew seek refuge from Tia Dalma. As they mourn their captain, Will is particularly despondent, although not only over Elizabeth and Jack. Tia understands his despairwith the Black Pearl Will could defeat Davy Jones and free his father. Gibbs proposes a toast to Jack, to which Will glumly raises his mug. Seeing Elizabeth's tearful face and believing she loves Sparrow, he tries comforting her. "If anything could be done. . ." Tia Dalma interrupts, asking would he be willing, would they all be willing, to travel to the World's End to return Jack and the Black Pearl. All agree, including Will. Tia Dalma says they will need a captain who knows those waters. To their astonishment, a resurrected Captain Barbossa descends the stairs.
Pirates of the Caribbean: At World's End
Turner journeys to the World's End with Elizabeth, Barbossa, Tia Dalma, and the rest of the Black Pearl's crew to rescue Jack. He is shown standing in at the Dutchman's wheel with his shirt open and a large scar across his heart. In other shots, an earring in his left ear is clearly visible.
In the trailer, Will is shown being held captive by someone unknown and fighting with the other pirates in a battle near a whirlpool. In the midst of the battle, he asks Elizabeth if she will marry him, to which she says "I don't think now is the best time!".
Roleplaying
Originally Posted by
DebiHuman of the Wizards Community forums.

Will Turner Male human Expert 2/Fighter 5/Duelist 2; CR 10; Medium-size humanoid; HD 2d8 +4 plus 5d10 +10 plus 2d10 +4; hp 61; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Atk +12/+6 melee (1d6 +5/18-20, masterwork rapier) or +10/+5 (1d10/x3, pistol); SA none; SQ Canny Defense, Improved Reaction +2; AL CG; SV Fort +4 Ref +3 Will +3; Str 16, Dex 15, Con 15, Int 15, Wis 10, Cha 13. Height 511
Skills and Feats: Balance 8, Climb 5, Craft (Weapon making) 16, Diplomacy 5, Hide 6, Jump 9, Move Silently 6, Perform (Dance) 4, Open Lock 6, Search 4, Swim 9, Tumble 12; Exotic Weapon Proficiency (Firearms), Dodge, Mobility, Skill Focus (Craft: Weapon making), Spring Attack, Weapon Finesse, Weapon Specialization (Rapier), Weapon Focus (Rapier)
Possessions: Masterwork Rapier, Pistol, Travelers Outfit
Elizabeth Swann

From Wikipedia, the free encyclopedia
Elizabeth Swann is a fictional character, and also one of the main characters, first introduced in the 2003 Disney film Pirates of the Caribbean: The Curse of the Black Pearl. She also appears in the sequels, Pirates of the Caribbean: Dead Man's Chest (2006) and Pirates of the Caribbean: At Worlds End (2007).
Elizabeth is the pirate-obsessed daughter of Weatherby Swann, the governor of Port Royal in the Caribbean. She is portrayed from the get-go to be in love with Will Turner, a blacksmith and implied childhood friend. Elizabeth is portrayed by actress Keira Knightley and the younger Elizabeth (seen in flashbacks) is played by Lucinda Dryzek. Knightley sums up her character as, "some kind of modern girl stuck in the world of the 18th century." Elizabeth has the capacity to act with the propriety and breeding of a noble lady. She seeks more independence than would normally be given to a woman of her rank during the 18th century.
Abilities
In the time between The Curse of the Black Pearl and Dead Man's Chest Elizabeth learned swordfighting from her fiance, Will Turner, who is described as the best swordsman in the director's commentary of the first film. She defends herself against multiple opponents and even fights using two swords, though it's unlikely she could beat Barbossa or Norrington, who are described as the second best behind Will in terms of sword skills. Elizabeth has also shown an ability for battle strategy, devising many of the defensive and offensive maneuvers used against Barbossa as he pursued them in the Black Pearl.
Fictional
Biography
Spoiler warning: Plot and/or ending details follow.
Pirates of the Caribbean: The Curse of the Black Pearl
Twelve-year-old Elizabeth Swann and her father, Governor Weatherby Swann, were en route from England to Port Royal in the Caribbean when their ship came upon a wrecked vesselthe victim of a pirate attack. The only survivor was a young boy, Will Turner. When Elizabeth found a medallion around the unconscious Will's neck, she took and kept it, fearing he would be arrested as a pirate. Elizabeth then glimpses a ship with tattered black sails disappearing into the mist.
Eight years pass, and Elizabeth is now a beautiful young woman. Her privileged but restrictive life cause her to secretly yearn for freedom, and she fantasizes about pirates and life at sea. Throughout the years, Elizabeth has maintained a cordial friendship with Will Turner, although she is unaware he secretly loves her. As a lowly blacksmith, he harbors little hope of winning her. Commodore James Norrington, a good and honorable Royal Navy officer, also seeks Elizabeth's hand. He proposes marriage at his promotion ceremony, but she faints and falls off a rampart and into the bay before answering. Meanwhile, pirate Captain Jack Sparrow has arrived in Port Royal to commandeer a ship. While attempting to con the two marines guarding the HMS Interceptor, he sees Elizabeth fall. He saves her but is captured and jailed for piracy. That night, the Black Pearl, a pirate ship commanded by Captain Barbossa, raids Port Royal. Elizabeth is abducted because she possesses a gold medallion; the same medallion she took from Will Turner when he was rescued. Using parley, Elizabeth negotiates with Barbossa to leave Port Royal in exchange for the coin. Barbossa agrees but keeps her captive when she fails to bargain her own release. Because she gave her last name as "Turner" to protect her identity, he believes it is her blood and the medallion that will break an ancient Aztec curse the pirates are under. He later reveals their true form that is only seen in moonlightthey are immortal skeletons.
