D&D 5E [D&D 5E] Pirates of the Spheres: Captain's Privilege (Recruiting)

Steve Gorak

Adventurer
Looks good so far, I like it. :) As for background details - you have the entire galaxy to play with. ;) Having said that, you can leave a lot of the details vague, if you like, and fill them in later as we play. Most of the planets in the Dragon Empire are not terribly detailed, yet. But, overall, most worlds in the Empire have an even mix of elves, dwarves, and gnomes with other races being rare. Humans are hated and feared, even by many metallic dragon clans and their elf, gnome, and dwarf subjects, due to a war with human dragonslayers a number of humanoid generations ago.

So are humans out or can I make my captain human? I like the idea that they are feared ;-)
Also, how do weapons work? Are we dealing with light sabers, energy rifles and phasers, or swords, bows and crossbows?
Finally, do you want a mostly good leaning group, or this doesn't matter?
Cheers,

SG
 

log in or register to remove this ad

KirayaTiDrekan

Adventurer
You, the players, should decide what you want the group's general alignment to be. ;) Weapons and such are as per the PHB. Humans are fair game - just expect Imperial entanglements to be awkward should they come up. ;)
 

Steve Gorak

Adventurer
This is the concept I've been toying with. I couldn't help to include 1 warlock level ;-)
Still need to wrap up the equipment and the magic item.
Comments are welcome. Waiting to see the alignment of the rest of the crew deciding, but leaning towards LN.

Code:
Name:       Albathar Silvercape 
Class:      Fighter 1/ Rogue 1/ warlock 1 
Race:       Human
Background: Sailor/Charlatan
Size:       Medium (5'8", 140 lbs)
Gender:     Male
Age:        22
Alignment:  

STR: 8  (-1)0 Save: +1    HP: 26 (1d10(max)+2d8+6)
DEX: 16 (+3)9             AC: 16 (+4 breastplate, +2 dex)
CON: 14 (+2)7 Save: +4
INT: 10 (+0)2             Speed:   30
WIS: 10 (+0)2             Init:    +3 (+3 dex)
CHA: 14 (+2)7             Passive Perception: 14


Skills:                  Abilities:
*Acrobatics        +5    Feat: crossbow expert
Animal Handling    +0    
Arcana             +0    archery fighting style: + 2 ranged weapons
Athletics          -1    Second wind: 1d10+1
**Deception        +6    
History            +0    
Insight            +1    
Intimidation       +2    Bad reputation
Investigation      +0    
Medicine           +0    Expertise (Stealth, deception)
Nature             +0    Sneak Attack (1D6)
*Perception        +3    Bonus Language (replace Thieves’ Cant)
Performance        +2    
Persuasion         +2    
Religion           +0    Fey Presence: bonus action, wis save vs dc12 
Sleight of Hand    +3     10ft cube emanating from me, charmed or 
**Stealth          +7     frightened until end of next turn
Survival           +0

Proficiencies:
Armor: all
Weapons: all
skills: Perception (fighter), acrobatics (fighter), stealth (rogue), persuasion (background), Deception (perception overlap with background  
Tools: Thieves’ Tools (rogue), navigator tools (background), forgery kit (background)
Languages: Common, Elvish (Human), Draconic (replaces thieves's can't), 

Spellcasting:
Spell Attack Modifier: +4
Spell Save DC: 12
Cantrips Known: Minor Illusion, Prestidigitation
Spells Known: Hex, faery fire
Spell Slots: 1/-/-/-/-/-/-/-


Feats:
Crossbow expert

Weapon                Attack  Damage     Type  Range
Rapier                 +5     1d8+3        P
Dagger-melee           +5     1d4+3        P   
Dagger-ranged          +7     1d4+3        P   20/60
Hand crossbow          +7     1d6+3        P   30/120
Heavy crossbow         +7     1d10+3       P   100/400	

Equipment:
gp   Item	
400  Breastplate
 75  hand crossbow
  6  3 daggers 
 20  2 short swords  
 25  Rapier          
 50 heavy crossbow

 15  forgery kit

 25  Navigator's tools

 25  Thieves's tools
  5  5x 20 cross bow bolts
 16  Burglar’s Pack (16 gp).Includes a backpack, a bag of 1,000 
      ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a 
      hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days 
      rations, a tinderbox, and a waterskin. The pack also has 50 
      feet of hempen rope strapped to the side of it

Common Clothes


Money: 338 GP

Personality Trait: My friends know they can rely on me, no matter what
Ideal: I help the people who help me—that’s what keeps us alive.
Bond: The empire murdered my family. I will avenge them.
Flaw: My pride will probably lead to my destruction.

