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Pete, aka 'Blueblood'


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Fini...

pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegPete aka 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal...
Young adult 5'11 female human variant fighter, CN eldritch knight 4 ..
action surge.. (1)
init +5 ..mage armor.. (AC 16, HP 28) second wind..(1) heal 1d10+4 condition.. normal, mobileMobile

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
..base move..40'

human traits... AthleteAthlete
You have undergone extensive physical training to gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

When you are prone, standing up uses only 5 feet of your movement.

Climbing doesn't cost you extra movement.

You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
, Stealth+5 ...prev.. Pirate ..
skills.. Athletics+4, Perception+3, Acrobatics+5, Intimidation+1.


stats.. STR 15, DEX 16, CON 10, INT 14, WIS 12, CHA 8 ..saves.. STR +4, CON +2 ..spells.. INT ..prof.. +2
heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..dagger) ..cantrips.. blade ward, shocking grasp (kiss)
spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3)


A 5'11 slim woman with penetrating crystal blue eyes looks on with an unflinching stare, she is well groomed with long dark hair falling over her wide shoulders. Her physique is toned like an athlete and supple like an acrobat. She wears simple but functional clothing that allows flexibility in her movements suggesting a potentially dangerous foe. The blue tattooes that adorn her arm's are of strange sea creatures, common with the criminal underworld or sailors which she wears in plain view. Secured at her hip is a coiled leather whip... it is her weapon of choice for the moment. That and her killer good looks. They call her 'Blueblood'... and it is said she can kill with just one kiss.

Background

Let me tell you a story about the infamous Captain Pete 'Blueblood' the pirate, one of the most feared pirates who plundered ships on the trading routes on the high seas. And more specifically the story of his daughter, an accomplished smuggler and pirate on her own accord. Captain Pete had a fleet of stolen vessel's at his disposal and was well known in the criminal underworld throughout many ports. His daughter also used her father's name when undertaking trade deals to confuse and stay one step ahead of their enemies and the local authorities. It was a ruse that worked well... almost too well.

Pete's daughter was not easy to catch, she was quick witted and often able to make a quick getaway when the game was up, however her luck ran out one day and she was captured after signing trade contracts in her father's name. She claimed it to be her name, and a slight flourish of the signature P marked a variation from that of her father. The ink used however, a rare blue blood from some kind of sea creature, some thought to be the Sahuagin, was identical... and so the daughter of Pete was arrested but only charged with trading stolen goods instead of the litany of charges the authorities had planned.

Sentenced to punishment due for such an offense, 'Pete' was sent to become an oarsman onboard a Galley. It was a man's punishment. Pete kept her name and used her crafty skills to convince the bosun onboard that she would be far better with a whip convincing the slaves to row more efficiently than she could ever pullng an oar... It just so happened that the previous whip handler died mysteriously on the same day. A simple solution suited the bosun, he didn't like trouble below decks... and the oarsmen seemed to appreciate a woman with a reputation like hers.

Onboard rumours spread amongst the oarsmen that Pete had the kiss of death, and that's what killed the previous whip handler. One other tough guy tried it on her, and he met the same fate. Keeling over dead after she kissed him passionately upon the lips... before telling everyone to get back to work. Since then, no--one goes near her, no matter how much 'Pete' flirts with them. They much preferred the whip which was almost a kindness compared to the last whip handler.

Pete or as some preferred 'Blueblood', which was a less masculine and less confusing name, grew to have the respect from the oarsman, she was clever and fair, always keeping her word and for a while there seemed far less trouble... and the food rations improved. 'Blueblood' would tell them stories of her adventures with her father, some far fetched it would seem but enough to liven up the dreary reality that they all faced.

Pete

Bad Reputation

Bad Reputation... 'Blueblood'

If your character has a pirate background, you may select this background feature.

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.

Combat..Build

Self taught strange eldritch witchcraft from a plundered dark grimoire when she was a bored young girl. The daughter of Captain Pete Blueblood decided to never reveal her true name and she also grew powerful as she learned how to harness strange Eldritch energy that many thought to be witchcraft.

Fighter - Eldritch Knight 4

  1. Fighting Style - Duelist (+2 dam) when fighting with one handed weapon only... taught by Dad.
    Second Wind - regain 1d10+4 hit points as a bonus action (1/rest)
  2. Action Surge (1) - you may take an additional action on your turn (1/rest)
  3. Spellcasting - cantrips (2), abjuration and evocation spells known (4), slots (3)
    Weapon Bond - choose up to 2 weapons to bond with, each may be summoned into your hand as a bonus action.
  4. ASI - Feat - Mobile

