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Ferro, Dila

Deckhand

A sailor who formerly served aboard the Wet Dream.  She is a former guard of the Diligent Corbomites who fled when the organization was destroyed by Adventure Team Grimm.

Physical Description

General Physical Condition

Race: Human Class & Level: Fighter 1 Background: Pirate Alignment: Neutral Good Experience: 0 xp     ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any)   Strength 16 +3 ... Strength Ability Checks +5 ... Strength Saving Throws * +5 ... Athletics Skill * 240 lbs. ... Maximum Carrying Capacity 480 lbs. ... Max. Push or Drag (Speed -5 ft.) 480 lbs. ... Maximum Lift   Dexterity 14 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +4 ... Acrobatics Skill * +2 ... Sleight of Hand Skill +2 ... Stealth Skill (Disadv.)     Constitution 15 +2 ... Constitution Ability Checks +4 ... Constitution Saving Throws *   Intelligence 9 -1 ... Intelligence Ability Checks -1 ... Intelligence Saving Throws -1 ... Arcana Skill -1 ... History Skill -1 ... Investigation Skill -1 ... Nature Skill -1 ... Religion Skill   Wisdom 13 +1 ... Wisdom Ability Checks +1 ... Wisdom Saving Throws +1 ... Animal Handling Skill +1 ... Insight Skill +1 ... Medicine Skill +3 ... Perception Skill * +3 ... Survival Skill *   Charisma 11 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +0 ... Deception Skill +0 ... Intimidation Skill +0 ... Performance Skill +0 ... Persuasion Skill   COMBAT [PHB p. 189]   13 ... Passive Perception +2 ... Initiative Modifier   Armor Class 18 ... Armor worn: chain mail, shield   30 ft. Speed ... Base distance per move   12 hit points ... 1d10 Hit Dice     Maul. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 2d6+3 bludgeoning damage. (Must be used two-handed.)     Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)     Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.     FEATURES, TRAITS, SPECIAL ABILITIES   Pirate Background [PHB p. 139]   • Feature: Bad Reputation.   • Traits: Taken by pirate gang as a youth. Crass manner.   • Ideal: Put crew before crimes.   • Bond: Avoiding bounty hunters.   • Flaw: Lets others take the fall.     Proficiencies & Languages • Proficiency Bonus: +2 • Armor: light armor, medium armor, heavy armor, shields • Weapons: simple weapons, martial weapons • Tools: navigator's tools, vehicles (water) • Saving Throws: Strength, Constitution • Skills: Acrobatics, Athletics, Perception, Survival • Languages: Common, Elvish     Human Traits [PHB p. 29]   • Age: 20 years old   • Medium Size (5' 10", 208 lbs.)     Fighter Class Features [PHB p. 70]   • Fighting Style (Great Weapon Fighting)   • Second Wind (regain 1d10+1 h.p.)   • Maneuver Save DC 13       EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): chain mail armor (AC 16), shield (AC +2), maul, javelin, belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a non-magical lucky charm. (This load is about 142 lbs.; add 1 lb. per 50 coins carried.)     Coins & Gems: 13 gold pieces (gp)

Mental characteristics

Personal history

Ferro has essentially stowed away on the Angry Sea Wolf.  She saw that they were hiring a crew and snuck aboard desperate for work and looking to get out of Stoneport. She was a low level guard working for the Diligent Corbomites and is trying to conceal this fact from the new owners of this boat.  She didn't realize it when she saw the crew getting the boat ready for sail, but after they were all aboard she recognized several members of Adventure Team Grimm.
Species
Children
Gender
Female

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