
Character
Zack Narrow
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Humanoid
- Alignment
- Chaotic Good
- Size
- Medium
- Armor class
- 15
- Hit points
- 120
- Speed
- 30
- Challenge
- 8
- Experience
- 3400
- Languages
- Common, Aquan, Elvish
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Acrobatics, Athletics, Deception, Insight, Persuasion, Sleight of Hand, Stealth
Biography
Zack Narrow, the second-in-command on the legendary ship, the Last Vow, was a born adventurer with a penchant for mischief and a heart of gold. Hailing from a long line of seafaring folk, Zack's nautical prowess was unparalleled, and his quick wit and nimble fingers had saved the crew from countless perilous situations. Orphaned at a young age, he found solace in the open sea, where he could chart his own course and answer to no one but the winds and the waves. With a roguish charm that belied his youthful appearance, Zack had become a trusted confidant and right-hand man to the ship's enigmatic captain, his loyalty and bravery earning him the respect of all who sailed under the Last Vow's colors. Though his past remained shrouded in mystery, Zack's unwavering determination and thirst for adventure had made him a legend in his own right, a true hero of the high seas.
Attributes
Strength
14, modifier +2
Dexterity
20, modifier +5
Constitution
16, modifier +3
Intelligence
16, modifier +3
Wisdom
14, modifier +2
Charisma
18, modifier +4
Actions
Dual Wielding Cut
Make two melee attacks with finesse weapons. Each attack deals 1d8 + 5 slashing damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.
Cunning Action
Zack can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.
Heroic Rally
As an action, Zack can inspire his allies within 30 feet. Each ally gains temporary hit points equal to 1d8 + Zack's Charisma modifier (4). This ability can be used once per short or long rest.
Whirlwind Escape
Zack can use his reaction to impose disadvantage on an attack roll made against him. If the attack misses, he can immediately move up to half his speed without provoking opportunity attacks.
Abilities
Evasion
Zack can take no damage on a successful Dexterity saving throw against effects that allow a saving throw for half damage.
Nautical Expertise
Advantage on checks related to sailing, navigation, and sea creatures.
Saving throws
strength
+5
dexterity
+9
constitution
+7
intelligence
+6
wisdom
+6
charisma
+8
Damage resistances
Poison
Psychic
World connections