The Dread Pirate Kuffuzle

"Have you heard of our Lord Cthulhu? I have a brochure.



Name: Kufuzzle Class : Warlock Level : 2
Race: Gnome Age: 52 Experience: 885
Height: 3’3" Weight: 39 Sex: Male
Hair: Silver Eyes: Hazel R/B Skin: Fair
Clan: Rock Bonus: +2 Date of Birth: ??
Hit Dice: 2d8 Hit Points: 21 Wounds:
Attribute Rating Bonus Save
Strength: 10 +0
Dexterity: 16 +3
Constitution: 16 +3
Intelligence: 18 +4
Wisdom: 14 +2 +2
Charisma: 17 +3 +2
Light Armor Athletics (Str): +2
Simple Weapons Arcana (Int): +6
Navigator’s Tools Intimidation (Cha): +5
Watercrafts Perception (Wis): +4
Artificer Lore – You add twice your proficiency bonus whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices.
Tinker – You have proficiency with artisan tools (tinker’s tools).
Otherworldly Patron – You have struck a bargain with an other worldly being.
Pact Magic – Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Eldritch Invocation – You have unearthed eldritch invocations.
Invocation – Agonizing Blast – When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit
Invocation – Devil’s Sight – You can see normally in darkness, both magical and nonmagical, to a distance o f 120 feet.
Awakented Mind – Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you
can see within 30 feet o f you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Bad Reputation – No matter where you go, people are afraid of you due to your bad reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, since most people will not report your activities to the authorities.
Background: Pirate
Personality Trait: I never pass up a friendly wager.
Ideals: Respect. The thing that keeps a ship together is mutual respect between captain and crew.
Bonds: I’m loyal to my captain first, everything else second.
Flaws: Once someone questions my courage, I never back down no matter how dangerous the situation.
leather armor component pouch Scholar’s Pack
2 daggers Lucky charm backpack
belay pin belt pouch book of Lore
lt crossbow & 20 bolts common clothes bottle of ink
50’ silk rope ink pen
fire starter 10 sheets of parchment
music box little bag of sand
clockwork toy small knife
Ability: Charisma Save: 13 Attack Bonus: +5
Cantrips Eldritch Blast Blade Ward
1st level Hex Arms of Hadar Armor of Agathys

Kuffuzle grew up in a Gnome village in the (ProperNoun) cliffs near a human port town of (Proper Noun). He was apprenticing to his father who was a master tinker of the town. Every evening Kuffuzle would look over the port town and watch the big wooden ships come in and out of port. He wondered where they went and what they did. When he came of age he decided to sneak out of town and venture to the human town. Without a second thought, he joined a ship crew as a deck hand. Little did he know he joined the pirate ship “The Drunken Imp” led by a fearless human Captain, Ignatius the Impaler. The Captain took a liking to the little gnome, and he quickly became a valuable member of the crew over the years, using his father’s teachings to improve the ship and crew’s gear. Kuffuzle himself started gaining a reputation on the sea from the many of ships and coastal towns they invaded. Yarr a pirates life!

One morning a merchant ship was spotted and “The Drunken Imp” engaged. To their surprise it was a trap specifically for them and the merchant ship was a war galleon in disguise. After roughly five hours of fighting “The Drunken Imp” was sunk and the crew scattered into the sea. Kuffuzle found himself near the brink of death, clinging to some floatsam, when a giant wave engulfed him, pulling him under the water. Soon darkness took over and a strange alien voice started talking in his head. "I can help, you and you can help me……. I sleep and must be awoken…. your life for mine friend….. I save you and you save me…. " It grew darker around Kuffuzle and his last breaths were near. “Spread the word and bring my joy, we shall help this world and unite it…. promise to awaken me, and I will save you.”

“Yes, yes I will help, I promise,” replied Kuffuzle.

Kuffuzle awoke along an unknown beach with an octopus medallion clasped in his hand and a new alien knowledge that was somehow unlocked. He spent the next year wandering the lands, learning who had saved him, and recently started spreading the good word of the Elder God Cthulhu. Followers is what he wanted to help awaken him from his death like sleep. He saved Kuffuzle and now the debt must be paid.

The Dread Pirate Kuffuzle

Tales from the Road Less Traveled GM_Gorniak