Combat

buff.. Duelist (+2 dam) using one handed weapon only
buff.. Second Wind (bonus) heal 1d10+4 dam (1/rest)
buff.. Action Surge (free) gain 1 action on your turn (1/rest)
buff.. Athlete (auto) stand from prone fast (5' move), climb / swim fast (40' move), quick long jump (5' run up)
buff.. Mobile (auto) base move 40', those attacked can't do an AoO (even if you miss), when Dash (terrain is not difficult)
buff.. Whip (reaction) gain AoO as normal with 10' reach weapons
buff.. Bonded weapon (bonus) summon bonded weapon into hand
buff.. Mage armor (action) gain force armor AC 13 + Dex bonus (8 hours)
buff.. Shield (reaction) gain shield AC +5 vs attack or magic missile
buff.. Blade Ward (action) gain resistance to bludgeoning, slashing, piercing dam until your next turn (at will)
buff.. Prot. from good / Evil (action) choose either elementals, undead, aberrations, celestials, fey, fiends (concentration up to 10 mins)

  • They have disadvantage on attacks
  • Can't charm, frighten or possess person protected

 

Options

melee.. Whip, finesse, reach +5 (1d4+5 slash dam) - bonded
melee.. Dagger, light, finesse +5 (1d4+5 piercing dam) - bonded
melee.. cantrip.. Shocking Grasp, touch +4 (1d8 lightning dam) - advantage vs metal armor

ranged.. Dagger, finesse, thrown (20/60) +5 (1d4+3 piercing dam) - bonded
ranged.. spell.. Thunderwave (self 15' cube) CON DC 12 all save or (2d8 thunder dam) push 10' away, save for 1/2 dam and no push.

 

Preferred technique - melee dueling

action.. Rapier, finesse +5 (1d8+5 piercing dam)
surge.. action.. Rapier, finesse +5 (1d8+5 piercing dam)
move.. Mobile (move 40') sheathe Rapier without provoking AoO, Athlete (long Jump 35' or Climb 40')
bonus.. Summon Whip, reach 10'
reaction.. AoO.. Whip, reach 10', finesse +5 (1d4+5 slashing dam)
 

 

other preferred weapons

  • Rapier, finesse
  • Scimitar, light, finesse
  • Trident, thrown
  • net, thrown, entangle
  • crossbow, any
  • ballista - siege weapon on ship

 

 

Edited by DarkAngel (see edit history)
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Hm, hitpoints. I'll actually have to check what we did with those. I'm tempted to say average +1 (or actually +0,5), but I can't be sure. My memory is faulty. I'll be right back.

Yes! My memory didn't fail me. Max for level 1, average +1 - or more precisely, 4 on a d6, 5 on a d8, 6 on a d10, right? - for all subsequent levels.

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So obviously your character would be more inclined to have an adventure on the high seas as opposed to a dungeon crawl on land? As more at home with commanding a ship at sea? involving seafaring adventure's etc?

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  • 3 weeks later...

 

pete2.jpeg.63deae77e7cdfdeeeaf44d0bb3e5e195.jpegms. 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal...
Young adult 5'11 female human variant fighter, CN eldritch knight 4 ..
action surge.. (1)
init +5 ..mage armor.. (AC 16, HP 28) second wind..(1) heal 1d10+4 condition.. normal, mobileMobile

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
..base move..40'

human traits... AthleteAthlete
You have undergone extensive physical training to gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

When you are prone, standing up uses only 5 feet of your movement.

Climbing doesn't cost you extra movement.

You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
, Stealth+5 ...prev.. Pirate ..
skills.. Athletics+4, Perception+3, Acrobatics+5, Intimidation+1.


stats.. STR 15, DEX 16, CON 10, INT 14, WIS 12, CHA 8 ..saves.. STR +4, CON +2 ..spells.. INT ..prof.. +2
heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..dagger) ..cantrips.. blade ward, shocking grasp (kiss)
spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3)


Firstly there was the unmistakeable barrange of arrows upon the deck above. Ms. Blueblood knew that sound... quickly followed by frantic movement above.

She flicked back her hair and took a moment amidst the chaos above to channel eldritch energy to create a magical force to energise around her, the air ripples around her for a moment. Time seemed to slow down as things suddenly got... weird. Oarsmen were unchained and grabbing belaying pins as make do weapons to repel boarders running up stairs to join the battle.

Ms.Blueblood took the stairs with the determination of an athlete and leapt onto the main deck. Her whip uncoil's in the air around her as blue in blue eyes take in the battle scene... *crack*. A hairy back takes the lash as Ms. Blueblood unloads fury upon the fuzzy barbarian boarders as her feet dance upon the deckboards.

OoC -- Actions

main hand: whip
off hand: none


Actions

  • cast - Mage Armor
  • move - Mobile 40'
  • reaction - AoO Whip +5 (1d4+3) has reach 15' so AoO if anyone moves out of threatened area
  • immediate - force armor AC 13 + 3 Dex = AC 16

 

Edited by DarkAngel (see edit history)
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