Will frees Sparrow from jail in exchange for him helping to rescue Elizabeth. He is unaware, however, that Jack is the Black Pearl's former captain; ten years ago, Jack's crew mutinied and marooned him after he shared the bearings to an ancient Aztec treasure. Sparrow and Will hijack the HMS Interceptor and head for Tortuga to recruit a crew. Along the way, Jack tells an incredulous Will that his father is "Bootstrap Bill" Turner, the only Pearl crew member who opposed the mutiney. After Bootstrap sent a piece of the treasure to Will, he was tied to a cannon and thrown overboard. Only later did the crew learn they needed his blood to break the curse.
In Tortuga, Will overhears Jack telling Gibbs he plans to use Will as "leverage." They head for Isla de Muerta, knowing that is where Barbossa will go to break the curse. In hot pursuit is Commodore Norrington aboard the HMS Dauntless.
On the island, Barbossa conducts a ritual using Elizabeth's blood and the medallion, but he becomes enraged when the curse remains in effectElizabeth is not Bootstrap's child. Meanwhile, Turner and Sparrow sneak into the cave. Will rescues Elizabeth, who grabs the coin, but distrusting the eccentric pirate, Will knocks out Sparrow. Believing Jack fell behind, Gibbs sets sail. Barbossa pursues them, and after a fierce battle, the Interceptor is sunk and the crew captured. Will reveals his identity. Unless the crew is released, he threatens to shoot himself while falling overboard, rendering him useless for breaking the curse. Barbossa complies, but because Will failed to specify when or where, the crafty pirate maroons Sparrow and Elizabeth on a deserted island while throwing Will and the crew in the brig.
Discovering Jack is not the clever escape artist he is reputed to be, Elizabeth takes action and burns a cache of smuggler's rum to create a huge smoke signal spotted by Commodore Norrington. To save Will, Elizabeth convinces Norrington to attack Isla de Muerta by impulsively accepting his previous marriage proposal, telling him it would be her wedding present. She says nothing about the curse, however.
At Isla de Muerta, Elizabeth slips away from the Dauntless and sneaks aboard the Black Pearl to free Gibbs and the crew from the brig. But they refuse to help save Will or Jack. Instead, they commandeer the Pearl and set sail as a disgusted Elizabeth rows to the island alone. Inside the cave, Barbossa is about to sacrifice Will, but Jack interrupts the ritual, informing him that the Royal Navy is outside. He persuades Barbossa to form an alliance. Will reviles Sparrow for his treachery, but Jack's true allegiance is unclear. When the pirates leave to battle the navy, Jack, who has secretly cursed himself by stealing a coin, attacks Barbossa, while Will and Elizabeth fight the remaining pirates. Jack and Will offer their blood and return the last two coins to the chest, breaking the curse just after Jack fatally shoots Barbossa. He reverts to mortal form and falls dead. The remaining now-mortal pirates surrender. Will, Elizabeth, and Jack are rescued, although Jack is later sentenced to be hanged for piracy.
In Port Royal, Will saves Jack from the gallows, but they are quickly captured. However, when both Norrington and Governor Swann are reluctant to arrest Will or resume Jack's hanging, Elizabeth steps in to lend her support and declare her love for Will. Norrington releases Will and graciously concedes Elizabeth's hand. Jack, meanwhile, falls off the rampart and into the bay just as the Black Pearl sails into view. He is hauled aboard, captain once again. Good man that he is, Norrington allows the Black Pearl one day's head start before giving chase.
Pirates of the Caribbean: Dead Man's Chest
It is Elizabeth Swann and Will Turner's wedding day, but Will is missing, and Elizabeth fears she has been jilted at the altar. Her fear quickly gives way to terror as Lord Cutler Beckett and the British Navy arrive with Will shackled in irons. Beckett, a ruthless East India Trading Company agent, arrests both Elizabeth and Will for aiding Sparrows escape; the punishment is death. Former Commodore James Norrington is also implicated, although he has resigned from the Navy and disappeared. Beckett offers clemency if Will can find Jack Sparrow and his compass.
Will finds the Black Pearl crew on Pelegosto hiding from the Kraken, a voracious leviathan controlled by Davy Jones, the mythical captain of the Flying Dutchman and ruler of the seas. While Jones hunts Sparrow to collect a blood debt, Jack searches for the Dead Man's Chest containing Jones' beating heart. Whoever possesses the heart, controls Davy Jones and rules the oceans. Unfortunately, Jacks magic compass fails to work for him.
Meanwhile, Governor Swann frees Elizabeth from jail. Learning that Beckett is only pardoning Sparrow, Elizabeth boldly confronts him at gunpoint and demands he validate a Letter of Marque a document intended to recruit Jack Sparrow as a privateer but which she wants for Will. Beckett signs it but says he still wants Sparrow's compass.
