[5e] Spell & Crossbones

Quickleaf

Legend
[MENTION=23484]Kobold Stew[/MENTION]
Hey I caught some discrepancies on your character sheet...might want to double check your numbers...

Initiative should be +3 (not +2) since Dex 16 (+3)

Pistol attack should be +5 (not +7) since Dex 16 (+3) and prof +2

AC should be 16 (not 17) since AC = studded leather (12) + Dex (3) + heavy armor house rule (1)
 

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Queenie

Queen of Everything
Katerina sounds like fun!

Here's how Fortunes work: Pick up to 3 from Mixed and/or Good Fortunes. For each Good Fortune you take you must also take an Ill Fortune. This caveat does not apply to Mixed Fortunes which already are a mix of good and bad so don't need an Ill Fortune to balance them out.

For example, Katerina might have: Notoriety (mixed), Contacts (good), Monkey Magnet (good), Enemy (ill), Wanted (ill).

She's is going to be So. Much. Fun! I'm excited :)

In theory, you are not limited to how many Mixed Fortunes you take? Or is that included in the three. Just want to make sure I understand!

Now, here is my current conundrum. I rolled pretty well 17, 17, 16, 12, 9, 8. I will post the IC link in my character sheet (it's hard to do on my iPad).

As a human I can bump each one up to 18,18,17,13,10,9 or give up 4 increases to get a feat and a skill proficiency.

At 4th level I have the choice of bumping 2 stats by 1 or 1 stat by 2 or taking a feat.

First glance the highest numbers go to DEX and CHA. Lowest probably STR or possibly CON (from the curse). I need her to be able to have the Captain requirements and probably also the Sailing Master's too (navigation). Fighting with swords and guns, we were thinking two handed fighting. Also very acrobatic. Typical roguish swashbuckler.

Suggestions? I am especially wondering about the feats. I'm not really familiar with 5e at all yet.
 

Quickleaf

Legend
She's is going to be So. Much. Fun! I'm excited :)
I'm looking forward to see how she and [MENTION=6755061]Kiraya_TiDrekan[/MENTION]'s character interact!

In theory, you are not limited to how many Mixed Fortunes you take? Or is that included in the three. Just want to make sure I understand!
Yeah, mixed fortunes were meant to be included in the 3 limit. Mainly I put this limit to prevent it from getting out of hand or too much blurring of character niches. HOWEVER. If you want to break this limit (within reason) and it fits your character's story, I say go for it!

"The rules are more like guidelines, really..." ;) Doubly true in a pirate game!

Now, here is my current conundrum. I rolled pretty well 17, 17, 16, 12, 9, 8. I will post the IC link in my character sheet (it's hard to do on my iPad).
Nice stats! To be honest, I trust you guys. And even if someone were to cheat (pirates, savvy?), there will be some very fierce opposition and high stats are probably toward the low end of the barrel in terms of things that will save your hide. :]

First glance the highest numbers go to DEX and CHA. Lowest probably STR or possibly CON (from the curse). I need her to be able to have the Captain requirements and probably also the Sailing Master's too (navigation). Fighting with swords and guns, we were thinking two handed fighting. Also very acrobatic. Typical roguish swashbuckler.

Suggestions? I am especially wondering about the feats. I'm not really familiar with 5e at all yet.
Some feats that might fit your character concept...

Athlete: +1 Dex, standing from prone only takes 5 ft movement, climbing doesn't halve speed, only need 5 ft take off for a running jump

Crossbow Expert: re-skin to Firearms Expert; ignore loading, being next to enemy doesn't impose disadvantage on ranged attacks, when you Attack with a one-handed weapon you can use bonus action to attack with loaded firearm

Defensive Duelist: with finesse weapon, can use reaction to add proficiency bonus to AC against a melee attack

Lucky: gain 3 luck points, which you can spend to gain advantage or impose disadvantage, regain luck points after a long rest

Mobile: +10 speed, ignore difficult terrain when you Dash, when you make a melee attack against a creature you don't provoke opportunity attacks from that creature for the rest of the turn (hit or miss)

Skilled: gain proficiency in any combo of 3 skills or tools

Tough: HP increase to twice your level when you take this feat, and every level thereafter you gain +2 HP
 

Quickleaf

Legend
A question for everyone about the "Lives" house rule: Do you prefer the number of lives (1d4+2) your characters have be kept secret by the DM? Or do you prefer to know how many lives your characters have?

