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2 posters

    Cap'n Hawkes

    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cap'n Hawkes Left_bar_bleue68/68Cap'n Hawkes Empty_bar_bleue  (68/68)
    Action Points:
    Cap'n Hawkes Left_bar_bleue0/0Cap'n Hawkes Empty_bar_bleue  (0/0)
    Character Sheet:

    Cap'n Hawkes Empty Cap'n Hawkes

    Post  navyik Thu Aug 16, 2018 7:43 pm

    Sutter Hawkes was First Mate on a merchant ship.  He is a renowned pilot, shrewd negotiator, and not so bad with the ladies.  His first love is deep water sailing to chase monsters.  As a youth, Hawkes was educated and studied biology, particularly of the sea.  His hypotheses were largely discredited, provoking him out into the depths for proof.
     During a recent war, his ship was commandeered and he served as a conscripted privateer.  Their government appointed commander, however, went mad and murdered the ships captain.
     Hawkes led the crew in restoring order and assumed command, bringing the commander back in chains for court martial.   But the stories of other crewmen and Marines varied and the commander's counter-accusation of mutiny stuck. Hawkes slipped away due to the benevolence of fellow pirates during transport to a secret island prison.
     Hawkes, a villain to some and a symbol against tyranny for others, has done very little to earn his reputation.  None the less, he will do his best to live up to both until his name is cleared and the crooked judges that burned him are exposed. Somehow, his dues for the Merchants guild is always paid on time.


    Last edited by navyik on Sun Aug 19, 2018 9:52 pm; edited 3 times in total
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cap'n Hawkes Left_bar_bleue68/68Cap'n Hawkes Empty_bar_bleue  (68/68)
    Action Points:
    Cap'n Hawkes Left_bar_bleue0/0Cap'n Hawkes Empty_bar_bleue  (0/0)
    Character Sheet:

    Cap'n Hawkes Empty Re: Cap'n Hawkes

    Post  navyik Thu Aug 16, 2018 7:43 pm

    Cap’n Hawkes
    Half elf merchant
    Chaotic Good
    F (battle master) 5 / Bd (Lore College) 7

    St 10.   save+4
    Dx 20.  Piloting +13
    Co 12   save +5
    In 10.
    W.12.   piloting +9
    Ch 16

    Hp. 86
    AC 18 Studded leather +1, dex

    +2 Sun Blade +11 1d8+7 radiant (Finesse)
    +2 dagger +11 1d4+7 (3d6 venom 1/day)
    +2 rapier +11 1d8+7
    Dragon pistol 1d4+5
    Brace of pistols +9 1d6+5?

    40 bullet loads
    40 pellet loads
    80 powder loads

    Two-weapon fighting

    Proficiency +4 (Jack of all trades = prof ÷2)
    Strength and Constitution saves
    History, nature, arcana +4
    Fiddle +7
    Water vehicles(x2) +8/+11
    perception +5
    insight(x2) +9
    persuasion/deception +7
    navigators tools +4
    Athletics +4
    survival +5
    Stealth +7 Advantage

    Languages: Common, Elvish, Draconic, Celestial

    Superiority dice (d8): 4. (short rest)
    Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17

    Bardic inspiration: d8 3/short rest
        You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    Cutting Words
      Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability

    Additional magic secrets: Hunters Mark and Fireball.

    Song of rest 1d6

    CountercharmAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

    Spells: 1:4. 2:3. 3:3 4:1
    Cantrip: Vicious Mockery 3d4, Message, minor illusion
    1: charm person, bane, healing word, detect magic, identify, hunters mark
    2: suggestion, shatter, invisibility,
    3: fear, fireball
    4: freedom of movement
    Spell Save 15

    Equipment:
    Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
    Travel clothes
    Backpack
    Bedroll
    Block and tackle
    Caltrops
    Grappling hook
    Hemp rope
    Scale
    Signet ring
    Signal whistle
    Tinder box
    Water skin
    Whetstone
    3 sacks
    4 rations
    Pouch
    Mirror
    Fiddle
    Disguise kit
    Forgery kit

    Unwavering Diplomacy Ring (blue stone). (Requires attunement)
    Grants immunity to the Stunned condition.
    Once per day, you may grant yourself advantage on any Persuassion skill check.