Disguised as a cabin boy, Elizabeth tricks a merchant crew into taking port in Tortuga. Searching for Will, she instead encounters Sparrow and Gibbs in a pub recruiting sailors to pay off Jack's debt to Davy Jones, who demands one hundred souls in exchange for Jack's. Another man appliesJames Norrington, who is now a miserable, drunken wretch. Blaming Sparrow for his ruin, Norrington attempts to shoot him and ignites a brawl, but Elizabeth saves him by knocking him out. At the pier, she demands to know what has happened to Will. Jack tells her Will was pressed ganged into Davy Jones' crew, although he claims he is blameless. Norrington is skeptical, however. Jack convinces Elizabeth she can save Will by finding the Dead Man's Chest. Trusting Sparrow, she uses his magical compass and gets a bearing.
As the Black Pearl heads for Isla Cruces, Jack becomes amorous towards Elizabeth. Norrington observes her seemingly pleased reaction to Sparrow's attention, but she rejects his implication that she has romantic feelings. She becomes distressed, however, when the compass points to Jack. Rebuffing his advances, she tells him she believes he is a good man and that one day an opportunity will arise for him to do a courageous thing, but he brushes off her comments. Encouraged by her coyness, he attempts to kiss her, but the Black Spot, a mark that Jack's blood debt is due, suddenly reappears on his hand, and he rushes off in a panic. Elizabeth mistakenly believes he is respecting her virtue, unaware the Kraken is hunting him again.
On Isla Cruces, Jack, Elizabeth, and Norrington find the Dead Man's Chest. Elizabeth is reunited with Will, who escaped the Flying Dutchman with the key to the chest. A furious Elizabeth learns that Jack betrayed him. A conflict erupts: Will wants to stab the heart and kill Jones to free his father from Jones' servitude; Jack fears the Kraken will continue hunting him if Jones is dead; Norrington plots to bargain back his career. As a three-way duel erupts, Jones' crewmen arrive. Jack gets the key and opens the chest, but it is Norrington who escapes with the heart and the Letter of Marque.
Pursued by the Flying Dutchman, the Pearl outruns her. Davy Jones instead summons the Kraken, but the crew temporarily fight it off. Jack deserts the ship in the last longboat, but as Elizabeth predicted, he returns to save his crew. During the Kraken's momentary retreat, he orders all hands to abandon ship. Realizing the Kraken only wants Jack, Elizabeth distracts him with a passionate kiss while handcuffing him to the mast. She tells him she is not sorry, but she is deeply affected by her deception. Climbing into the longboat, she tells the others Jack chose to remain behind, unware Will witnessed what happened. The Kraken returns for its final assault; the Pearl and Jack are dragged to a watery grave. It is during this final battle that Jack and Elizabeth's contrasting characters emerge: Jack shows heroism and loyalty by returning to the ship and saving his crew; by abandoning her duty and honor, Elizabeth becomes more pirate-like, using deception to sacrifice Jack to save herself and the others, although she is guilt-ridden over her actions.
Norrington arrives in Port Royal and presents the heart and the Letter of Marque to Cutler Beckett. Meanwhile, Will, Elizabeth and the grieving crew make their way to Tia Dalma, the voodoo priestess who helped Jack find the Dead Man's Chest. As the crew drinks a somber toast to their fallen captain, Elizabeth silently agonizes over her betrayal. Believing Elizabeth now has feelings for Jack, Will comforts her. "If anything could be done to bring back Jack . . ." Tia Dalma interrupts, asking if they would be willing to travel to "the haunted shores at World's End," to return Jack and, "his precious Pearl." All agree, but Dalma says they will need a captain who knows those waters. Incredibly, a very alive Captain Barbossa descends the stairs, eating an apple and demanding to know what has happened to his ship.
Pirates of the Caribbean: At World's End
Elizabeth journeys to the World's End with Captain Barbossa, Will, Tia Dalma, and the Black Pearl crew in an attempt to rescue Jack Sparrow. Will believes she loves Jack, while Elizabeth hopes to bring him back for her own personal reasons. The supposed love triangle between Will, Jack, and Elizabeth will be resolved. In the trailer, Elizabeth tells Jack Sparrow, "It would never work out between us," to which Jack replies, "Keep telling yourself that darlin'." She is also shown onboard a ship with Will during a storm, and in battle with Davy Jones' crew. Will proposes to her, to which she replies, "I don't think now is the best time!"
When Jack is rescued, he refuses to crew with the Black Pearl, saying, "Four of you have tried to kill me in the past! And one of you succeeded!" Of Will, Pintel, Ragetti, Barbossa, and Elizabeth, she, ironically, was the least likely to kill him but was the one who succeeded in Dead Man's Chest.
Roleplaying
Originally Posted by
DebiHuman of the Wizards Community forums.
