Born roughly 150 years ago on the Elemental Plane of Water to triton parents who were killed at sea. She was taken in at the tender young age of 5 and raised on a Navy Royal ship as the chore girl/boy.
[The Legend of a Seiren]
Born roughly 150 years ago on the Elemental Plane of Water to triton parents who were killed at sea. She was taken in at the tender young age of 5 and raised on a Navy Royal ship as the chore girl/boy. Being not so intelligent she made up for smarts with her charisma and her wisdom. These general stats would help make up for her bits of intelligence by convincing other members of the crew to do her work for her. Most of the time it failed officers or the Captain, but for the remaining amount of time, it worked mostly to her benefit on the lower-ranking crew members.
Her child-like laughter, smile, and voice got her nearly anything she wanted on the ship. This included staying out of trouble or pinning the blame on another cabin boy/girl. As she grew up she did her own chores putting in the time and the effort to outshine the other cabin workers mostly so she could work on deck with the other sailors and learn more about the ship.
She had by this point deveolped a deep love for the sea. It was Mother Sea to her at moment it was freedom to do and go anywhere to be anything. She didn't want to just sit around being told what to do anymore, she wanted to give the orders, but it was more than that it was freedom from ideals and meant freedom for not just her, but her crew.
She didn't know what that last bit meant until a fateful night when out of the cover of fog a pirate vessel had overtaken the ship. The crew was caught off guard some with their pants down others snoring in their hammocks! A few crew members who were fond of her and wanted no harm to come to her, fought for her safety until they reached the longboats. Once she was placed inside they were quickly over run and the rope was cut.
Her longboat with her inside made a speedy dive toward the surface of the ocean as she looked up at the fighting crew members tears in her eyes. Small webbed hands outstretched grabbing at air before a splash on the surface of the water and carried away by the churning violent sea. The boat now currently being knocked around by the crashing rough waves of the battling ships and longbarrel cannon fires with her between them.
Scared and confused she quickly huddled down into the bottom of the longboat wishing she could be anywhere, but there at the moment as the fighting raged on for what seemed like hours or days, finally when the dawn broke and all fighting at stopped. Her longboat had managed to drift away from the fighting far enough to show her that she could see rising smoke. She figured that the ship had gone down and no one was left alive from the battle.
She was only 15 after that battle had happened. She had learned all she needed to know about sailing on ships, how to navigate the ocean or seas, how to find her way in the dark, or anything else that might have had to do with a ship, crew, sailing, or seas. In all of the time that she had been with the ship the Navy ship had won each battle against the pirates of the sea, but this was the first that had gotten them.
This was the first time she was free, she knew what she wanted out of life. A life of total freedom on the seas. To do anything or go anywhere with anyone or anything her only commit was to her crewmates and not to some ideal like the Navy had been. The pirates had shown her. Mother Sea had sent her a frightening way gift, but it had left her alive and adrift with the skills she already had to survive.
Her new course was the nearest settlement for a crew, a ship, and plunder!
Or so she thought...
- Age
- 150 years old
- Gender
- Female
- Eyes
- Blue
- Hair
- Blue
- Skin Tone/Pigmentation
- Blue
- Height
- Unknown
- Weight
- Unknown
Appearance
Body Features
See Physique
Facial Features
See Profile Image
Identifying Characteristics
See Physique
Physical quirks
See Physique
Apparel & Accessories
See Physique
Specialized Equipment
[Class] - Gunslinger/Artillerist
Special abilities
Amphibious - You can breathe air and water.
Control Air/Water - You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast the Gust of Wind spell with this trait. Starting at 5th level, you can also cast the Wall of Water spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Darkvision - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Emissary of the Sea - You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Guardian of the Depths - Adapted to the frigid ocean depths, you have resistance to cold damage.
Expertise - 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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack - Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Sneak Attack - Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant - 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 of 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 of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim (Optional) - At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
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.
Evasion - Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Talent - By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense - Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind - By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive - Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck - At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fancy Footwork - When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity - Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Panache - At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant Maneuver - Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist - Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Bad Reputation - If your character has a pirate background, you may select this background feature instead of Ship's Passage.
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.
Mentality
Personal history
[The Legend of a Seiren]
Born roughly 150 years ago on the Elemental Plane of Water to triton parents who were killed at sea. She was taken in at the tender young age of 5 and raised on a Navy Royal ship as the chore girl/boy. Being not so intelligent she made up for smarts with her charisma and her wisdom. These general stats would help make up for her bits of intelligence by convincing other members of the crew to do her work for her. Most of the time it failed officers or the Captain, but for the remaining amount of time, it worked mostly to her benefit on the lower-ranking crew members.
Her child-like laughter, smile, and voice got her nearly anything she wanted on the ship. This included staying out of trouble or pinning the blame on another cabin boy/girl. As she grew up she did her own chores putting in the time and the effort to outshine the other cabin workers mostly so she could work on deck with the other sailors and learn more about the ship.
She had by this point deveolped a deep love for the sea. It was Mother Sea to her at moment it was freedom to do and go anywhere to be anything. She didn't want to just sit around being told what to do anymore, she wanted to give the orders, but it was more than that it was freedom from ideals and meant freedom for not just her, but her crew.
