Sailing For Adventure
Weight: 130 lbs
Alignment: Chaotic Neutral
Natural Points: 1
Hit Points: 114
Wisdom: 12 (2 master obelisk)
Dexterity: 17 (2 class + 3 NP + 2 mystery box )
Charisma: 11 (1 SP)
Endurance: 13 (1 NP, +1 tournament bonus, +1 death save Nat 20)
Movement Speed: 7
Armor Class: 20 (10 +3 Dex +2 Leather Armor +2 Lock and Key +2 Lighter than Air + 1 Rippers Mask)
Sleight of hand + 14
Lock picking + 12
Bow attack roll + 9
Arrow damage + 6
Can scout areas, has sonar, can speak in garbles, can read and write common language
Bandages x 27
Torch x 2
Cantine of water
Rope x 4
Key to cells on bottom floor of ship.
Needle and thread
Makeshift surgical mask
Poison potion (1 D4)
Tranquilizer darts – 3 (6-12hrs)
~~Nuclear explozone 5×5 AOE (2 D10) + (2 D8) + (2 D6) + (1 D4 – AC)
~~Piece of cloth with strange inscription (given to Pierre)
Random map from ethereal room
Small cylinder of sending (emerald version)
Froddie’s pocket watch
Silverleaf – 0
Hemlock – 3
The shroud of silence
~~The doob (minor action) – after consumption, take extra action for two turns.
~~Waldorf’s Bolo: (1 D6 +1) +1 to grapple.
Studded Leather Jerkins (2 AC)
Lock and Key (Upgraded) (2 AC)
Rippers Mask (1 AC) Once per session maybsse the items of enemies. + 2 slight of hand.
Dagger(s): (1D4) + Half dex bonus Quantity: 2
~~Short Bow: (1D4) + Half dex bonus + arrow damage
SlingBlade: (Armor Piercing, Sharpened Blades, Curves Blades, Aerodynamic) (3D4) + Half dex bonus + 2. + 1 to attack roll. With natural 17+ add bleed effect that deals 3 damage for 4 turns, stackable.
Blood daggers: (2 D6) + Half Dex bonus + may drain own health to add 1/4 of drained blood to damage. Blood drained may not exceed half current health. May also choose to stab oneself after attacking a target with >10% health. If so, take half damage to self and gain health equal to damage done to target.
Bow of Foresight: (2D 6) + Half Dex bonus + Arrow damage. Any target hit by the bow has disadvantage on next attack. Can only activate once every three turns.
Boomerang Bow: (3D 4) + Half Dex bonus + Arrow damage. May throw bow at target and it will return back, or use as a melee weapon.
21 – Basic (1 D4)
6 – Root (1 D4) + ensnare (DC 15 to break) (10G per)
4 – Triple tip (3 d6) (Only use one per turn) (20G per)
4 – Ball tip (2 D4)
1 – Red powdered bullets (+5 damage)
I Don’t Miss – Throwable, will come back. Only works from behind, 15ft distance. Once per session may attack three times from behind. (1D6 + 2) + half dex bonus.
Feint Attack – Must call out before attacking. On a missed attack roll, attack hits for critical damage. On a natural one, deal triple damage. Can only be used once every three turns. Takes up entire attack for that turn, may move half movement on same turn. Must use two arrows on attack. If attack succeeds, deal normal damage with both arrows. If attack fails, deal critical damage with only feinted arrow.
~~Stonewall Vest (2 AC) – Once per session may activate to increase endurance by 5 for 5 turns and become immune to most ailments (including poisons/gasses). After use, become fatigued and have half movement speed and minus one to all stats for 2D4 turns.
~~Bigsbys Bracers (1 AC) – may activate to turn arm, from the shoulder down, ethereal for 3 actions. Items grabbed may also become ethereal, depending on their size. If touched by something ethereal, may take arm with the bracers.
Lock and Key (2 AC) – +2 slight of hand checks, +3 lockpicking.
Lighter than air (2 AC) – May use minor action to move half movement speed, rounded up. Can jump 20 feet in air. Can run four blocks on wall. Ignore disadvantage on running up a wall and bouncing off it. Special socks grant +1 when practicing with them.
Mystery Cube – To be used every 30 days. Group must agree on using. Each group member then rolls a d20.
The player attempts a slight of hand check and can take an item or weapon from an enemy with an advantage (inside or out of combat) must replace item taken with another item of similar weight. Can only use once every three turns during combat.
Fast Hands (Level 3): +3 to slight of hands checks. When a nat 20 is rolled during attack, roll damage again at half damage.
Very Dashing (Level 3): Roll a d20, result over 7 double movement speed for 2 turns. Three turn cool down.
Et Tu Bruté (Level 1): + 1 damage on all dice to all targets that PC is behind.
Wrench Dodge (Level 2): When the user is passing by an enemy, may use a minor action to ‘roll’ past them (1 space) without granting an attack of opportunity.
Fletcher (Level 2):
Gain +2 to attack rolls and +3 damage for arrows.
Taken from behind (Level 1): Gain advantage against foes who are engaged with an ally who can not see you.
Dark Matter (Level 3): Cast a shadow upon the entire floor consuming all with a 3×3 radius from body. All inside have half movement speed and take 2 D10 necrotic damage immediately. Occupants take (1 D4) damage on their turn, full damage on Dash turn. Shadow lasts for (1 D4) + 1 turns. Must rest between uses. DC 13 Dex for allies.
Bird caller – +2 bonus to all social interactions with flightless.
Authentically pathetic – Everyone sees the character as ‘pathetic’ and gives pity to them more often than not.
Sewing proficiency teir 3
Age 15ish – I pretended to be a bar keep in a tavern in Craftella. Met a big game hunter named Waldorf who I tricked into thinking I was simply a bar keep. When he let his guard down, I stole a pouch of gold containing 55 Gold pieces and a red crystal. After discovering my theft, he threw his bolo around my feet, capturing me. In route to Voltet (main jail) we were attacked by a band of robbers. Convincing them that we had nothing of value, Waldorf decided to keep me around as a ward. I learned how to use a bow from him, as well as throwing daggers.
Age 19ish – Eventually landing on the ‘big game island’ called Brackish, Waldorf went out to hunt for dangerous game, but was captured by The Government, but not before almost being eaten alive. The Government saved him from certain death. After waiting until nightfall, I make my way to the main island of Brackish, I discovered it to be swarmed by The Government. I lose my boat due to a storm, and am forced to live off the land of the island. I find out Waldorf died roughly three and a half months later, unable to ever get close enough to see him. They fed him to the animals after his death but I was able to reach him before the animals did. I was able to loot off his body his bolo, a compass, 89 gold, and a map of the world with sections that are circled. The circles are areas with big game, which was his dream to hunt. On the back of that map reads “Find these and you will never be poor again. Next time, be quicker.” After a day or two, the storm subsides, and I stow away on a boat of cows heading toward Trevana. I am caught after injuring a cow in a feeble attempt to kill it for food. Collapsing shortly thereafter, I wake up in a jail cell.
Was presented with a mystery box at master artificer on Voltet. Decided to give items which once belonged to Waldorf as a sacrifice, because of their importance to her. Once the sacrifices were accepted, she pushed the buttons and had three locations burned into her brain. The locations have sacred animals which she’s unclear why they’re important to her.