Elizabeth Swann Female human Aristocrat 2/Fighter 1/Rogue 3; CR 6; Medium-sized humanoid; HD 2d8 plus 1d10 plus 3d6; hp 22; Init +2; Spd 30 ft.; AC 13 (touch 13, flat-footed 11); Atk +4 melee (1d6 +1/19-20, shortsword), +4 melee (1d6 +1/19-20, shortsword); SA Sneak Attack +2d6; SQ Evasion, Trap Sense +1, Trapfinding; AL NG; SV Fort +4 Ref +4 Will +4; Str 12, Dex 15, Con 10, Int 13, Wis 14, Cha 16. Height 57
Skills and Feats: Balance 7, Diplomacy 11, Escape Artist 6, Gather Information 9, Jump 3, Knowledge (Nobility and Royalty) 6, Sense Motive 9, Sleight of Hand 7, Survival 5, Swim 7, Tumble 8; Combat Reflexes, Combat Expertise, Two-Weapon Fighting, Weapon Finesse
Possessions: Shortsword, Shortsword, Padded Armor, Travelers Outfit

Hector Barbossa Portrayed by: Geoffrey Rush
From
Wikipedia, the free encyclopedia
Captain Hector Barbossa, usually shortened to Captain Barbossa, or simply Barbossa, is a fictional character in the Pirates of the Caribbean movie trilogy played by actor Geoffrey Rush. He was the undead captain of the Black Pearl, and commanded its crew of similarly cursed pirates.
Due to the curse upon him, Barbossa transformed into a rotting skeleton in the moonlight, and could not be killed, nor could any other member of the Black Pearl crew ever take pleasure from women, drinking, or eating. It is said that Barbossa was so evil that hell itself spat him out. He has a pet monkey, named Jack, mockingly named after Captain Jack Sparrow.
Captain
Barbossa's first name was revealed in a director's commentary on the DVD.
His last name is both a pun on the Spanish/Portuguese surname "Barbosa"
and is based on Barbarossa, the dreaded pirate also known as Redbeard.
Fictional
Biography
Spoiler warning: Plot and/or ending details follow.
Pirates of the Caribbean: The Curse of the Black Pearl
In Pirates of the Caribbean: The Curse of the Black Pearl, Barbossa is the captain on the pirate ship the Black Pearl, but he was originally the ship's first mate under Captain Jack Sparrow. Barbossa persuaded Captain Sparrow to reveal the bearings leading towards the Isla de Muerta to him and the crew. The island is the hiding place for the Chest of Cortez, containing Aztec gold. Sparrow divulged its location, but that night, Barbossa led a mutiny and commandeered the Black Pearl. Sparrow was marooned on a tiny island, with only a single-shot pistol with which to commit suicide. Jack escaped three days later and spends the next ten years seeking revenge.
Barbossa and the crew found the Aztec treasure. However, they unknowingly unleashed an ancient Aztec curse that transformed them into immortal skeletal beings, whose true forms are seen only in moonlight. To lift the curse, the crew must return all the Aztec gold to the chest on Isla de Muerta and offer their blood. The pirates also need the blood of their former shipmate, "Bootstrap Bill" Turner, the lone hold out against the mutiny. Believing the crew deserved to remain cursed for what they did to Jack, he sent away a piece of the treasure to his son, Will Turner. In retaliation, he was tied to a cannon and thrown overboard. For years, Barbossa has searched for the last coin. It has since come into the possession of Elizabeth Swann, the daughter of Governor Weatherby Swann. Barbossa sets sail for Port Royal when he detects a "signal" from the coin when it makes contact with the water in the sea. Unknown to him, Jack Sparrow is also in Port Royal.
Believing Elizabeth is Bootstrap's daughter (and thus, the way to breaking their curse), Barbossa makes off with her and the Aztec medallion. He reveals their cursed state to Elizabeth en route to Isla de Muerta. Upon arrival, Barbossa performs a ritual offering a small amount of Elizabeth's blood to break the curse. It does not work, and Elizabeth escapes with Will Turner and the medallion. Jack Sparrow is left behind in the cave, and he is taken prisoner aboard the Pearl. Barbossa and his crew pursue Elizabeth aboard the Interceptor. Catching them, Barbossa maroons Jack and Elizabeth and imprisons the rest of the crew, including Will, and prepare for the ritual again. This time, Barbossa will offer Will's blood. Sparrow makes another unexpected return and strikes a bargain with Barbossa with the intent of betraying him.
While the pirates of the Black Pearl battle The Dauntless's crew at Isla de Muerta, Jack duels Barbossa. Jack secretly took an Aztec coin while bargaining with Barbossa beforehand, and now both are immortal and neither can claim victory. Cutting his palm while Barbossa is recovering from a hit, Jack throws the bloodied medallion to Will. Jack then shoots Barbossa with the same pistol Barbossa marooned him with ten years before. Will drops the two final coins and blood into the chest, lifting the curse. As Barbossa looks at the blood pouring from his wound, he says he feels cold. It is the first sensation he's experienced since the curse was put upon him. After he falls dead, a close-up shows an eerily content expression on his face. A green apple rolls from his hand, a symbol of his lost life - and what he never again tasted.
Pirates of the Caribbean: Dead Man's Chest
Although Barbossa does not appear until the final scene of Pirates of the Caribbean: Dead Man's Chest, he can be seen lying on a bed in the next room when Jack and the crew first visit Tia Dalma and offer Jack the monkey as payment. However, it's still unclear that this is Barbossa because only his boots are visible. It can be assumed it is him because, once released from the cage, the monkey scurries over to him. Other clues foreshadow his return: Jack picks up a hat that belonged to Barbossa, and he steals a ring from Tia Dalma that is like the one Barbossa wore in the first film.
