Heartless
  1. Characters

Heartless

Captain
NPC

Simply known as Captain or Heartless, this is a man who tends to run a tight ship. His crew is referred to as The Aces on his ship called the Mad Hatter. 

Heartless was once a military man who hails from Marktinla. He manned an army who was part of many brigades against The Sylvan Glade. Over time, Heartless grew tired of the same thing over and over again. He decided to make a change. He along with some of his soldiers took a stand against the monarchy and their consistent barrage against the glade. This resulted in him being banished from the country. Here is where he proceeded to set sail and started his life as a pirate. 

Even though he lives the life of a pirate he still maintains connections to the various noble houses he has met over his years as a soldier. He often finds himself helping those individuals in exchange for protection and money. 


Character Sheet on DnD Beyond 

Outfit Board

Personality

Mannerism
Captain Heartless got his name by being a cold hearted kind of man. He is a silent yet deadly type of individual with 0 hesitation with his actions.



Sailing the seas for many years he has grown to be a notorious individual to confront. His gaze is enough to send grown men into fear if they are weak in the heart. Those who have the will to stand up against him are praised in his eyes.

Appearance

Captain Heartless stands at 6'0 tall with a slightly tanned skin tone with a slightly longer face and a large nose. He has grey hair with mutton chop like facial hair, often his hair is covered by a cream colored jungle hat with silver goggles on top. At the captain he wears a red jacket with gold shoulder vestments and accents across his chest. He wears slightly baggy black pants and brown leather boots. 

History

Once a captain of an army Heartless sets sail with his crew. He treats his crew like his own family and yearns to keep them well protected. He has made deals and arrangements with various royals and nobles. More notable Anya Fortis and Ramil Sahra

Through Anya he has agreed to help retrieve those from The Sylvan Glade who have been taken by force. He attempts to return those captured back to their land or to at least take them to a place of safety at their request. 

He works with Ramil to act as a transport of rare goods she doesn't want to go through her normal trade routes. These goods range anywhere from spices to gems. Ramil allows heartless to take cuts of the goods as part of her payment to him. 

As part of his usual business, Heartless received word of a vessel with various captives aboard it. He and his crew sought after the vessel and retrieved many individuals. One of those individuals being the mute Ryver. Ryver was one of the few individuals who remained with the crew and became one with the team. 

As a part of the initiation, or right of passage, Ryver was to embark on a treasure hunt on his own as per Heartless' request. The treasure map was given to Heartless by Ramil as a thank you for his work. She claimed that she received the map from an unknown source and deemed it was more appropriate in his hands. Little to their knowledge the treasure map was a trap to get Ryver back.

The Hourglass Pirates and their Captain Widow were the ones behind the initial capture of Ryver and the others. They attempted to get him back but failed. In doing so, The Aces took out her and her crew without Heartless.

Meanwhile Heartless was visited by two individuals who had been working with Widow. These individuals were Comedina and Tragedonna. Heartless showed no fear but knew the danger that they were in. There had been rumors of strong individuals running a slave trade, but he didn't want to test how strong these individuals were. 

Before embarking on their journey and following the treasure map Ramil had given him, he spoke with an individual. This individual had a request from Diana Voxville. She required a vessel to embark on a expedition with a team she would bring. He agreed to complete the expedition so long as they all followed his ship rules disregarding royal status. 

The Story

After the events that had taken place, Heartless kept a close eye on Ryver. He kept him under his wing to protect the young man as they made their way to Myzopodis. Here is where he and his crew were summoned by Princess Diana Voxville. Their job is to taxi them to Kawit for her expedition. Upon her arrival, the two of them worked out an arrangement. He informed Diana that he was to be paid in not only gold but hard work and dedication. She and the rest of her team were to work on the vessel as if they were one of the crew members. She complied to the deal and soon the information would be shared amongst both crews. 

After casting off and being out on the ocean for a while, Heartless had to maintain control of the ship while sirens had started an attack. He was able to keep control for the most part thanks to his trusted Natsuru. However, since the siren attack Rybver had been behaving stranger than usual. Refusing to speak with the Captain, Heartless began to grow concerned about his behavior. Before he knew it, Ryver along with others had gained control over the ship causing a mutiny. He and a few others were separated and brought somewhere to the Badlands.

Trivia

  • Heartless views Ryver like a son.

Title
Captain

Type
NPC

Race
Human

Gender
Male

Pronouns
He/Him

Mannerism
Captain Heartless got his name by being a cold hearted kind of man. He is a silent yet deadly type of individual with 0 hesitation with his actions.



Sailing the seas for many years he has grown to be a notorious individual to confront. His gaze is enough to send grown men into fear if they are weak in the heart. Those who have the will to stand up against him are praised in his eyes.

Fighter

Pirate - Subclass

"Wherever we want to go, we'll go" ~ Spack Narrow, a non-famous pirate of the Hidden Seas

Pirate's are notorious thieves, plunderers, raiders and treasure hunters. The allure of gold is strong for most, but none more than the pirate. Pirates are best known as sailors, however they are by no means limited to seafarers, some bandits, raiders and scammers are all pirates.

Pirates value freedom above all else, even treasures. The feel of wind, and chasing the far horizon is the life every soul who enters piracy hopes for.

Shanty Steps

When you choose this archetype at 3rd level, your enhanced tolerance for intoxicants has increased your panache and swagger allowing you to move smooth and fast. Whilst you are poisoned you gain the following benefits;

  • You gain a bonus to initiative equal to your Charisma modifier.
  • You can add your Charisma modifier to your attack and damage rolls while using light weapons.

Audacious Flash

Starting at 7th level, your confidence propels you into battle. You can give yourself a bonus to damage rolls from Bonus Action attacks equal to your Charisma modifier.

Sword Play

At 10th level, your expert movements with light weapons grants you access to the following manoeuvres when wielding a light weapon;

  • Disarm. When you hit a creature, that is holding a weapon, with a melee attack you can forgo dealing damage and instead use the strike to knock their weapon out of their grasp.
  • Parry. When a creature fails a melee attack against you, you may use your reaction to make a melee attack against them.
  • Sweeping Blow. When you hit a creature, that is your size class or smaller, with a melee attack you can forgo dealing damage and instead use the strike to knock them prone.

You can use a number of manoeuvres equal to your Charisma modifier per long rest.

Killing Blow

Starting at 15th level, as you fight you can hone in on your enemies weakness and slip through their defences for massive damage. When you successfully attack a creature on your turn you can now choose to forgo it this turn and instead roll the damage on a subsequent turn after another successful hit, the damage you deal on this turn ignores all resistances. You can only hold one attack's damage at a time. However, whilst holding onto damage you are considered Concentrating restricting you in the following ways;

  • You cannot cast spells that require concentration.
  • You lose concentration if you fall unconscious, die or enter a Rage, losing all held damage.
  • If you take damage you must roll a Constitution saving throw, the DC is the higher number between half damage taken or 10, losing concentration on a failed save meaning you lose all held damage.

In the case of a critical hit you can hold the critical damage, if you then score another critical hit and release the held damage simultaneously you may double the held damage as if you held two attacks.

Master Improviser

Beginning at 18th level, your quick thinking helps you get out of bad situations. You gain proficiency in Deception, or expertise if you already have it. In addition, when you fail a saving throw you can choose to add your Charisma modifier to the roll, potentially causing you to succeed. You can use this feature a number of times equal to your Charisma modifier per long rest.