Either is fine. The first case creates more versilimitude and mystery, while the second creates more suspense.
 

KirayaTiDrekan

Adventurer
I could go either way.

Edit: Holy biscuits - I just now looked at your sig, [MENTION=20323]Quickleaf[/MENTION]. You wrote Tales of the Caliphate Nights? That's one of my wife's favorite books. :)
 


KirayaTiDrekan

Adventurer
Time to brag a bit - My wife also happens to be in the biz. Mainly as a layout artist (1001 Spells, Lords of Gossamer & Shadow, and a boatload of others), but also as writer (Book of Heroic Races: Seedlings) and developer (Treasury of the Sands). :D
 

Kobold Stew

Last Guy in the Airlock
[MENTION=23484]Kobold Stew[/MENTION]
Hey I caught some discrepancies on your character sheet...might want to double check your numbers...

Initiative should be +3 (not +2) since Dex 16 (+3)

Yes! Thanks -- legacy of the form I copied from.

Pistol attack should be +5 (not +7) since Dex 16 (+3) and prof +2

No! Fighting style gives +2.

AC should be 16 (not 17) since AC = studded leather (12) + Dex (3) + heavy armor house rule (1)

Good catch. That's me just being bad at addition.
 

Unsung

First Post
My vote's for keeping Lives hidden. I'm all for surprises, even if they're bad. I don't especially mind if they're not, but that's my vote.

EDIT: Link to the Rogues' Gallery (updated)

[sblock=Player Character: Gunner Teague]
CN human (English) Barbarian 1/Cleric 3 (Tempest domain)
Backgrounds: Sailor, Escaped Convict (features- Ship’s Passage, Wanderer)
Bond: Curse of Aztec Gold
Duties: Master Gunner
Fortunes: Old Salt, Hangin' Look, Treasure Map, Enemy (Commodore Bennett Rafferty, the son of a former captain)
Notes: Missing one eye (-2 to Initiative and Perception), illiterate, harried by Rafferty and his men, mysterious map tattooed on his back

Armour Class: 16
Hit Points: 43/43
Size: Medium
Speed: 30 feet
Abilities: Str 12 (+1), Con 14 (+2), Dex 16 (+3), Int 8 (-1), Wis 16 (+3), Cha 8 (-1)
Initiative: +1
Senses: Passive Perception 13
Inspiration: ?
Experience: --

Proficiency Bonus: +2
Armour: Light armour, medium armour, heavy armour, shields
Weapons: Simple weapons, martial weapons
Tools: Navigator’s tools, vehicles (water), tinker’s tools, dice
Saving Throws: Strength +3, Constitution +4
Skills: Intimidation +1, Nature +1, Athletics +3, Perception +3, Deception +1, Survival +5
Languages: English, Island Carib, semaphore

Equipment
Boat hook (pike; heavy, reach, two-handed). Melee weapon attack: +3 to hit, reach 10 ft, one target. Hit: 1d10 + 1 piercing damage.
Dagger (light, finesse, thrown). Melee/ranged weapon attack: +5 to hit, reach 5 ft/range 20/60 ft, one target. Hit: 1d4 + 3 piercing damage.
Pistol (36 bullets, loading). Ranged weapon attack: +5 to hit, range 30/90 ft, one target. Hit: 1d10 + 3 piercing damage.
Blunderbuss (12 shots, loading, misfire (1), two-handed). Ranged weapon attack: +5 to hit, range 20/60 ft, one target. Hit: 2d6 +3 piercing damage.
Harpoons x4 (javelins; thrown). Melee/ranged weapon attack: +3 to hit, reach 5 ft/range 30/120 ft, one target. Hit: 1d6 +1 piercing damage.
Component pouch (divine focus). Melee/ranged spell attack: +5 to hit.