She didn't know what that last bit meant until a fateful night when out of the cover of fog a pirate vessel had overtaken the ship. The crew was caught off guard some with their pants down others snoring in their hammocks! A few crew members who were fond of her and wanted no harm to come to her, fought for her safety until they reached the longboats. Once she was placed inside they were quickly over run and the rope was cut.
Her longboat with her inside made a speedy dive toward the surface of the ocean as she looked up at the fighting crew members tears in her eyes. Small webbed hands outstretched grabbing at air before a splash on the surface of the water and carried away by the churning violent sea. The boat now currently being knocked around by the crashing rough waves of the battling ships and longbarrel cannon fires with her between them.
Scared and confused she quickly huddled down into the bottom of the longboat wishing she could be anywhere, but there at the moment as the fighting raged on for what seemed like hours or days, finally when the dawn broke and all fighting at stopped. Her longboat had managed to drift away from the fighting far enough to show her that she could see rising smoke. She figured that the ship had gone down and no one was left alive from the battle.
She was only 15 after that battle had happened. She had learned all she needed to know about sailing on ships, how to navigate the ocean or seas, how to find her way in the dark, or anything else that might have had to do with a ship, crew, sailing, or seas. In all of the time that she had been with the ship the Navy ship had won each battle against the pirates of the sea, but this was the first that had gotten them.
This was the first time she was free, she knew what she wanted out of life. A life of total freedom on the seas. To do anything or go anywhere with anyone or anything her only commit was to her crewmates and not to some ideal like the Navy had been. The pirates had shown her. Mother Sea had sent her a frightening way gift, but it had left her alive and adrift with the skills she already had to survive.
Her new course was the nearest settlement for a crew, a ship, and plunder!
Or so she thought...
Education
Matiiv Underdark Education system
Employment
(Triton Royal Navy Ship)(5-15 years old)(Year 95 - 100)
Captain of the Queen's Trident (Year 265)
Captain of the Storm of the Black (Year 265)
Accomplishments & Achievements
Captained the Queen's Trident (Years 115- 265) until sunk in (Year 265).
Captain's the Storm of the Black (Year 265)
Reading & Writing (Year 265)
Failures & Embarrassments
Sinking of the Queen's Trident in (Year 265)
Captured by Empire of Isanor (Year 265)(Airships)
Mental Trauma
Sinking of the Queen's Trident in (Year 265)
Near Death at Empire's (Isanor) hands (Year 265)
Reading & Writing (Year 265)
Intellectual Characteristics
Think of her as a female Captain Jack Sparrow from Pirates of the Caribbean.
Morality & Philosophy
[The sea is freedom]-the freedom to go anywhere and do anything. I'm committed to my crewmates, not to ideals.
person.sexuality
Married to Luvian (King)
person.gender_identity
Female
Taboos
None
Known Languages
Common
Primordial
Underdark
Personality
Motivation
[The sea is freedom]-the freedom to go anywhere and do anything. I'm committed to my crewmates, not to ideals.
Quotes & Catchphrases
Most of these were said while mouthing off to the apprentince keeper of Father Time or whoever that was, but it was still a Dullahan. It was asking for her and the other members with her to help find a boy who was to be High King. Read more in her Journal logs.
"Pirate..."
"Question!" (Has raised hand at this point in character) "You do know we are pirates, right? (Uses right hand to motion back and forth between herself and King as she says this part)
"Oh, sure we will go and find then we will bring him back for a heavy ranson."
"Oh! In that case fuck the ransom we will do it for free I like living them cheating Royal Navy Airship dicks can suck it!"
Savvies & Ineptitudes
Reading her history for general idea here.
Likes & Dislikes
[Like] -To me, a tavern brawl is a nice way to get to know a new city. I like a job well done, especially if I can convince someone else to do it.
Virtues & Personality perks
I am loyal to my crew and to my ship.
Vices & Personality flaws
[Flaw] - I'll say anything to avoid having to do extra work. I can't help but pocket loose coins and other trinkets I come across.
Personality Quirks
Takes after Captain Jack Sparrow from Pirates of the Caribbean and relies on King to bail her out of trouble or just dumb luck in general.
Hygiene
Pirates have crappy hygiene, so seriously think about this one for a second. Also she is a fish person anyway so really???
Social
Birthplace
Elemental Plane of Water
Current Residence
Anywhere at the moment
Contacts & Relations
Luvian (King) - Husband
Honorary & Occupational Titles
Captain
Lady of the Black
Black Lady
The Black Lady
Mistress Black
Wealth & Financial state
Good standing in Matiiv
Family Ties
See background
Religious Views
See background
Social Aptitude
See background
Mannerisms
See background
Speech
See background
Social
Birthplace
Elemental Plane of Water
Current Residence
Anywhere at the moment
Contacts & Relations
Luvian (King) - Husband
Honorary & Occupational Titles
Captain
Lady of the Black
Black Lady
The Black Lady
Mistress Black
Wealth & Financial state
Good standing in Matiiv
Family Ties
See background
Religious Views
See background
Social Aptitude
See background
Mannerisms
See background
Speech
See background