Hal Catapult

Bombastic and reckless, Hal Catapult wouldn't have lasted very long as a pirate on the Great Sea if it wasn't for one unusual trait. Due to a strange quirk of fate, the tabaxi pirate has nine lives.   Stories circulate about the seedier dockside hangouts of the charmed tabaxi who has come out of impossible situations time and time again, miraculously unscathed. Hal tries his best to keep the fact of his multiple lives as secret--the better to further his own leged--and because he isn't sure how many he actually has left.  

Character Traits

Personality Trait. I like a job well done, especially if I can convince someone else to do it.   Ideal. Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)   Bond. The ship is most important — crewmates and captains come and go.   Flaw. I can’t help but pocket loose coins and other trinkets I come across.  

Hal Catapult

Medium Tabaxi, Navigator, Chaotic Neutral

Armor Class 13 (studded leather)
Hit Points 45 (7d8+14)
Speed: 30 ft Climb: 30 ft

STR

13
( +1 )

DEX

15
( +2 )

CON

13
( +1 )

INT

11
( +0 )

WIS

12
( +1 )

CHA

10
( +0 )

Skills Athletics +3, Perception +3, Persuasion +2, Stealth +4, Survival +3
Senses Darkvision 60 ft, Passive Perception 11
Languages Common, Draconic
Challenge Rating 2
Proficiency Bonus +2

Feline Agility. When Hal moves on his turn in combat, he can double his speed until the end of the turn. He cannot use this trait again until he moves 0 feet on one of his turns.   Sea Knowledge. Hal has advantage on Survival checks to navigate the Great Sea. Alternatively, he can use the Help action to grant another creature advantage on their check and add his bonus to their roll. He cannot perform this action during ocean storms.   Pirate Tactics. Hal has advantage on an attack roll against a creature if at least one of his allies is within 5 ft of the creature.

Actions

Multiattack. Hal makes two melee attacks, one with his scimitar and one with his hook; or he makes one attack with a handaxe.   Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d6+2 slashing damage.   Hook. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1d4+2 piercing damage and the target is grappled.   Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft, range 20/60, one target. Hit: 1d6+2 slashing damage.

Bonus Actions

What's This? Hal can use his tail to pilfer one tiny object from someone's pockets, off a table, etc. When he does so, he must succeed on a Sleight of Hand check. He makes this check with advantage.

A bombastic and reckless tabaxi pirate with poor leadership skills, but excellent navigation skills and plenty of knowledge of the Great Sea.

View Character Profile
Alignment
Chaotic Neutral
Current Location
Children
Pronouns
He/Him