In the final scene, Will, Elizabeth and the crew return to Tia Dalma's shack, mourning the loss of Jack Sparrow. Tia tells them that Jack can be returned from the World's End, but they will need a captain who knows those waters. A shadowy figure descends the staircase; it is Barbossa restored to life. He asks, "So tell me, what's become of my ship?", takes a bite of an apple and starts laughing.
Pirates of the Caribbean: At World's End
From released trailers and movie clips Barbossa will not only join with Elizabeth, Will, and Tia Dalma to rescue Jack, but also will join them and the Pirate Lords in a final stand against Davy Jones, Norrington, and Lord Beckett. This is evident in Barbossa's lengthy appearance in the trailer at the heroes' side, as well as reports that Barbossa will join Jack in a two-on-one battle with Davy Jones. Late in the trailer, though, he can still be seen drawing a sword while facing Jack, and Jack at another point is heard to claim that he is unwilling to sail with several people, including Barbossa, who have tried to kill him in the past. In one released clip from the movie, it shows Jack and Barbossa arguing over who should be the captain of the Black Pearl. The trailer shows Barbossa laughing maniacally while steering the Black Pearl in a whirlpool as it exchanges cannonfire with the Flying Dutchman.
In a behind the scenes Documentary of Dead Man's Chest, Jerry Bruckheimer is seen in conversation with the writers and Director on the subject of At World's End. Bruckheimer's words are "No, Barbossa thinks he has done them a favor".
Background
Little is known about Barbossa before he joins the Black Pearl. His name indicates a possible Portuguese and/or Spanish ancestry though he speaks with a West Country accent. In the "Becoming Barbossa" featurette on the "Lost Disc", Rush states that Barbossa´s family was very poor, and he ran away from home when he was 13. He went to the sea, saw how well the captains and officers lived and decided to become a captain himself. At first, he wanted to be an honest seamen, but later he recognized that it would be easier for him to make a career if he broke laws, and so he became a pirate.
Barbossa has a fondness for apples which appear throughout the film. He offers one to Elizabeth and later tells her that when the curse is lifted he wants to eat a whole bushel of them. There are also apples on the table in his cabin, and when he dies at the end, an apple rolls from his hand as he had brought it along to eat when the curse was about to be lifted. His cameo appearance in Dead Man's Chest also shows him with his favorite fruit. Apart from symbolism, it may be that one of Barbossa's greatest pleasures is apples and years of being unable to feel, smell, or taste has turned a pleasure into a constant craving.
According
to the audio commentary from the first Pirates of the Caribbean DVD featuring
the scriptwriters, Barbossa and Norrington are equally skilled with a sword.
They tie as second-best, after Will Turner. (This was evidenced in the first
film as the crew were hesitant to attack Barbossa, even all at once.) Geoffrey
Rush comments that Barbossa supposedly used a sword from a very young age,
possibly as early as 13.
Spoilers end here.
It was revealed in the essential guide to "Pirates of the Caribbean" that Barbossa is very interested with his appearance, as his clothing shows. He has vanity rings on his fingers, and the feathers on his hat were revealed in the guide to be blue ostrich feathers, and his coat buttons were made from melted Incan silver. His pistol was also taken from a Spanish pirate, won in a duel which the Spanish pirate had lost.
Roleplaying
Originally Posted by
DebiHuman of the Wizards Community forums.
Barbossa Male human Fighter 5/Rogue 2/Duelist 6; CR 13; Medium-sized humanoid; HD 5d10 +15 plus 2d6 +6 plus 6d10 +18; hp 90; Init +5; Spd 30 ft.; AC 16 (touch 16, flat-footed 13); Atk +17/+12/+7 melee (1d6 +5/19-20, masterwork rapier); SA Acrobatic Charge, Power Attack, Precise Strike +1d6, Sneak Attack
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Davy Jones
Davy Jones Portrayed by: Bill Nighy
From Wikipedia, the free encyclopedia
Davy Jones is a fictional character, and the primary villain in the film Pirates of the Caribbean: Dead Man's Chest (2006), and will return in Pirates of the Caribbean: At World's End. He is played by Bill Nighy.
He is the
captain of the feared ghost ship featured in nautical lore, The Flying Dutchman.
In the movie, Captain Jack Sparrow owes a debt to Davy Jones for raising the
Black Pearl from the ocean depths and making him captain for thirteen years
in exchange for Sparrow's servitude. Now Jack must find another way to pay
off the debt or else forfeit his soul for one hundred years. "Bootstrap
Bill" Turner is also indentured to Davy Jones. Jones saved Bootstrap
from the bottom of the ocean where he was tied to a cannon.
Characteristics
It is said that if someone owes Davy Jones their soul, he has the ability to take it by any means. Even a cursed pirate that is undead could lose their soul, but only if there was an agreement.
