Kassmak

Ooduls's page

30 posts. Alias of Jubal Breakbottle.


Race

Bedool pirate |

Classes/Levels

HP: 34/34 | d10 3/3 | 1st 3/3

Stats:
AC 18 | Str +6 Dex +4 Con +4 Int +1 Wis +3 Cha +2 | Initiative +5 | Perception +5, Darkvision 60 ft. | Insight +5

About Ooduls

Age 35 Height 5-ft, 7-in Weight 460 lb.
Scales light green with accents of yellow Eyes Black

APPEARANCE:
Ooduls is a rough looking Bedool with a bulky, dark green colored shell that is highlighted with thick orange ridges and pirate tattoos. His fine scales are light green with accents of yellow. He wears two veteran leather, multi-pocketed bandoliers over each shoulder: each sheathes daggers, one hangs a cutlass and the other a shortsword. In addition, a heavy crossbow hangs on one and a case of bolts hangs on the other.

PERSONALITY:
Personality Traits
1. My friends know they can rely on me, no matter what.
2. I like a job well done, especially if I can convince someone else to do it.

Ideal = Freedom The sea is freedom—the freedom to go anywhere and do anything.

Bond I was cheated out of my fair share of the profits, and I want to get my due.

Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.


BACKGROUND:
Ooduls grew up crewing a series of ships alternating between pirating, smuggling, and freighting depending on the opportunity. While he follows many Volskwoo, the one he continues to revere above all is Zoonal Airship, the Volskwoo of Freedom. The story goes that he and his crew successfully took an airship making the whole planet their prey. Ooduls has yet to claim a name. His crew has tested many names over the years, but none felt right enough for him to carry with him.

He arrived in Port Demalis a few years ago withing nothing but his shell. He had swum for days after his last ship was burned to the waterline by Imperials. After a tavern brawl with a mercenary company, they hired Ooduls into their ranks. Currently, they are in the services of a merchant guild known as Azure Wakes Enterprises.

Race Bedool
Class Revised Ranger (Gloom Stalker) 3
Background Pirate
Alignment Chaotic Neutral
Gender Male

Initiative +5 Senses Perception +5, Darkvision 60 ft
- Natural Explorer: He has advantage on initiative rolls.

==DEFENSE==
AC 18 (17 armor +1 Mariner style)
HP 34 = 10 +6+6 +3x(+4 Con)
Strength +6, Dexterity +4, Constitution +4
Intelligence +1, Wisdom +3, Charisma +2
Armor Natural Armor DC 17
Defensive Abilities
- Umbral Sight: While in darkness, he is invisible to any creature that relies on darkvision to see him in that darkness.
- Withdraw into shell: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
- Absorb Elements: Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

==OFFENSE==
Speed 25 ft, Swim 40 ft, Climb 25 ft
Melee Unarmed +6 (5) Bludgeoning
Melee Shortsword +6 (1d6+4) Piercing
Melee Silvered Cutlass +6 (1d8+4) Slashing, Versatile (1d10+4)
Ranged Dagger +6 (1d4+4) Piercing, Thrown (20/60)
Ranged Heavy Crossbow +4 (1d10+2) Piercing, Ranged (100/400) loading & two-handed
Special Attacks
- Two weapon fighting: bonus action to attack with second weapon
- Favored Enemy: +2 bonus to damage rolls with weapon attacks against Humanoids
- Hunter’s Mark: deal an extra 1d6 damage to the target whenever you hit it with a weapon attack
- Natural Explorer: He ignores difficult terrain. And on the first turn during combat, he has advantage on attack rolls against creatures that have not yet acted.
- Dread Ambusher: At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

==STATISTICS==
Str 18, Dex 14, Con 18, Int 12, Wis 17, Cha 15
Proficiency +2

==PROFICIENCIES ==
Bedool – Athletics, Navigator's Tools
Bedool languages – speak, read, and write Common and Bedoolish.
Ranger – Light & Medium armor & Shields
Ranger – Simple & Martial Weapons
Ranger – Insight, Stealth, and Survival
Pirate – Intimidation (replace Athletics), Perception, Thieves’ tools (replace Navigator’s tools), vehicles (water)

==SKILLS==
+6 Athletics (2 proficiency +4 Str)
+4 Intimidation (2 proficiency +2 Cha)
+5 Insight (2 proficiency +3 Wis)
+5 Perception (2 proficiency +3 Wis)
+5 Survival (2 proficiency +3 Wis)
+4 Stealth (2 proficiency +2 Dex)

+4 Navigator’s tools (2 proficiency +2 Dex)
+4 Thieves’ tools (2 proficiency +2 Dex)
+4 Vehicles (water) (2 proficiency +2 Dex)

Languages Common, Bedoolish & Imperial

==ABILITIES ==
Hold Breath: You can hold your breath for up to 1 hour at a time. Part of their considerable threat to other seafaring vessels is how comfortable the Bedool are both in and out of the water.

Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell is thick and ridged; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Feature = Pirate: 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.

Favored Enemy (Humanoids) Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• 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) At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.

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.

Dread Ambusher At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. 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.

==SPELL CASTING ==
Spells Known = 3 Absorb Elements (rS), Cure Wounds (aVS), Hunter’s Mark (bV),

== EQUIPMENT ==
Worn
Over right shoulder, leather bandolier with eight pockets – 1 lb. (1 gp)
• Silvered Cutlass (as longsword) – 4 lb. (115 gp)
• Dagger – 1 lb. (2 gp)
• Pouch (26 gp) – 1 lb. (0.5 gp)
• Thieves’ tools – 1 lb. (25 gp)
• Potion, healing – 0.5 lb. (50 gp)
• Potion, healing – 0.5 lb. (50 gp)
• Case, Crossbow bolts (20) – 2 lb. (2.5 gp)

Over left shoulder, leather bandolier with eight pockets – 1 lb. (1 gp)
• Shortsword – 2 lb. (10 gp)
• Dagger – 1 lb. (2 gp)
• Potion, healing – 0.5 lb. (50 gp)
• Potion, healing – 0.5 lb. (50 gp)
• Potion, healing – 0.5 lb. (50 gp)
• Heavy Crossbow – 18 lb. (50 gp)

Sea chest – 25 lb. (5 gp)
Explorer’s backpack – 5 lb. (10 gp)
- Bedroll – 7 lb.
- Mess kit – 1 lb.
- Tinderbox – 1 lb.
- 10 torches – 10 lb.
- 10 days of rations – 10 lb.
- Waterskin – 5 lb.
- Rope, hempen (50 feet) – 10 lb.

Worn load 34.5 lb.

Carrying Capacity: Str x15 = 270 lb.