CAPTAIN AKERNU, L9 Dragonborn Pirate
STR 09 (-1)
DEX 18 (+4)
CON 16 (+3)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)
HP 80
AC 15 (Leather
armor)
Traits:
Draconic Ancestry: Copper
Breath Weapon: Acid
Damage Resistance: Acid
Languages: Common, Draconic
Proficiencies: +4
Armor: All armor, shields
Weapons: Simple, Martial
Tools: Navigator’s tools, Water vehicles
Saves: Strength +3, Constitution +7
Skills: Acrobatics +8, Athletics +3, Perception +4, Survival
+4
Feats:
Ship’s passage
* * *
Fighting Style: Archery
Second Wind
Action Surge
Martial Archetype: Champion
- Improved Critical
- Remarkable Athlete
Extra Attack
Indomitable
Equipment:
Longbow. Ranged.+10 to hit; deals 1d8 +4 piercing; 150/600
ft., Heavy, 2-handed.
Daggers(4). Melee. +8 to hit; deals 1d4 +4 piercing;
Finesse, Light, Thrown (range 20/60)
Handaxes(2). Melee. +3 to hit; deals 1d6-1 slashing; Light,
Thrown (range 20/60)
Leather armor. Light. AC 11 + Dex.
An explorer’s pack, a belaying pin, 50 ft of silk rope, a
lucky charm, a set of common clothes, a belt pouch w/10gp.
Born in the Draconic Empire, the dragonborn who would
eventually call himself Akernu began life under a pall. A sickly infant, Akernu
was cast out by his clan, placed in a community creche with other rejected
dragonborn infants. Under normal
circumstances, if he survived, he would have been relegated to a life of
community service, performing jobs that no one else wanted. And, initially,
that seemed to be the dragonborn youth’s destiny.
But then, while scavaging for food along the docks, the
youth met a human pirate called Gulliver.
Captain Gulliver took a liking to the youth and brought him aboard his
ship, The Gale, as cabin boy.
Life at sea agreed with the youth and when he discovered his
benefactor was a smuggler and a pirate, he simply accepted it. After all,
honest dragonborn had treated him like trash all of his life, while Captain
Gulliver had shown him a whole new world.
Choosing a new name, to go along with his new life, Akernu
remained a loyal member of The Gale’s
crew. When Gulliver fell in battle, the
crew chose Akernu as their new captain.
Under Akernu’s leadership, the fortunes of The Gale and her crew rose steadily. In
fact, Akernu did so well as a pirate he was offered a place in the Kraken
Brotherhood. Although he refused, preferring to operate independently, he
remained on good terms with most of their members.
When the Draconic Invasion began its invasion of the West,
Akernu was operating in the Bittersalt Sea. The Imperial Navy was small, the
empire’s resources focused more on the Legions and their spellcasters. When the
teleport system connecting the Empire to the west failed, the Draconic Navy was
dispatched to offer support to the Legions.
With no great love for the Empire or its people, Akernu has
had great sport, hunting down the naval vessels and sending them to the bottom
of the Bittersalt Sea. He usually allows
the crews to evacuate before doing so.
Usually.
Recently, Captain Akernu has turned his ship east. He sails
for the coast of the Draconic Empire, intent on harrying the small ports that
offer safe harbor to the Draconic Navy. He may even attempt to do some damage
to the naval shipyards at Hesik-Tet.
The Kraken Brotherhood has been watching Captain Akernu
closely over the last few years. They’ve decided to offer him a place among
them again. However, if he refuses this time, the Brotherhood will declare him
an enemy and Captain Akernu may find himself battling both the Draconic Navy
and the forces of the Kraken Brotherhood.
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