Like his crew, Davy Jones' body is a mixture of various aquatic flora and fauna features. His head is cephalopod-like and his "beard" is composed of squirming octopus-like tentacles. A prominent sac bulges from under his barnacle-encrusted hat. In addition to his "bearded" face, he breathes through a siphon located on one side of his face. Jones has a crustacean-style claw for his left arm, a long tentacle index finger on his right hand, and the right leg of a crab (resembling a pegleg). He also speaks with a clearly distinguishable Scottish accent. The immortal Jones has supernatural powers; among them are invincibility, command over the legendary sea monster, the Kraken and teleportation. His crew also possesses this ability. In a scene in Pirates of the Caribbean: Dead Man's Chest, Jack observes Davy Jones through his telescope, but is suddenly face-to-face with him aboard his ship when he puts down the telescope. This ability is also seen when Will Turner boards the half-sunken ship and Jones' crew appears from the masts and deck, as well as Bootstrap Bill Turner appearing to Jack in the locked hold of the Black Pearl. According to the writers' commentary, this is a difficult process only done at night.
Jones uses the octopus-like arms of his "beard" to manipulate objects, such as a key (he shows this during a game of Liar's Dice), his hat, (when his ship submerges) and the keys of his vast pipe organ. He plays the organ with his "beard" because one of his hands is a claw. Since his claw consists of only two parts (neither of which can move horizontally), he can only strike one key with that hand. However, his "beard" plays more than 20 keys at once, meaning he can play as about 23 other organists at once. The melody Davy Jones plays on his pipe organ is the same as the one played on his locket (It should be noticed that he and Tia Dalma have the same lockets, suggesting an ambiguous relationship). It is also his characters theme, and can be heard throughout the film's score.
Though his crab leg somewhat limits his dexterity, Jones is a formidable swordsman, able to fight Jack Sparrow whilst standing on a yardarm in the middle of a raging storm. Jones is here shown wielding a rapier.
Life
Spoiler warning: Plot and/or ending details follow.
Early life
Davy Jones, the supernatural ruler of the seas, buried the Dead Man's Chest on Isla Cruces. Within the chest is his heart, carved from his body when he was unable to bear the pain of losing his one true love. Jones has since inflicted cruelty and pain onto others, even his crew. Jones is invincible as long as his heart is not destroyed. Anyone possessing the heart controls Jones and the seas.
Pirates of the Caribbean: Jack Sparrow
In the book series about the earlier adventures of Jack Sparrow, Davy Jones shows interest in the Sword of Cortez. He is a minor character, but finally appears in the cliffhanger ending to book 7 when Jack and his crew encounter the Flying Dutchman. He also apparently rules over many siren and mermaid kingdoms in the ocean.
Pirates of the Caribbean: Dead Man's Chest
Despite Jones' determination to inflict pain and suffering, he appears to have a soft spot where love is concerned. When Jack tells him of Will Turner's love for Elizabeth, Jones' expression softens noticeably. While playing a certain tune on his pipe organ (identical to the tune of his heart-shaped music locket), Jones' face twists in tortured emotion. While on the Flying Dutchman, Will Turner challenges Jones at a game of liar's dice. The stakes, Turner's soul for an eternity of service, against the key to the Dead Man's Chest, where Jones keeps his heart locked up. Turner's father joins in the game, matching the wager, and loses. Will is free to go to port, while Bootstrap is stuck on the ship forever. While Jones is sleeping, Will sneaks in and steals the key. He then escapes the ship. When Jones finds out, he sends the Kraken after the ship that Will is on. Everyone is killed, seemingly including Will, but Will escapes and makes it to Isla Cruces, where the chest is buried. Jones arrives there as well, but he can't set foot on land for a decade, so he sends his crew after the chest. They are able to do so, and now Jones only has to deal with Jack. Jones summons the Kraken to attack the Black Pearl and claim Jack Sparrow. Jones grimly watches as the Kraken destroys the ship and apparently devours its captain. Turning his attention to the chest that is now back in his possession, he demands the crew open it. An anguished Davy Jones curses Jack Sparrow when the chest reveals itself to be empty. Jones believes Sparrow has the heart, but it is actually Lord Cutler Beckett who now possesses it, given to him by James Norrington in an effort to bargain back his career.
Davy Jones collects dying sailors and offers them an opportunity to serve aboard his ship for one hundred years in order to delay facing their final judgment. However, if someone willingly sells their soul to Jones in exchange for something, they also owe him one hundred years of servitude. Jack Sparrow bartered his soul to Jones to raise the Black Pearl from the depths of the ocean and be made captain.
Pirates of the Caribbean: At World's End
In the next film, Davy Jones and his crew are in an alliance with the other villains, Cutler Beckett, and James Norrington, since they have his Heart. In scenes from the film's theatrical trailer, we see Davy Jones standing behind Beckett at one point, and duelling Jack Sparrow on a ship's crow's nest in the rain while the ship is in a whirlpool. Jack is holding the Chest of Davy Jones in his hand during the duel. Another point in the trailer shows Jack delivering a blow to Jones' face with an oar.