[sblock=Background]
Albathar XXXX, goes by the pseudonym Albathar Silvercape, is the grandson of Lord commander YYYY XXXX, a renowned dragonslayer and fleet general during the Human-Dragon wars.
He was raised by the remenants of the human resistance, his family having been hunted down by imperial forces.
On one of his adventures, he met with a fey entity, with whom they shared a common hatred of the dragon empire, the later gave him powers to fight the wicked wyrms.
He is 22 years oldand is now a spell jamming corsaire, spy, occasional smuggler and freedom fighter against the dragons.

[/sblock]
 
Last edited:

KirayaTiDrekan

Adventurer
I like it. :D Has a very Malcolm Reynolds feel to it with a touch of Robin Hood. With all warlocks, I like to get specific with exactly who/what the patron is. That's something we can work on together, however. Do you have any initial ideas?
 

Steve Gorak

Adventurer
I like it. :D Has a very Malcolm Reynolds feel to it with a touch of Robin Hood. With all warlocks, I like to get specific with exactly who/what the patron is. That's something we can work on together, however. Do you have any initial ideas?

Hey Kiraya!
I'm glad you like the concept!
For the fey, I was thinking an ancient entity, possibly involved in the human-dragon wars.
It could have also made a pact with Albathar's grandfather, and could thus be hated by th dragons.
I'm open to suggestions/recommendations.
Cheers,

SG
 

KirayaTiDrekan

Adventurer
It could be...

A Lord/Lady of some sort from the Feywild.

An elven or fey god from one of the D&D worlds attempting to establish a presence in the Dragon Empire without attracting the attention of the Unification Church.

A powerful hag seeking to increase her power.

Just some ideas off the top of my head.
 

Leif

Adventurer
Larken, Wood Elf Druid Environmental/Healing

[sblock=Larken, Wood Elf Druid (fleshed out a bit more)]
Larken, Wood Elf Druid L3 -- Environmental, Healing Officer / Ship's Doctor
Druid Circle: Circle of the Moon

15 W elf (wood) +1 = 16 +3
14 D elf (wood) +2 = 16 +3
13 C +1
12 Ch +1
10 I -
8 S -1

Ability Scores (arranged)
S 8 (-1)
D 16 (+3)
C 13 (+1)
I 10 (-)
W 16 (+3)
C 12 (+1)

HP: 9+6+6 =21

wood elves are proficient with longsword, short sword, short bow, longbow, walking speed 35', mask of the wild.
druids are proicient with: light armor, medium armor, shields, club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear.
Tools: Herbalism Kit
Saving Throws: Int, Wis
Skills: Perception, Survival

Carries a quarterstaff, upon which he casts shillelagh at the beginning of combat (casting time - 1 bonus action, d8 damage, uses spellcasting ability modifier (+3) for attacks and damage).

MAGIC ITEM (uncommon): Cloak of Protection (+1)
Leather armor [AC = 11+3(dex)+1(cloak)=15]

Spell Save DC: 8+2+3 = 13
Spell Attack Modifier: 2+3= +5

SPELLS [Slots: L1: 4, L2: 2]
Cantrips known: Druidcraft, Shillelagh
Spells Prepared: Cure Wounds (1d8 per level+3), Healing Word (1d4 per level+3), Speak With Animals, Thunderwave (15' cube originating from Larken, 2d8+1d8 per level above 1st+3) damage, save for half), Lesser Restoration, Protection from Poison

Background/Personmality
Larken was raised as a typical elf, with all the usual elvish reverence for nature and the natural world. He channeled this into his druidic studies and did very well. His greatest interest and fascination was with he sky and stars, which led him to journey between worlds as soon as he could. His long service in space has given him a broader outlook than many druids, but it has also made him long for simpler times before he became aware of other worlds. Things were so much simpler then! If only he could go back....
[/sblock]
 
Last edited:


Skarsgard

Explorer
We can work something out on that score - let's say 50 gp per additional 1st level spell in your spellbook and 100 gp per additional 2nd level spell.


Thanks!

I have updated my original post, I have added;
Comprehend Languages
Protection from Evil and Good

Arcane Lock
Continual Flame
Knock


I have also made a copy of my spellbook.

edit: I am taking a magic dagger (Weapon of Warning) as my Uncommon item if that is OK?
 

KirayaTiDrekan

Adventurer
One more thing - if anyone has left over gold after buying all of their gear and such, you can contribute that toward repairing and upgrading the ship. Details coming this evening.
 

Remove ads

Top