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Captain Attreus

Captain Attreus is an Imperial who captains the East Empire Company merchant ship The Bounty. He is a gruff, cold hearted but experienced sailor and a veteran of the Great War where he served in the Imperial Navy. Joining the East Empire Company afterwards as a sailor and raising the ranks to become the captain of his own merchant ship. He has a strong hatred for pirates having contended with them most of his life, he has a strong sense of loyalty but has grown disillusioned with the Empire itself. Instead being loyal now to the East Empire Company solely.   Quotes:
"Mind yourself on my boat stranger. We're sailors of the East Empire Company here. Not witless merchants you can rob with impunity."
"Used to be the Empire meant something in Tamriel. Then the Mede's sold us out to the Thalmor, now its rebels, brigands and pirates wherever we make port."
"I don't like making port at Dawnstar these days. Place gives me the creeps. A lot of the men get bad dreams. Me too if I'm honest."
"Traitors everyone of them but the Stormcloaks are nothing if not fierce fighters. Sailed beside a few of them during the Great War."
"Since the Civil War pirates think they own the seas up North. Can't wait for the order to come down to slaughter them all."
"Dragons. Vampires. Daedra. Cursed that's what Skyrim is! Whole damned province, cursed from High Rock to Morrowind."
"Fear. There's something the Empire used to understand. Least the Company hasn't forgotten. You get no respect in this world without fear."
"Tougher routes. More gold to be made. That's the price of war. If the provincials want fair prices they shouldn't rise up in rebellion."
He wears imperial studded armour and boots, and is equiped with a dwemer scimitar. He carries two Potion of Minor Healing, and a selction of rare loot and gold.
Children

Captain Attreus

Medium Imperial, Mercenary, Lawful Neutral

Armor Class 15 (Studded)
Hit Points 52 (7d8+21) 7d8+21
Speed: 30 ft

STR

12
( +1 )

DEX

14
( +2 )

CON

16
( +3 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

13
( +1 )

Saving Throws Strength +4, Constitution +6
Skills Athletics +4, Insight +4, Perception +4, Survival +4
Senses passive Perception 14
Languages Common, Dunmeris, Yoku
Proficiency Bonus +3

Action Surge (1/day). As a free action, the Captain gains an additional action for use on that turn.   Dueling. When wielding a melee weapon in one hand and no other weapons, the Captain gains a +2 bonus to damage rolls with that weapon (included in statblock).   Improved Ciritcal. The Captain's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Extra Attack. The Captain can attack twice, instead of once, whenever he takes the Attack action on his turn.   Dwemer Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.   Heavy Crossbow (steel bolts). Ranged Weapon Attack: +5 to hit, range 100/400., one target. Hit: 8 (1d10+3) piercing damage.

Bonus Actions

Helping Hands. The Captain can take the Help action as a bonus action on each of his turns in combat.   Second Wind (1/day). The Captain heals 1d10+5 hit points.

Reactions

Leadership (once per round). As a reaction, the Captain can utter a special command or warning to any ally that is within 30 feet of them. Whenever an ally that is within 30 feet of the Captain makes an attack roll or saving throw, the ally can add 1d4 to the roll provided they can hear and understand the Captain. An ally can only benefit from one leadership die at a time. The effect ends if the Captain can no longer be heard, for example if the Captain or ally is incapacitated.   Saving Face (1/day). If the Captain misses with an attack roll or fails an ability check or a saving throw, gains a bonus to the roll equal to the number of allies within 30ft (Max +5).


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