Trivia
* The legend
of Davy Jones' Locker is hundreds of years old, and originally not connected
to the legend of the Flying Dutchman. References to Davy Jones may be found
in many old works, such as Robert Louis Stevenson´s 1883 classic Treasure
Island. Other sources are:
o The sea lore of the Flying Dutchman and its captain. As a reference to this
legend, Jones can go on land only once every ten years, prompting Jack to
carry a jar of dirt as an apparent preventative measure.
o Davy Jones' act of removing and concealing his heart draws on a well-established
theme in which the villain is rendered immortal by sacrificing his or her
humanity. Examples of this range from ancient mythology to modern concepts
of the Undead and Demons.
o The Bible. Davy Jones' speech before waking the Kraken for the first time
in the film ("Let no joyful voice be heard! Let no man look up to the
sky with hope! And let this day be cursed by we who ready to wake...the Kraken!")
is a paraphrased version of chapter 3, verses 7 and 8 of the Book of Job.
* The entire
crew of the Flying Dutchman, except "Bootstrap Bill," is completely
CGI, including Davy Jones. Their performances were recorded using motion capture
during actual filming on the set, rather than in a motion-capture studio during
postproduction. It was at one time thought that Nighys actual eyes might
be used, but that idea was later dropped.
* Because of the computer-generated character's photorealism, many reviewers
mistakenly identified Nighy as wearing prosthetic makeup.
Roleplaying Notes
Originally Posted by
Shade of the En World forums.
| Medium Aberration (Aquatic) | |
| Hit Dice | 12d8+48 (102 hp) |
| Initiative | +0 |
| Speed | 30 ft. (6 squares), swim X ft. |
| Armor Class | X (+X Dex, +X natural), touch x, flat-footed X |
| Base Attack/Grapple | +9/+12 |
| Attack | Claw +12 melee (X+5) |
| Full Attack | Claw +12 melee (X+5) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Curse, spell-like abilities (teleportation at least) |
| Special Qualities | Amphibious, darkvision 60 ft., hidden life |
| Saves | Fort +8, Ref +4, Will +11 |
| Abilities | Str 17, Dex 11, Con 18, Int 14, Wis 17, Cha 24 |
| Skills | 60 |
| Feats | 5 |
| Environment | Aquatic |
| Organization | Solitary or crew (Davy Jones plus X seaclaimed creatures) |
| Challenge Rating | 12-13 |
| Treasure | Double standard (?) |
| Alignment | Lawful evil (?) |
| Advancement | By character class |
| Level Adjustment | - |
Seaclaimed Creature (template)
Originally Posted by
Shade of the En World forums.
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 creatures 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 opponents 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 - Anenome Head (Ex) The seaclaimed creature's head resembles a brightly-coloured sea anenome. 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) Catfishlike barbels sprout from the seaclaimed creature's face, neck, or shoulders. This grants it blinsense 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 shelfish grow over the seaclaimed, 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 creatures 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 a 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 mesmerizes 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, etcs. 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) Your 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 porpoiselike 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 opponents 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. CR +1, LA +3.
49 - Drown (Su) The seaclamied 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 seaclamied creature can attempt to beguile creatures with its song. The seaclamied 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 seaclamied creature for it to take effect. The targeted creature must make a Will save (DC equals 10 + 1/2 seaclamied creature's HD + seaclamied 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 seaclamied 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 seaclamied 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 seaclamied 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.
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James Norrington
From Pirates of the Caribbean: Dead Man's Chest. Portrayed
by: Jack Davenport
From Wikipedia, the free encyclopedia
James Norrington is a fictional character (played by Jack Davenport) in Disney's Pirates of the Caribbean film trilogy.
Fictional
Biography
Spoiler warning: Plot and/or ending details follow.
Early Life
Little is known about Norrington's early life other than he joined the Royal Navy. He is first seen as a Lieutenant aboard the HMS Dauntless when it transports new Governor Weatherby Swann and his young daughter Elizabeth to Port Royal in the Caribbean. During the voyage, he expresses his views about pirates to Elizabeth, saying that they all deserve a "short drop and a sudden stop."
Pirates of the Caribbean: The Curse of the Black Pearl
In Pirates of the Caribbean: The Curse of the Black Pearl, James Norrington is introduced as a Lieutenant on the HMS Dauntless as it makes a crossing from England to deliver the new governor to Port Royal. Over the next eight years, he becomes an established figure in Port Royal and rises to the rank of Captain. At the start of the movie proper, he is to be promoted to Commodore and according to Norrington, the only thing lacking in his life is marriage. He proposes to Governor Swann's beautiful daughter, Elizabeth Swann at his promotion ceremony, but he is interrupted when she faints and falls off the rampart wall into the bay. He truly loves Elizabeth, but she harbors deep feelings for Will Turner, a handsome and charming young blacksmith's apprentice. Norrington opposes her attachment to Turner (creating a rivalry between the two), but he later helps them and Captain Jack Sparrow in their fight against Captain Barbossa and his evil pirates. In the end, he graciously accepts Elizabeth's decision to be with Will.
Norrington's personality initially seems rigid, even slightly snobbish. However, it becomes apparent that he is a kind and compassionate man who eventually comes to discern between what is lawful and what is right. When Will halts Jack Sparrow's execution, Norrington is hesitant to resume, believing it is unjust. However, he unwittingly provides the wily pirate an escape avenue when Sparrow falls off the rampart and is rescued by his crew. Fully intending to give chase, Norrington allows Sparrow one day's head start.