    Studded Leather Armor of the Lion +1
     Advantage Con save 1/day

    Sunblade +2 (attuned) 2d8 vs undead, sheds light

    IOun stone awareness (requires attunement)

    Ring of water walking

    Ring of spell storing (attuned)

    Boots of elven kind (no attunement needed)

    Instrument of the Bards, Canaith Mandolin (attuned)
     You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
     Spells: fly, invisibility, levitate, protection from evil and good, cure wounds (3rd level), dispel magic, and protection from energy (lightning only).

    Treasure on person
    Pp 873
    Gp 1063
    Sp 6
    Cp 12

    2 pale green zircon worth 50 gp
    2 pearl (100gp)
    2 gems 1000gp
    1 ivory figurine 250gp

    Treasure in Amonah Anah
    Pp 3000
    Gp 7000


    Last edited by navyik on Wed Jul 14, 2021 10:45 pm; edited 50 times in total
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cap'n Hawkes Left_bar_bleue68/68Cap'n Hawkes Empty_bar_bleue  (68/68)
    Action Points:
    Cap'n Hawkes Left_bar_bleue0/0Cap'n Hawkes Empty_bar_bleue  (0/0)
    Character Sheet:

    Cap'n Hawkes Empty Re: Cap'n Hawkes

    Post  navyik Thu Aug 16, 2018 7:44 pm

    Ph
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cap'n Hawkes Left_bar_bleue68/68Cap'n Hawkes Empty_bar_bleue  (68/68)
    Action Points:
    Cap'n Hawkes Left_bar_bleue0/0Cap'n Hawkes Empty_bar_bleue  (0/0)
    Character Sheet:

    Cap'n Hawkes Empty Re: Cap'n Hawkes

    Post  navyik Thu Aug 16, 2018 7:44 pm

    Captain Hawkes

    AC AC 18
    Hp 86/86. (96/96 For 24 hours)
    HD 5d10
    7d8
    Spell save 15
    Passive perception 15
    Passive insight 17

    Second Wind d10+5 (short rest)

    Action surge (short rest)

    Superiority dice (d8): 4. (short rest)
    Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17

    Bardic inspiration: d8 3/short rest
    Adv. Con save 1
    Venom dagger (+3d6) 1

    Spells:
    1:4
    2:3
    3:3
    4:1
    Mandolin spells 1/day
    fly
    invisibility
    levitate
    protection from evil and good
    cure wounds (3rd level)
    dispel magic
    protection from energy (lightning only)

    Stored spells in ring:
    Find traps
    Revivify

    Temporary Buffs
    Immune to poison, immune to “frightened”, and advantage wisdom saves


    Last edited by navyik on Thu Oct 14, 2021 2:18 pm; edited 16 times in total
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cap'n Hawkes Left_bar_bleue35/35Cap'n Hawkes Empty_bar_bleue  (35/35)
    Action Points:
    Cap'n Hawkes Left_bar_bleue0/0Cap'n Hawkes Empty_bar_bleue  (0/0)
    Character Sheet:

    Cap'n Hawkes Empty Re: Cap'n Hawkes

    Post  Chris Sat Aug 18, 2018 1:52 pm

    You have a lot of buff/debuff/crowd control, well done. Plus he is a solid melee fighter to boot

    GM gonna have to up his game now....
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cap'n Hawkes Left_bar_bleue68/68Cap'n Hawkes Empty_bar_bleue  (68/68)
    Action Points:
    Cap'n Hawkes Left_bar_bleue0/0Cap'n Hawkes Empty_bar_bleue  (0/0)
    Character Sheet:

    Cap'n Hawkes Empty Re: Cap'n Hawkes

    Post  navyik Wed Mar 04, 2020 10:52 pm

    Next levels

    Bard 8
    Lucky Feat
    +1 4th level spell per day
    +6 hp

    Fighter 6
    Feat
    +8hp

    Sponsored content


    Cap'n Hawkes Empty Re: Cap'n Hawkes

    Post  Sponsored content


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