Kwava

Dacknar's page

687 posts. Alias of Buckshot Bob.


Full Name

Dacknar

Race

High Elf

Classes/Levels

Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Gender

M

Size

M

Age

24

Alignment

CN

Deity

Nethus, King of the Sea and Protector of Ships

Languages

Elven, Common, Sylvan

Occupation

Salior - Pirate

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

About Dacknar

BACK STORY:

Growing up, Dacknar was a bright fun loving and adventuress. His small village was on the coast and he spent many days walking on the beach watching the sea life and collecting sea shells. Being an elf, he learned the basics that all elves learn, including that it is a dangerous world and you must be able to defend yourselves. So he learned how to use the sword and bow. He showed most of his skill with the bow. and being such a bright child, he picked up on the use of the arcane arts. I was a childhood that most elves dream of, warm weather, loving family and friends, plenty to eat, and just living in peace with nature.

Then the day that the ships flying the flag of the black skull and crossed swords came over the horizon. The village fought bravely but, in the end, they were defeated by the rampaging pirates. To this day Dacknar was not sure what the pirates were after, gold, magic items, or slaves. Young Dacknar did not care since he was dragged on board and forced to work one of the ships called “The Reaper”. For two years he was beaten and forced to work, watching his love ones and friends die or get sent off somewhere. After some time, the beatings lessen as Dacknar became more of a fixture or a pet to the crew. Some of the crew started to teach him the skill on board a ship. On human in particular, Verdan, was nice to him. He was the 2nd mate and many of the crew liked him. But the most brutal and greedy of the crew lead by a half-orc named Flax hated the 2nd mate. And one-night Flax and his men killed the captain and tried to take over the ship. A bloody fight ensued. Flax was about to finish off Dalron, who was laying on the ground bleeding, when Dacknar holding a dagger stepped in between the two, pointing his dagger at the large half-orc. Flax just laughed at the young elf then taunted Dacknar. But Dacknar did not backdown, pointing at Flax saying some arcane words that he remembered. He then threw the dagger at Flax. Everyone on board was shocked and stunned as Flax slowly sank to the deck, with the dagger sticking from the center of his chest. With Flax dead on the deck, Dacknar quickly grabbed another dagger, pointing to one of Flax’s men saying those arcane words and let that dagger fly. Again, another died just as fast as Flax did. Holding a third dagger Dacknar just ask “Who’s next?” and that was the end of the munity onboard that ship.

For the next few years Dacknar became a valued member of the crew. After sometime Dacknar left The Reaper and tried his luck in adventuring which lead him to join a new crew and set sail on the "Delightful Rose", but some reputations are never far behind.

RACIAL BENEFITS:

High Elf
+2 Dex, +1 Int

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it were bright light, and in darkness as if it w ere dim light. You can’t discern color in darkness, only shades o f gray. Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

CLASS BENIFITS:

E x p e r t i s e
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

S n e a k A t t a c k
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

T h i e v e s ’ C a n t
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory o f a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action.

Mage Hand Legerdemain:
Starting at 3rd level, when you cast mage hand, you can
make the spectral hand invisible, and you can perform
the following additional tasks with it:
• You can stow one object the hand is holding in a
container w orn or carried by another creature.
• You can retrieve an object in a container worn or
carried by another creature.
• You can use thieves’ tools to pick locks and disarm
traps at range
You can perform one o f these tasks without being
noticed by a creature if you succeed on a Dexterity
(Sleight o f Hand) check contested by the creature’s
Wisdom (Perception) check.
In addition, you can use the bonus action granted by
your Cunning Action to control the hand

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

COMBAT STATS:

AC 15
HP 31 Hit Dice (4/4) d8
Passive Perception +17

Shortsword +7 Attack, Dam 1d6+4 Per Finesse, light
Shortbow +7 Attack, Dam 1d6 +4 Per 5 lb. Two-handed
Dagger +7 Attack 1d4+4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Club +3 Attack, Dam 1d4 +0 Light

Sneak Attack: 3d6

Saves:
+0 STR
+6 DEX
+0 CON
+4 INT
+2 WIS
+0 CHA

Feats:

Elven Accuracy feat: Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

SPELLS:

Cantrips:
Prestidigitation
Booming Blade
Mage Hand

1st level:
Spell Slots 3 of 4
Color Spray
Silent Image
Find Familiar
Sleep

2nd level:


SKILLS:

+7 Acrobatics
+2 Animal Handling
+2 Arcana
+2 Athletics
+2 Deception
+2 History
+2 Insight
+2 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+5 Navigator’s tools
+7 Perception
+0 Performance
+0 Persuasion
+2 Religion
+7 Sleight of Hand
+7 Stealth
+2 Survival
+9 Thieves' Tools
+5 Vehicles (water)

EQUIPMENT:

Shortsword

Long bow

Shortbow and quiver of 30 arrows

burglar’s pack: Includes a backpack, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 5 flasks of oil, 10 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Leather armor, two daggers, and thieves’ tools

From the Sailor:
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 set of common clothes, and a belt pouch containing 10 gp
The charm will be a sea shell.

Special Items:

PP
GP
EP
SP
CP

BACKGROUND:

Sailor - Pirate
Proficiencies: Athletics, Perception, Navigator’s tools, vehicles (water)
Variant Sailor: Pirate
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

F e a t u r e : S h i p ’s Pa s s a g e
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Personality Trait:
To me, a tavern brawl is a nice way to get to know a new city

Ideals:
The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)

Bonds:
I’ll always remember my first ship.

Flaws:
My pride will probably lead to my destruction

AL log sheet:

Emerald Enclave
AL #9318762885

EXP: 8
Gold: 10 (-2 for info)
Down time:20
Renown: 2
Magic Items:8(T-1)

Notes to self: