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About DacknarBACK 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
T h i e v e s ’ C a n t
Cunning Action
Mage Hand Legerdemain:
Uncanny Dodge
COMBAT STATS:
AC 15 HP 31 Hit Dice (4/4) d8 Passive Perception +17 Shortsword +7 Attack, Dam 1d6+4 Per Finesse, light
Sneak Attack: 3d6 Saves:
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:
1st level:
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:
Special Items: PP
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
Personality Trait:
Ideals:
Bonds:
Flaws:
AL log sheet:
Emerald Enclave
EXP: 8
Notes to self:
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