As a Tabaxi, Delta has white fur with black spots. She stands at about 5 foot 6 and has a lean build. She is most often seen wearing her captain's attire which consists of her hat, leather boots, red sash at her hip, and a frill white top with brown pants.
Personality
Mannersim
She puts on a cold front towards her son, but weeps on the inside. Delta used to be extremely selfish but came to realize her actions had dire consequences. She's a firm but loving hand. She is filled with many regrets which has caused her to be protective of those who are under her.
The Past
Delta was a petty thief growing up. She met her now husband during that time who had helped her in the attempts to change her ways. She gave birth to her children Light from the Mountain and Shoal of the Reefl, but the birth caused her severe depression. She began to fall to her petty ways again to feel something.
Due to her actions, she eventually drew the attention of the Kraken in a negative way. After stealing something from him, she fell victim to his wrath. Fearing for her own safety she wanted to do whatever she could to ensure that she would make it out. The Kraken offered her a deal, abandon her life and work under him.
The Kraken used her skills and harnessed her expertise. Delta eventually became the captain of the pirate crew within the Thieves’ Guild. She was often tasked with sending out bounties to hunters and being a persistent threat on the seas on behalf of the guild.
During an expedition, Delta and her crew were sent out to take care of an opposing Pirate crew and take a bounty they had stolen from one of their members. In doing so, while confronting their crew, Delta had learned of her son. She learned of his gambling addiction and recent involvement with his crew. Delta had failed her expedition letting the crew go but exposing herself to the Kraken’s brutality.
In response, the Kraken put out a bounty for her son. Wanted dead or alive, prompting Delta to set out to try to be the one to bring him in first before the others could get to them. During this time, she had acquired new crew members with varying backgrounds keeping their involvement outside of the guild. She wanted to build a crew large enough to overthrow the Thieves’ guild and The Kraken. This is where she met Theo, her soon to be right hand man.
The Great Sages
The Obsidian Fang Pirates had gathered intel from an acquaintance Captain Luna Eventide in regard to her son. They were set to meet at The Cove where Luna would be escorting her son Shoal. In exchange, Delta was providing Luna with information in regard to the bounty that was placed on her head, believing it was coming from the Queen of Lochtale herself.
Delta was able to confront her son Shoal for the first time in over twenty years. However, their interaction with one another didn’t go as expected. Theo had spoken to Shoal prior to her which had caused Delta to want to put up a stern front in front of everyone. Shoal persisted in blaming her for everything and claimed she abandoned the family to be a pirate. She was too embarrassed of herself and hurt by his words, realizing that she never was there for any part of his life. She continued her stern approach and let him go.
After her fight with Shoal, she had come to learn from Theo that he had already encountered The Kraken. Leviathan Jormun, one of the mercenaries the Kraken often hired, took up the mantle of The Kraken leaving the Thieves’ guild divided as those under The Kraken fell. This prompted Delta to take on a new front and called upon those who wanted to abandon the ideologies of the guild.
Delta and the Obsidian Fang Pirates returned to her homeland within the Obsidian Islands. In the attempts to atone for her actions, she and her crew created a new network allowing her to rekindle with her family.
With the help of the crew she had gathered, they were able to create a militia to protect the people of the island. They also created a connection with other pirate crews creating an almost police like force on the high seas. Delta was one of the first to establish Pirate Law at The Cove.
Trivia
Mannersim
She puts on a cold front towards her son, but weeps on the inside. Delta used to be extremely selfish but came to realize her actions had dire consequences. She's a firm but loving hand. She is filled with many regrets which has caused her to be protective of those who are under her.
Abilities
Rogue
Swashbuckler - Subclass
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Swashbuckler Features
Rogue Level | Feature |
---|---|
3rd | Fancy Footwork, Rakish Audacity |
9th | Panache |
13th | Elegant Maneuver |
17th | Master Duelist |
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.