Crew/Sailors - The Hammerhead Character in Miross | World Anvil
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Crew/Sailors - The Hammerhead

3 Crew Leads/Riggers
  1. Crew Lead Katri :
    • Katri Ekman is a female human, 25, average height.
    • Her build is gangly, her hair is dark brown worn in a high bun, soft waves around face.
    • Gray eyes, flat nose, sun tan skin.
    • She always look sloppily dressed, and seems to be always tired.
    • AC 14, HP 26, 30 ft
    • STR 13 (+1) DEX 16 (+3) CON 15 (+2) INT 9 (-1) WIS 11 CHA 14 (+2)
    • Skills: Acrobatics +5 Deception +4 Challenge: 1/2 (100 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
     
  2. Crew Lead Hlin :
    • Hlin Ungart is a female dwarf, 71, very short for a dwarf.
    • Her build is muscular, her light brown is straight, braided around her head.
    • Brown eyes, broken nose, slightly tan skin.
    • She always looks stylish, and has a poor sense of direction.
    • AC 13, HP 30, 25 ft
    • STR 14 (+2) DEX 15 (+2) CON 16 (+3) INT 8 (-1) WIS 10 CHA 13 (+1)
    • Skills: Acrobatics +4 Deception +3 Challenge: 1/4 (50 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
    • Darkvision: 60ft (18m / 12sqr)
    • Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.
     
  3. Crew Lead Cloud :
    • Cloud Mountain Top is a male tabaxi, 22, short height.
    • Her build is coltish, his fur is in a tabby pattern with orange/tan.
    • Violet eyes, button cat nose.
    • He is impatient, and wants to "aids all creatures in need of assistance"
    • AC 14, HP 26, 30 ft
    • STR 12 (+1) DEX 17 (+3) CON 14 (+2) INT 8 (-1) WIS 10 CHA 14 (+2)
    • Skills: Stealth +5 Perception +2 Acrobatics +5 Deception +4 Challenge: 1/2 (100 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
    • Darkvision: 60ft (18m / 12sqr)
    • Feline Agility: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns
    • Cat's Claws: Climb speed 20ft. Can claw attack as unnarmed strike for slashing damage (Hit: Str + Prof, Damage: 1d4 + Str).
  6 Crew - Lookouts/Riggers
  1. Crew Orskin :
    • Orskin Battleforge is a dwarf male, 125, average height.
    • His build is lean/compact, his dark brown straight hair is shoulder length, tied back and matches his long beard.
    • Green eyes, flat nose, copper skin.
    • He is very organized, and has a nervous tick in his eye when he lies.
    • AC 13, HP 22, 25 ft
    • STR 14 (+2) DEX 15 (+2) CON 16 (+3) INT 8 (-1) WIS 11 CHA 13 (+1)
    • Skills: Acrobatics +4 Deception +3 Challenge: 1/4 (50 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
    • Darkvision: 60ft (18m / 12sqr)
    • Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.
     
  2. Crew Rita :
    • Rita Tronnes is a female human, 19, very tall.
    • Her build is muscular, her golden blonde, straight, mid-length hair.
    • Blue eyes, delicate nose, pale skin.
    • She looks a good joke, and is allergic to most flowers, sneezes.
    • AC 14, HP 19, 30 ft
    • STR 13 (+1) DEX 16 (+3) CON 15 (+2) INT 9 (-1) WIS 11 CHA 14 (+2)
    • Skills: Acrobatics +5 Deception +4 Challenge: 1/2 (100 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
     
  3. Crew Flint :
    • Flint Weisman is a male half-elf, 21, short height.
    • His build is gangly, dark brown chin covering, hair is shoulder length curls.
    • Brown eyes, turned up nose, pale skin.
    • He is aloof, and when he speaks (rarely) he is bluntly honest
    • AC 13, HP 19, 30 ft
    • STR 12 (+1) DEX 15 (+2) CON 15 (+2) INT 8 (-1) WIS 11 CHA 15 (+2)
    • Skills: Perception +2 Acrobatics +4 Deception +4 Athletics +3 Challenge: 1/4 (50 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
    • Darkvision: 60ft (18m / 12sqr)
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Languages: speaks Common, Elvish and Celestial
     
  4. Crew Karl :
    • Karl Valebrokk is a human male, 17, average height.
    • His build is muscular, his light brown hair is a bare buzz, and a wispy mustache.
    • Amber eyes, round nose, very dark brown skin.
    • He is gullible, believes almost anythings.
    • AC 14, HP 19, 30 ft
    • STR 13 (+1) DEX 16 (+3) CON 15 (+2) INT 9 (-1) WIS 11 CHA 14 (+2)
    • Skills: Acrobatics +5 Deception +4 Challenge: 1/2 (100 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
     
  5. Crew Zook :
    • Zook Nim is a male gnome, 47, very short
    • His build is stocky, straight black short hair, and full beard.
    • Blue eyes, button nose, copper skin.
    • He is frequently whistling/singing.
    • AC 13, HP 16, 25 ft
    • STR 12 (+1) DEX 15 (+2) CON 15 (+2) INT 10 WIS 11 CHA 13 (+1)
    • Skills: Acrobatics +4 Deception +3 Challenge: 1/4 (50 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
    • Darkvision: 60ft (18m / 12sqr)
    • Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    • Artificer’s Lore: Twice proficiency bonus on History related to alchemical, magical or technological items.
     
  6. Crew Quest :
    • Quest is a green female tiefling, 18, average height.
    • Her build is muscular, blond curls in bob cut.
    • Gold eyes, regular feet. horns that curl upward toward the back of the head.
    • She is determined, and terrible at games/gambling
    • AC 13, HP 19, 30 ft
    • STR 12 (+1) DEX 15 (+2) CON 14 (+2) INT 9 (-1) WIS 10 CHA 15 (+2)
    • Skills: Acrobatics +4 Deception +4 Challenge: 1/4 (50 XP)
    • Actions 2 Attack:
      • Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Properties: Finesse, Light
      • Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage. Properties: Thrown: range 20/60ft, Finesse, Light
      • Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage. Properties: Ammunition: range 80/320ft Two-handed
    • Dirty Fighting: (2/short rest) If one pirate's attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
    • Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swimming checks.
    • Darkvision: 60ft (18m / 12sqr)
    • Hellish Resistance: You have resistance to fire damage.
    • Infernal Legacy: You know the Thaumaturgy cantrip. If your CR is 3 once per day you can cast Hellish Rebuke. Charisma as spellcasting ability for those spells.
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