Carried: Explorer’s pack (worn), 50 feet of silk rope (coiled around chest), common clothes (worn), tinker’s tools (in pack), belt pouch (1 gold doubloon, Aztec gold coin)
Trinkets: Water-damaged logbook (in pack) of one Captain Henry ‘Long Ben’, every page filled with cryptic navigation charts and unknown islands
In bunk: Belaying pin (club), shovel, iron pot, common clothes
Purchased this level (20 starting gp): Blunderbuss 15 gp, 48 bullets 2 gp, Dagger 2 gp

Class Features
Barbarian 1: Rage 2/day, Unarmoured Defense
Cleric 3: Channel Divinity 1/rest (Turn Undead, Destructive Rebuke)
Divine Domain (Tempest): Wrath of the Storm 3/day

Spellcasting (Cleric 3)
Cantrips (3): ghost rigging, mariner's boon, thaumaturgy
Spells prepared 6
Spell DC 13
Component pouch (divine focus). Melee/ranged spell attack: +5 to hit.
1st level 4/day: bane, command, create or destroy water, healing word; Domain Spells- fog cloud, thunderwave
2nd level 2/day: augury, enhance ability; Domain Spells- gust of wind, shatter

Feats
Human: Tough- +2 hit points per level

[sblock=Other Notes]
Background
Sailor, Escaped Convict
Personality Traits: I work hard so I can play hard when the work is done. I judge people by their actions, not their words.
Ideals: Fairness- We all do the work, so we all share in the reward (Lawful). Might- If I become strong, I can take what I want-- what I deserve (Evil).
Bonds: I have a family, but I have no idea where they are. One day I hope to see them again.
Flaws: The people who know me when I was young know my shameful secret, so I can never go home again... Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong survive and the weak perish.

Calculations
Armour Class: 16 = 10 + Dex mod (+3) + Con mod (+2) + 1 heavy armour proficiency
Hit Points 43/43 = 12 for 1st level barbarian + (3 x 5 per cleric level) + (4 x +2 Con modifier) + (4 x 2 Tough feat)
Ability Scores: Rolled 16 15 14 12 8 7, +1 to Dexterity and Charisma from human Ability Score Increase[/sblock][/sblock]

[sblock=Background]
A lifetime at sea not amounting to much, that’s the sad story of Gunner Teague.

The years and waves have taken much from him, robbed him of the strength of his sword-hand, the faces of a family he knew too little, years of his freedom-- whether breaking rocks for his countrymen in the prison at Point-Saint Charlotte, or languishing in the dungeons of the French island-fortress of Bon Ebon-- and opportunities, so many missed chances. He was young once, handsome and strong once, practically a hero-- once. He claims that years ago, he and a vain, young, and newly famous Captain George Lightly Rafferty were bosom friends. Rafferty, whose name has since passed into legend, alongside the disappearance of his ship, the HMS Rescue; the rather ironically named Rescue, of which Teague occasionally professes to be sole survivor. Some find it odd that they are only hearing of such an acquaintance upon meeting the gunner for the first time. He seems to mention it often enough, though the details of what claimed his old ship differ with each telling-- a whirlpool with giant fangs of gnashing ice, a huge barnacled hand with the bloated skin of a corpse rising from an otherwise placid sea, a rogue wave with a host of elves on horseback riding its crest...

If he’s drunk, that is. Ask again once he’s sober, and he’ll simply say, “A storm.” And that’s all.

Mottled with tattoos, fingers blue with the touch of blackpowder and gunmetal, his back strewn with the tracks of the cat of nine-- much of the time Teague appears a grim-faced taskmaster, tight-lipped and stern, one gimlet eye and a mouth like a sword. You’d scarcely credit him the imagination which seems necessary for such wild tales.

But his tongue is loosened by rum. The same may be true of his penchant for spinning outrageous falsehoods, delving into the mists of memory and coming up with some scarcely-remembered undersea monster or ghost ship. When drunk, he claims to have crewed with captains who died before he was born, to have sailed to destinations out of stage-plays and fairy tales-- to have docked in Avalon and weighed anchor on a kraken’s shell. Even the tattoos on his back seem to show islands surely too large to have gone undiscovered so long.