It is important to note that Norrington is the one character who is not driven solely by his own goals or needs. This is best demonstrated when he tells Jack Sparrow that he is able to forfeit the fame and prestige to be gained by capturing the Black Pearl, "By remembering that I serve others, Mr. Sparrow, not only myself." Norrington is known and feared by pirates for his leadership skills, brilliant strategic mind, and swordsmanship abilities, (According to the DVD commentary by the scriptwriters, Norrington's skill with a sword is equalled only by Barbossa and surpassed by Will Turner).
In several deleted scenes on the DVD (specifically "Accepting the Proposal" and "Happy Endings"), Norrington's character is further developed as a kind and decent man who loves Elizabeth so much that he is prepared to abandon any hope of having her to ensure her happiness with another.
Pirates of the Caribbean: Dead Man's Chest
In Pirates of the Caribbean: Dead Man's Chest, Lord Cutler Beckett has issued an arrest warrant for Norrington's part in Jack Sparrow's escape, but he has disappeared. While unsuccessfully pursuing Sparrow, his ship fell victim to a violent hurricane. Disgraced, he resigned his commission soon after. He resurfaces in Tortuga when he applies for a position on the Black Pearl, although he also attempts to shoot Jack. Upon his reappearance, he has descended into a ragged, drunken, bitter man, who schemes to regain his honor and seek vengeance against Jack Sparrow and (later) Will Turner, whom he blames for ruining his life. It is a stark contrast from the selfless man of honor in the first film to the one who has degraded into an individual he so previously despised. He also suspects that Elizabeth now prefers Jack over Will.
On Isla Cruces, the island where the Dead Man's Chest is buried, Norrington becomes entangled in a three-way battle with Will Turner and Jack Sparrow in a bid to capture Davy Jones' heart. Norrington plots to regain his career by taking the heart to Lord Cutler Beckett, who wants it to control the seas. Jack obtains the heart, but when they're attacked by Davy Jones' crewmen, Norrington steals it. Stuffing it into his coat, he grabs the now-empty chest, and deviously feigning he's sacrificing himself in a ploy to divert Davy Jones' crewmen away from the others, flees. Jack believes the heart is still hidden in the longboat, but in fact, Norrington has actually absconded with the heart and the Letter of Marque that grants the bearer clemency.
Norrington relinquishes the now-empty chest to Davy Jones's crew who, believing they have retrieved the heart, let him escape. He reappears in Port Royal, having been found adrift by an East India Trading Company ship. To win back his honor and career, he presents himself and the Letter of Marque to Lord Cutler Beckett. Beckett says that if he expects the Letter to be certified, he must have something to bargain with. Norrington tosses a small pulsating bag onto Beckett's desk and declares it, "The heart of Davy Jones".
Pirates of the Caribbean: At World's End
In the third film, according to an early leaked version of the script, the now Admiral James Norrington is under the command of Cutler Beckett and is killed by Bootstrap Bill Turner. The writers, however, have claimed this version is very different from the final draft. In the film's trailer, Norrington is shown wearing a heavily gold-trimmed Admiral uniform, examining his old sword from his days as Commodore.
Sao Feng

From Wikipedia, the free encyclopedia
Captain Sao Feng ("Howling Wind") is the new featured villain and pirate in Pirates of the Caribbean: At World's End, the sequel to Pirates of the Caribbean: Dead Man's Chest and Pirates of the Caribbean: The Curse of the Black Pearl. He will be played by actor Chow Yun-Fat. The film is said to feature a massive rooftop chase sequence at the character's Singapore home.
Fictional
biography
Spoiler warning: Plot and/or ending details follow.
Pirates of the Caribbean: At World's End
Sao Feng is a fictional character based on legendary Chinese pirate Cheung Po Tsai. He is captain of a Chinese war ship called the Empress, and leads a gang of supernatural Chinese pirates. He is one of the Pirate Lords (ruling over Singapore), but it is unclear whether he is allied with Beckett or the other Pirate Lords however the trailer does not idenitify him as one of the "enemies united". Although this is unclear, it is certain that he will appear to capture Elizabeth Swann and use her as bait to get Jack Sparrow and his crew over to save her. He is not 1 of the enemies united (Norrington, Beckett, Davy Jones). His ship is based on the legend of the chinese junk ship lurking the unknown and weird waters of Singapore.
Grant
Sparrow
From Wikipedia, the free encyclopedia
Captain
Grant/Teague Sparrow is a future character in Walt Disney Picture's upcoming
2007 film. He is assumed to be the father of captain Jack Sparrow and pirate
lord of Madagascar. He is also member of the Brethren of the Coast. Keith
Richards of the Rolling Stones will play this character.
Fictional
Biography
Spoiler warning: Plot and/or ending details follow.
Pirates of the Caribbean: At World's End
Grant Sparrow is the father of Captain Jack Sparrow not much is known about him other than he is the father of Jack, he could have been born in British Colonial India the same place Jack was born, and might have even been employed by the East India Trading Company
Walt Disney Pictures has confirmed that Jack's father will appear in Pirates of the Caribbean: At World's End. It has been said that Jack Sparrow will come across his father in the film.
An early showing at the ComicCon release shows that he will, at some point, rescue Bootstrap Bill Turner and they both engage on an agreement that involves the rescuing their sons, Jack Sparrow and Will Turner[cit
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