Captain Image

You have been sailed on a seagoing vessel for a significant time span mostly years. In that specified time, you looked down mighty storms, monsters of the deep, and also those who expected or wanted to sink your claim to the bottomless depths. Your first love has been the distant line of the horizon, but any way, the time have been come to try your hand at something new. With many years of experience you have gathered a crew and are now the captain of your own ship.

 

The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills.

 
Skill Proficiencies: Skill Proficiencies: Intimidation and Persuasion
Tool Proficiencies: Tool Proficiencies: Vehicles (Water) and one tool of your choice
Languages: Languages: 1 of your choice
Equipment: Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a captain's uniform, and a belt pouch containing 15 gp.
 
Feature: Ship's Passage

Feature: Ship's Passage

 

Whenever you want to, you can prepare a free and way for yourself and your gutsy pals on a cruising ship. You may have a relationship with the ship you serve, on that dispatch, or with another ship (probably captained by a past gathering). Since you are requesting help, you can't make sure of a schedule or course that will address your every issue.

 

Your DM will decide how long time it will take you to arrive. As a byproduct of your free segment, you and your associates are depended upon to help the gathering all through the experience.

 
Suggested Characteristics

Suggested Characteristics

 

Devils don't always have to go to the evil side, though they often end up there, they went to hell. They can be decent or even nice to their fellow adventurers. Devils who usually served under an archdevil usually fall more lawful, while the rest fall far chaotic.

 

d8 Personal Trait

1. I always feel comfortable in warm/hot situations.

 

2. Iam always calm, no matter what the situation. I never raise my voice or let my emotions control me.

 

3. I can always see peoples flaws

 

4. I'm never squeamish when it comes to gore.

 

5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

 

6. I blow up at the slightest insult

 

7. The best way to get me to do something is to tell me I can't do it.

 

8. I'm rather sadistic, and take joy (erotic or not) in the suffering of others (physical or not).

 

d6 Ideal

1. Loyalty. I will always serve those whom I respect with honor, especially Asmodeus. (Lawful)

 

2. Trickery. I love pulling jest and pranks, even if it goes bad. (Chaotic)

 

3. Acceptance. We have all done one or two bad things, no matter what way you spin it. (Good)

 

4. Power. The only way to do things is at the top, and I will do anything to get there. (Evil)

 

5. Live and Let Live. Don't mess with me and you won't your quick trip to hell. Simple as that. (Neutral)

6. Determination. I always a goal in mind. (Any)

 

d6 Bond

1. The Archdevil I served under is the most important thing to me, and I will honor their name.

 

2. I will do my damnedest to get back to hell, whatever it takes.

 

3. The cult that worships me shall not be dishonored.

 

5. People I fight by I will die by.

 

6. I hope on my journey that I can redeem myself of the sins I committed in my last life.

 

7. Someone I loved died because of 1 mistake I made. That will never happen again

 

d6 Flaw

1. I always have the urge to ruin every situation.

 

2. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

 

3. When people get hurt, I can't help but laugh.

 

4. I'm a pyromaniac. If I can set something on fire, I will.

 

5. I think I'm better and wiser than anyone. I went to hell and back and survived, of course I am.

 

6. Humanity as a whole are but worms under my feet, only made to serve me. Should they cross me there will be hell to pay.

 

d3 Personality Trait
1 I was bullied as a child and am slow to make new friends.
2 I often feel lonely, even when many others are nearby.
3 I own my responsibilities, others are counting on me.
d3 Ideal
1 The Crew. We are stronger as a crew, help each other out.
2 Belonging. Everyone should know where they belong. ( Good)
3 Aspiration. I am determined to make something of myself.
d3 Bond
1 All I want is to find a place where I belong.
2 How can I know another, when I don't even know myself.
3 I protect those who I think need to be protected.
d3 Flaw
1 I am slow to trust others.
2 I am quick to anger when I, my family, or my friends is insulted.
3 I am aware o fhow different I am to those around me, making it hard for myself when I try to get close to others.
 
Variant Captain: Pirate Captain

Variant Captain: Pirate Captain

 

You have spent your adolescence in the hold of a terrible or dread pirate, a coldhearted jackfruit who taught you to get by in the domain of sharks and wild animals. You appreciate hatchlings on the high seas and send more than one admirable soul to the shimmering tomb. Fear and butcher is not any more unconventional to you, and you have expanded some unwanted reputation in many port urban zones. With many years of experience you have gathered a crew and are now the captain of your own ship.

 

The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills

 

If you adopted the piracy in your sailor career, you can pick the Bad Reputation incorporate underneath as opposed to the ship's passage functions.

 
Variant Feature: Bad Reputation

Variant Feature: Bad Reputation

 

In case your character has this sailor background, you can pick this background feature besides the Ship's Passage.

 

Despite where you go, people dread you because of your danger images and a bad reputation. When you are in a reasonable settlement, you can draw off minor criminal offences, for instance, declining to pay for sustenance at a lodge or breaking passages at a neighboring shop, as most by far report your improvement to experts. won't give.

 

This shows a different character of yours, it also gives you a little bit of calm in your mind. By this, you can stay away from some minor crime because at this time you are living in your normal life.

 

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