There’s but one sure bet, and that’s that the man was born in Bristol. Dare you to try and get a straight answer from him on the subject, however, of his long-ago life on dry land, and he’ll clam up sure as the tide’s ebb, no matter how drunk he might be.

Those who could give the lie to the more outlandish of Teague’s claims, who could glorify or condemn him, linger now in the locker of Davy Jones. Teague, for his part, goes on, serving on navy boats and merchanters, aboard privateers and pirate vessels. He’s decorated the inside of many a cell, English and foreign alike, drawn blood at the Crown’s behest only to sail under the flags of her enemies. In his long life, he says, he’s buried treasure and friends enough to sail a navy out of Hell’s own harbour, and who’s to say he won’t, one day? Maybe that was the plan all along.[/sblock]

[sblock=Rotation]
4:00-8:00 Sleeps like the dead. (ends long rest)
8:00-20:00 Maintains the ship’s cannons, checks the powder, cleans and counts pistols and muskets, shouts up and down at the powder monkeys. Throws his back into any task calling for more than one set of arms. (Master Gunner/Crew)
20:00-24:00 Drinks rum on deck, reciting jokes, tall tales, and mangled scripture to anyone who passes by. Often falls asleep. (starts long rest)
24:00-4:00 Becomes sombre and morose, delivering forth ghost stories and old sea legends and waxing poetic on the nature of the sea as a fickle goddess. Occasionally draws a crowd. (Entertainer/Lookout/Crew)[/sblock]
 
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Queenie

Queen of Everything
Hey, thanks! Always heartwarming to hear that Caliphate Nights made someone stoked :)
Cool! Is it actually a book or a game? I am assuming it's the world we're going to be playing in?

Time to brag a bit - My wife also happens to be in the biz. Mainly as a layout artist (1001 Spells, Lords of Gossamer & Shadow, and a boatload of others), but also as writer (Book of Heroic Races: Seedlings) and developer (Treasury of the Sands). :D
Also cool!

Fenris wrote a book too! But it's not a cool game book, it's a Botany Textbook for his students. It just got published this year and his students are using it for the first time this fall. It's got lots of nutrition info and info on fun things like beer, marijuana, other drugs plus talk of bio fuels and economy of foods world wide. So it's cool in a different way. I am super proud of him and you guys who wrote books should be proud too!!
 

Queenie

Queen of Everything
I'm looking forward to see how she and [MENTION=6755061]Kiraya_TiDrekan[/MENTION]'s character interact!


Yeah, mixed fortunes were meant to be included in the 3 limit. Mainly I put this limit to prevent it from getting out of hand or too much blurring of character niches. HOWEVER. If you want to break this limit (within reason) and it fits your character's story, I say go for it!

"The rules are more like guidelines, really..." ;) Doubly true in a pirate game!


Nice stats! To be honest, I trust you guys. And even if someone were to cheat (pirates, savvy?), there will be some very fierce opposition and high stats are probably toward the low end of the barrel in terms of things that will save your hide. :]


Some feats that might fit your character concept...

Athlete: +1 Dex, standing from prone only takes 5 ft movement, climbing doesn't halve speed, only need 5 ft take off for a running jump

Crossbow Expert: re-skin to Firearms Expert; ignore loading, being next to enemy doesn't impose disadvantage on ranged attacks, when you Attack with a one-handed weapon you can use bonus action to attack with loaded firearm

Defensive Duelist: with finesse weapon, can use reaction to add proficiency bonus to AC against a melee attack

Lucky: gain 3 luck points, which you can spend to gain advantage or impose disadvantage, regain luck points after a long rest

Mobile: +10 speed, ignore difficult terrain when you Dash, when you make a melee attack against a creature you don't provoke opportunity attacks from that creature for the rest of the turn (hit or miss)

Skilled: gain proficiency in any combo of 3 skills or tools

Tough: HP increase to twice your level when you take this feat, and every level thereafter you gain +2 HP

This is awesome, thank you! If anyone else has any suggestions I will take them but this gives me a lot to choose from. I'm still kinda in that world "highstatshighstats!" mode but this will give me more fun stuff to diversify my character.

