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Ford D'Acier Thatcher

Ford Forged

Monk (Kensei) 3 Class & Level
Pirate Background
Warforged Race
Lawful Neutral Alignment

Strength 16
Dexterity 12
constitution 16
intelligence 10
wisdom 13
charisma 8
Total Hit Dice 3
Hit Die 1d8+3
2 proficiency bonus
13 Passive perception
5 Strength
3 Dexterity
3 Constitution
0 Intelligence
1 Wisdom
-1 Charisma
saving throws
3 Acrobatics
1 Animal Handling
0 Arcana
5 Athletics
-1 Deception
0 History
3 Insight
-1 Intimidation
0 Investigation
1 Medicine
0 Nature
3 Perception
-1 Performance
-1 Persuasion
0 Religion
1 Sleight of Hands
1 Stealth
1 Survival
Hit Points
Tool: Navigator's

Tool: Painter's (Tattoo)

Language: Common

Weighted Fist 1d4+5
Weighted Chains 1d4+5 Reach, -2 AC, Grapple as Bonus Action (2x if Large)
Not a spellcaster
Cloak of Elvenkind (Borrowed from Greenheart)
Construct: Lacks body language or variable voice tone.

Literal: Comments are taken literally and plainly.
Personality Traits
Ford holds the Pirate Code as a way to live the best life.

1 - Befriend others wisely.

2 - The Right of Parlay

3 - Whoever first spotted a treasure-laden ship could choose the best weapon for themselves

4 - Every crew member is to have an equal share in any treasure found

5 - Any man who falls behind is left behind

6 - An act of war can only be declared by the Pirate King of Freeport, who would parley with shared adversaries. The King could only be elected by popular vote by all captains.

7 - Any person who refuses to serve aboard a pirate's ship must die.

8 - Trading for products fair and square mean the seller can do as they like, including resell at profit.

9 - The Code calls for pirates to respect their fellows on the account.

10 - Killing a surrendered enemy is not allowed.
Was a member of a pirate family of old Freeport 100 years ago.

Was reconstructed by Jacob Whyte, who believes Ford is his property.

Was involved with Captain Killean's pirate crew in New Freeport.

I speak my truth and do not engage in deception.

My frightful appearance causes most people discomfort.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Weighted Strikes: Replaces Iron Fist. Unarmed and Monk weapons do +2 damage.

Warforged Resistances: You have advantage on saving throws against being poisoned and resistance to poison damage. You are immune to disease. You don't need to eat, drink, or breathe. You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest. Magic can't put you to sleep.

Sentry's Rest: When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection: Ford has a Heavy Plating Chassis of which his chains are part of the protection. When these chains are out, he suffers -2 AC. Otherwise his AC is 16 + proficiency bonus and a disadvantage on Stealth checks.

Martial Arts: When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. When you use the Attack action with weighted chains, you can replace the bonus action with a grapple check Large creatures requires 2 bonus actions.

Psy Core Resonator: While within 1 mile of the ship, Ford can use an action to resonate his very energy to match the frequency of the Palaemon. By doing so Ford flies towards the bottom of the Palaemon and remains there until someone retrieves him. If the resonator on the Palaemon isn't activated then Ford stays stationary. While resonating, Ford is can not move anything below his neck and gains blind sense within a 60 foot cone in front of him as the vibration of the resonator grant him echolocation. Attracts certain object and repels others.
Features & Traits

The major events and journals in Ford's history, from the beginning to today.

The list of amazing people following the adventures of Ford.