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Captain Marina Stormrider

Mental characteristics

Personal history

Captain Marina originally grew up in Portholme, where she joined the pirate crew of a ship called The Fortune, which prayed on merchant ships in the northern portionof The Leviathan Channel. She eventually rose to the rank of captain where she nearly doubled the number of vessels they attacked within a year, earning herself a fearsome reputation.   One day, Marina and her crew attacked a ship controled by The Silver Hand and while they were intially successful with their assault, the guild later retaliated. During the insewing battle between the ships, The Fortune was nearly sunk and all of the crew's treasure was stolen. Left at the mercy of The Silver Hand, Marina was approached by the guild's leader, Velkyn Shadowblade and offerend an opportunity, to join the guild and become their ringleader for Caer Carden. In return, the guild would escort her ship to Mistcloak Harbour and she would have her treasure returned to her. She agreed, realising quickly working for the thieves' guild was a better proespect than being stranded out at sea, and was set up as the new harbourmaster of Caer Carden. The Fortune became her new headquarters for both her public and secret roles and while many in Caer Carden discuss rumour surrounding her life before coming to the city, they have quickly learned the captain is not to be crossed or questioned.   Marina comes across and a laid back, but confident leader. Beneath that though, she has a cutthroat nature, which those who stand against her discover quickly. She enjoys the position of power granted to her by the guild, but secretly aims to break away from them to estabblish her own pirate kingdom in The Leviathan Channel once The Fortune is seaworth and she has enough of a following to stand against The Silver Hand.  

Silver Hand Ringleader CR: 7

Medium humanoid, any non-good
Armor Class: 17 (Studded Leather)
Hit Points: 99 (13D8+39)
Speed: 40 ft

STR

12 +1

DEX

20 +5

CON

16 +3

INT

13 +1

WIS

15 +2

CHA

17 +3

Saving Throws: Dexterity +8, Intelligence +4
Skills: Acrobatics +7, Athletics +4, Deception +6, Insight +5, Investigation +4, Perception +5, Sleight of Hand +10, Stealth +10
Senses: Passive Perception 15
Languages: Any Two Plus Thieves' Cant
Challenge Rating: 7

Evasion. If the ringleader is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ringleader instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the ringleader isn't incapacitated.   Mobile. When the ringleader uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. In addition, when the ringleader makes a melee attack against a creature, the ringleader doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.

Actions

Multiattack. The ringleader makes three attacks, two with its Rapier and one with its whip.   Rapier. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1D8+5 piercing damage plus 1D6 poison damage.   Whip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 1D4+5 slashing damage. If the target is a creature, the ringleader can cause one of the following additional effects:

  • The target must make a DC 16 Strength saving throw. On a failed save, if the target is Large or smaller, it is knocked prone.
  • The target must make a DC 16 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If the target is a tiny object, the ringleader pulls the object towards them and catch it in a free hand.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the ringleader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a D4 to its roll provided it can hear and understand the ringleader. A creature can benefit from only one Leadership die at a time. This effect ends if the ringleader is incapacitated.     BONUS ACTIONS   Cunning Action. The ringleader takes the Dash, Disengage, or Hide action.

Reactions

Riposte. When a creature misses the ringleader with a melee attack, it can use its reaction to make a whip attack against the creature.   Uncanny Dodge. The ringleader halves the damage that it takes from an attack that hits it. The ringleader must be able to see the attacker.

Alignment
Neutral Evil
Current Location
Species
Ethnicity
Year of Birth
464 36 Years old
Children
Gender
Female (she/her)
Belief/Deity
Kord, the Stormlord
Aligned Organization

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