To answer about the Lifes... I don't really know. I will think on it but at this moment I don't mind either way.
 

Quickleaf

Legend
[MENTION=6781406]Unsung[/MENTION] Gunner Teague looks great! One badass seaman!

Btw, a word on the blunderbuss: Misfire (1) means that on a roll of 1 you take 2d6 fire damage from the powder blowing up in your face and the gun requires a short rest to be cleaned before it will work. However, blunderbusses also have an advantage in that they can be loaded with almost anything, not just bullets...pebbles, pitons, dinner forks...could come in handy in some scenarios!
 


fireinthedust

Explorer
Industry: Hah! While we're having a love-in, I don't suppose it counts that I'm working on my own first publishing endeavour? DCC RPG, but I'm self-publishing (also writing, illustrating, InDesign layouts, plus I'm a freelance copyeditor).

Okay, not in the industry just yet, technically, but I'll be there in a minute...


anyhoo, sorry for the delay in concept, but I've got a bit of writers block for this. I'll marathon some pirate films tomorrow, and crunch something out.

I was thinking of some options:

1) Swordmage homebrew (because elves, swords, explosions, and teleportation are fun)

2) Mermaid bard wandering in human form.

3) Young lad who's at sea "on an adventure", possibly with a map to pirate treasure

4) A knave of epic proportions based entirely on equal parts Black Adder and Snidley Whiplash.

5-99) a collection of other ideas shuffled together in my head.


Yar, arrgh, blargh.

Also: Shouldn't the Irish be gnomes? The Dwarves, Scottish? My dwarven accent always ends up pirate-scottish... FYI. It's that bad.
 

Quickleaf

Legend
Industry: Hah! While we're having a love-in, I don't suppose it counts that I'm working on my own first publishing endeavour? DCC RPG, but I'm self-publishing (also writing, illustrating, InDesign layouts, plus I'm a freelance copyeditor).

Okay, not in the industry just yet, technically, but I'll be there in a minute...
Zombie monkey pirate ninja approves!

I was thinking of some options:

2) Mermaid bard wandering in human form.
I like this one! Merfolk, Merrow, and the Abyss will definitely be part of the game. Be advised [MENTION=6777934]Maldavos[/MENTION] is playing a bard, so this could either be redundant or awesome depending on your opinion of bards.

3) Young lad who's at sea "on an adventure", possibly with a map to pirate treasure
I like this one a lot because it's a bit more "pure" and because it contrasts nicely with the two Old Salts already on board.

4) A knave of epic proportions based entirely on equal parts Black Adder and Snidley Whiplash.
That could be fun too, no doubt your knavery would be in competition with [MENTION=23484]Kobold Stew[/MENTION]'s Gentleman Jim.

Also: Shouldn't the Irish be gnomes? The Dwarves, Scottish? My dwarven accent always ends up pirate-scottish... FYI. It's that bad.
Haha, well if you read the Races section you'll see that it's not meant to be a 1-to-1 analogy between D&D race and real world nationality. Dwarves come in flavors of Scottish (because accent!), Dutch (because wealthy trading companies!), and Peruvian (because how did they build those stone monuments?!). Are there Irish gnomes? Sure! Slainte!
 
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Hannerdyn

Explorer
Yes indeed. I am thinking a playing an old salty, pegged-legged dwarf. Probably Dutch. And yes, as I see him he will be able to be the Gunner, Boatswain AND Carpenter! But yeah, he will be a Gibbs-like character. I am not sure on class yet, but I am leaning towards Ranger. Oh, and I think he will hate monkeys.

I've written you in as a friend who my character, Hugo Van Haan considers to be part of a sea-faring underworld. In reality, Hugo has simply asked your character to deliver messages in secret to people that are in your ports of call.

I like the idea of Hugo having a close friend that is his complete opposite. Hugo is very friendly and pretty flamboyant. If you dig this idea, than great, otherwise we can work on something else. Let me know.

Hope we have as much fun RP'g as we have had between Korgon & Rhal.
 

Fenris

Adventurer
I've written you in as a friend who my character, Hugo Van Haan considers to be part of a sea-faring underworld. In reality, Hugo has simply asked your character to deliver messages in secret to people that are in your ports of call.

