Goblin Pirate

Cyrus Darkwater's page

932 posts. Alias of Flashohol.


Full Name

Cyrus Darkwater

Classes/Levels

| HP: 45/45 | AC: 17 | Acr +7, Ath +2, Nat +3, Per +5, Ste +7, Sur +5|Saves: S2*, D7*, C2, I0, W2, Ch0 | Init +4 | PP: 15 | Spd: 35' | Insp: No | HD: 5/5 | Spell DC: 13 | Spells: (4/4) | Status: Madness (Lvl 2)

Gender

Size

Small

Alignment

LN

Strength 8
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 15
Charisma 10

About Cyrus Darkwater

Name: Cyrus Darkwater
Race: Goblin
Class: Ranger (Revised)
Background: Pirate

Statistics:
AC: 17 (+4 Dex, +2 Armor, +1 Style)
HP: 45 (5d10+10)
Speed: 35'
Init: +4
Proficiency Bonus: +3
Saves: Str +2, Dex +7, Con +2, Int +0, Wis +2, Cha +0

Common Attacks:
Melee
Dagger: +7 D4+4
Short Sword: +7 d6+4
Scimitar: +7 d6+4

Ranged
Shortbow: +7 d6+4

Spells:
4 per day
Known: Animal Friendship, Cure Wounds, Goodberry

2 per day
Spike Growth

Proficiency: (+3)
Saves: Strength and Dexterity
Skills: Acrobatics, Athletics, Nature, Perception, Stealth, Survival
Languages: Common, Goblin, Dwarven
Items: Light and Medium Armor, Shields, Simple and Martial Weapons, Brewer's Supplies, vehicles (water)

Feats:
Squat Nimbleness: +1 Dex, +5 Speed, Proficiency in Acrobatics, Advantage to escape Grapple.

Abilites:

Racial Abilities:
Darkvision: 60 feet
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest.
Nimble Escape:You can take the Disengage or Hide action as a bonus action on each of your turns.

Class Features:
Favored Enemy: Humanoids +2 Damage, Advantage on Intelligence Checks to recall information and Survival Checks to track.
Natural Explorer:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style: Mariner (Unearthed Arcana): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Primeval Awareness: Beginning at 3rd level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Colossus Slayer: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Extra Attack: Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Feats:
None

Background Feature:
Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Equipment:

Gear:
Shortbow, (20 Arrows),
Scimitar,
Studded Leather,
Component Pouch,
Backpack,
Waterskin,
Bedroll,
Rope 100ft,
2 Daggers,
Shortsword,
Hammer and Spikes,
Sack,

Wealth:

Background Info:

Personality: My friends know they can rely on me, no matter what.
Ideal: I’m committed to my crewmates, not to ideals
Bond(First): One of your best friends in your youth was Morista Malkin, a shield dwarf and member of the Emerald Enclave. Though you haven’t seen her in years, you heard she found her way to the reclaimed dwarf hold of Gauntlgrym
Bond(Second): ?
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.

Story
Cyrus was raised by a Dwarf named Gabalyn Onyxhelm, who took pity on the infant goblin and took him in. This unique upbringing did little to dissuade the opinions of the stout folk as a whole, at least in their regard of goblinkind. Although he was never directly mistreated he was unable to gain the full trust of the clan and the young goblin made the decision to set out on his own at a young age. While in search for a place to call his own young Cyrus joined up with a ragtag group of outlaws on the Glimmersea and he learned the ways of piracy while ransacking trade ships who frequent the underground ocean.

Personality
Like most goblins Cyrus is a greedy coward, though his upbringing with Dwarves instilled many other traits as well. Loyalty and Pride being at the forefront of his character and these two traits help the conflicted ranger overcome his fears and misgivings in times of need. He has also acquired a taste for the finer things in life and as such Cyrus is easily motivated by his greed more so than anything else. He is however loyal to a fault. Being slow to trust, much like the Dwarves who taught him, anyone he can call a friend is one for life and Cyrus will do almost anything for his friends.

Shuushar: 1/minute: Having wandered alone through the Underdark, Shuushar has become adept at navigating its twists and turns. Make a survival check to navigate or forage with advantage.
3/day: Shuushar’s knowledge of the medicinal fungi of the Underdark allow him to aid those around him. Over the course of 10 minutes, Shuushar creates a poultice of fungi and applies it to the wounds of a creature, healing them for 1/5 of their max hp (rounded down).
Inspiration: A speaker of peace, Shuushar can persuade even the most obstinate to listen to him, at least temporarily. A single creature that can understand Shuushar (only speaks Undercommon) will not move or take hostile actions for 1 round as long as no hostile actions are taken toward that creature.