Sailing For Adventure
Weight: 130 lbs
Alignment: Chaotic Neutral
Hit Points: 118
Strength: 8 (-2 race)
Wisdom: 13 (+2 master obelisk +1 race)
Intelligence: 11 (+1 race)
Dexterity: 18 (+1 race +2 class +3 NP +2 mystery box )
Charisma: 10 (-1 race 1 SP)
Endurance: 13 (1 NP, +1 tournament bonus, +1 death save Nat 20)
Movement Speed: 8
Armor Class: 16 (10 +4 Dex +1 Lock and Key +1 Rippers Mask) May ready an action to put wings up in a defensive position to gain 2 more AC.
Sleight of hand + 14
Lock picking + 12
Bow attack roll + 10
Arrow damage + 7
Perception + 4 (Wisdom + 1 for Nat 20’s on Anti Island)
Half a Platium
Cylinder of sending (3 inscriptions max, one for hatchery on Anti Island)
Batsy (Rat/Bat) (Away for a month)
Can scout areas, has sonar, can speak in garbles, can read and write common language
Can hold three people
Has two weapon holsters, one on each side
Bandages x 24
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)
Random map from ethereal room
Small cylinder of sending (emerald version)
Froddie’s pocket watch
Silverleaf – 0
Hemlock – 3
Red coin (can be turned in to change race or class)
Blue coin (can summon a government person at random)
Green coin (ultimate heal)
The shroud of silence (orb of silence)
Thornbear venum sack 500G value
Shrapnel Bomb (3D 12) – 2
Chain mail pouch with a magical lock
Ring found on a scaly hand inside the stomach of a Rabbid
2 feet long bones – 3
Leather armor scraps
Platinum with ‘RS’ inscribed on it (rocksteady entrance token)
Hunters quiver with three arrows that look to be shaking. (Get quiver inspected at artificer)
Two copper rings from elephant man who had a red punisher tattoo on his arm.
Lock and Key (Upgraded) (1 AC)
Rippers Mask (1 AC) Once per session may see the items of enemies. + 2 slight of hand.
Dagger(s): (1D4) + Half dex bonus Quantity: 0
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.
16 – Basic (1 D4)
3 – Root (1 D4) + ensnare (DC 15 to break) (10G per)
1 – Triple tip (3 d6) (Only use one per turn) (20G per)
4 – Ball tip (2 D4)
1 – Red powdered bullets (+5 damage)
5 – Full Metal Arrow (2 D8)
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. Dagger is immune to elemental damage.
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.
Copycat – Create an illusion of myself. Takes its action the same turn that I do. Can only fire regular arrows and can’t use ‘once per session’ abilities. Illusion lasts for three turns. Six turn cooldown.
Lock and Key (1 AC, sold one glove) – +1 slight of hand checks, +2 lockpicking.
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.
Burst Speed (Race ability): Can use minor action to double movement speed for two turns. Three turn cooldown.
Heighten Senses (Level 1): May make a dex check to be able to react to an incoming attack. Must beat their attack roll in order to react.
Wing Guard (Level 3): Able to use wings to guard from incoming attacks. May use a reaction to guard against incoming attacks for half damage. Wings have their own health, equal to half the users health. May also push back enemies who are behind the user. They must make a strength check to resist the pushback. Pushback is the same as a disengage.
Fast Hands (Level 3): +3 to slight of hands checks. When a nat 20 is rolled during attack, roll damage again at half damage.
Et Tu Bruté (Level 1): + 1 damage on all dice to all targets that PC is behind.
Wrench Dodge (Level 3): When the user is passing by an enemy, may use a minor action to ‘roll’ past them without granting an attack of opportunity. Once per turn, may roll past them and make a free attack against them with advantage, as they attempt to hit you but are off balance due to the dodge. Straight roll if attempting to use a ‘bigger’ weapon.
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.
Take 3 less damage from ice forces
Wing Blade (Level 3): (wings like archangel, +16 to wing hp)
Take a full turn to charge, and create a gust of wind in a 15 foot cone, tornado. All enemies within must make dex save of 14 or tossed 20ft in air and land prone. Enemies take 2D10 + 4 dmg on landing regardless if they pass their check. If they pass, they don’t fall prone. If used as a physical attack deal 2D8 + 2 slashing damage.
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 3 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.
Void Hole (Level 2):
Able to summon two void portals to teleport anyone between the two. Takes a minor action to do. May only cast twice a session, at any point. Must be cast on surfaces. If used to teleport behind an enemy, may make a sneak attack against them. Range of 40 feet.
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.