I like the idea of Hugo having a close friend that is his complete opposite. Hugo is very friendly and pretty flamboyant. If you dig this idea, than great, otherwise we can work on something else. Let me know.

Hope we have as much fun RP'g as we have had between Korgon & Rhal.

Absolutely broer* Hugo. Sounds great, and our roles would be somewhat reversed! But Old Zef may have more secrets than you know ;) BTW if you want to put his full name in your background it is Jozef Van Der Nagel.


*Broer is Dutch for Brother.
 
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Queenie

Queen of Everything
Industry: Hah! While we're having a love-in, I don't suppose it counts that I'm working on my own first publishing endeavour? DCC RPG, but I'm self-publishing (also writing, illustrating, InDesign layouts, plus I'm a freelance copyeditor).

Okay, not in the industry just yet, technically, but I'll be there in a minute...
Well, ha, I made a baby. So there :p

So I was just feeling a little left out of the achievement section. I used to do Fashion Design but now I'm just a Mom. And I do love it that way <3 And seriously, good luck with your book(s)!!


anyhoo, sorry for the delay in concept, but I've got a bit of writers block for this. I'll marathon some pirate films tomorrow, and crunch something out.

I was thinking of some options:

1) Swordmage homebrew (because elves, swords, explosions, and teleportation are fun)

2) Mermaid bard wandering in human form.

3) Young lad who's at sea "on an adventure", possibly with a map to pirate treasure

4) A knave of epic proportions based entirely on equal parts Black Adder and Snidley Whiplash.

5-99) a collection of other ideas shuffled together in my head.

OKay, so, mermaid idea sounds AMAZING. My NEXT pirate game I am so doing that!! However, I think you playing the lad who is a little green in the gills would fit nicely with this group. We need the laughs ;-)

Hope we have as much fun RP'g as we have had between Korgon & Rhal.
Of course you will! Wasn't I just saying it was something about the players and not the characters... Fenris and I were just saying how absolutely delightful it is to read your Rhal posts.
 
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Queenie

Queen of Everything
So we were playing Rock Band... and played one of our favorite songs... and we TOTALLY figured out how Old Zef lost his leg!!!


[video=youtube;NsxcZol_FEE]https://www.youtube.com/watch?v=NsxcZol_FEE[/video]
 

Hannerdyn

Explorer
[MENTION=20323]Quickleaf[/MENTION], I fixed the Stats area to include all the information

Here's the background, personality and appearance of my bard, Hugo Van Haan. He plays the viola. I'm sorry for the long background but... I was having a good time.

View attachment Hugo Van Haan.xlsx (Pretty Version)

Hugo Van Haan

Background
[sblock]The delegation to The Hague out of Noord from Rotterdam was once headed by Fredich Gaalmayer, a dwarf of status and an equal measure of kindness and loyalty to his staff, servants, clerks and various hangers-on. Chief among the hangers-on was Hugo Van Haan, a dwarf of some questionable reputation, worldly education and entertaining personality, who considered himself the chief councilor of a staff of councilors which included himself and no other.

Hugo served Gaalmayer for six years before the incident at The Hague court where Van Haan mentioned that, in an argument over state resource divisions, the delegation from Schiedam should take a surcharge or tax disadvantage for all the chlamydia spread throughout Europe by the otherwise-respected Clemet Van Schiedam. This was said while drunk, loudly and often that evening, once during dinner with an English duke, and at least once outside a brothel at noon the next day.

Oddly, the declaration outside the brothel was more of an issue than the same declaration at a state dinner. See, Hugo had followed Van Schiedam to the establishment of disreputables accompanied by the delegate’s wife, Marissa, who thought she was out shopping for fabrics.

Marissa was a Spanish noble married off to assist in the strengthening of diplomacy between the Netherlands and exclaimed that she was in such need of drapes to cover the windows in a drawing room where the drapes were simply awful and must have been at least two centuries old. Hugo, being the very man who set up trade of Egyptian cotton and French satin to a merchant inside the Hague, committed to obtaining the very finest the world could offer for Lady Marissa Van Schiedam. Yet the opportunity to disparage his rival presented itself to readily when he saw Van Schiedam’s carriage making its way customarily to the red-light district at the same time as Van Haan was on leave for fabric-shopping. A round-about route was in order, he explained to Marissa and company, and off they went.

Of course, Marissa was well aware of her husband’s visits to every brothel in Europe, the problem came when Marissa was exposed to the fact before her ladies in waiting. Now she had a duty to protect her reputation for King and country, for the sake of her good name, etc.

This caused problems for the court, as they now had a legal and moral duty to liquidate the arranged marriage between the two, furthering the cause of war between the Dutch and the Spanish and generally causing trouble for everyone.

Kind old Fredich Gaalmayer held Hugo as a close advisor for as long as he could, though his ‘chief councilor’ was banned from ever again accompanying him to The Hague. It was one late October when Gaalmayer made his own last journey to court. He returned in a black carriage and a casket, having died at the age of 112.

The new representative to the King and court immediately fired Hugo, and with his torrid reputation and lack of official title had no place to make a living. He made an offer to serve on a ship with an old friend who handled some of his more delicate communications, Jozef Van Der Nagel, seeking out adventure, fortune, and a meager living to feed his taste in jewelry, expensive clothes and beard wax.[/sblock]

Appearance
[sblock]Hugo Van Haan is ugly, even for a dwarf. His bulbous, red nose has seen at least two breaks, he’s short and pudgy, his red hair is styled in a garish mohawk (the style of New World natives), his mustache waxed and curled downward and his beard and fingers set with several brass rings. Scars line a side of his face and redden with his ruddy complexion. Green eyes that would normally be regarded as captivating only add to the numbered oddities in Hugo’s face.

Hugo adores fine clothes, stockings, ruffles and silks. Being on a ship persuades him not an inch into more utilitarian clothes.[/sblock]

Personality
[sblock]Despite his ugliness, Hugo is adored by nearly everyone he comes across. He is friendly, caring and attentive. He listens like a bartender and performs like a bard, adding a piece of music by lyre or viola which corresponds so perfectly with the needs of those he calls friends it seems nearly divine. He’s a natural friend and a devilish enemy.[/sblock]

Stats
[sblock]
Vitals
Hugo Van Haan
Male Dwarf
4th Level Bard of the College of Lore
Experience 2,700

Abilities
Str - 10 +0
Dex - 14 +2 [save]
Con - 14 +2
Int - 14 +2
Wis - 14 +2
Cha - 16 +3 [save]

Passive Perception 12

Skills
Deception - +5
Performance - +5
Persuasion - +5
History - +4
Sleight of Hand - +4
Stealth - +4
Arcana - +4
Jack of All Trades - Ability+1

Tools
Viola
Drum
Panflute

Combat
Rapier - +4, 1d8+2
Dagger- +4, 1d4+2

Features
Bardic Inspiration (d6)
Song of Rest (d6)
Expertise
Feat: Actor
Cutting Words (d6)


Languages
Dutch
English
Spanish
French

Equipment
Longsword
Leather Armor
Viola
Diplomat's Pack
Dagger

Spells
Cantrips Known
Friends
Message
Vicious Mockery


1st Level
Disguise Self
Comprehend Languages
Dissonant Whispers
Heroism


2nd Level
Detect Thoughts
Shatter
Enthrall


Flavor
Alignment - Chaotic Good
Background - Noble
Personality Trait - Hugo is adored by nearly everyone he comes across. He’s a natural friend and a devilish enemy. He is friendly, caring and attentive. He listens like a bartender and performs like a bard, adding a piece of music by lyre or viola which corresponds so perfectly with the needs of those he calls friends it seems nearly divine.Ideal - Independence
Bond - Gold, glory and Adventure
Flaw - By my words, I often bring shame to my family

Good Fortune - Contacts, Hugo has Dutch contacts among the nobility and throughout the Dutch colonies.
Ill Fortune - Enemy, Hugo has made an enemy of Clemet Van Schiedam, his wife, children and unnumbered Spaniards.
[/sblock]
 
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