Argo Keene

"I know about you, Argonaut Keene. You are not exactly what you seem."

Argonaut (Argo) Keene is a player character controlled by Clint McElroy as part of the Graduation campaign.

Personality
Argo seems to be very afraid of scurvy, due to his life at sea, and has an affinity for limes. He is also afraid of bread and has a very bad memory. He has forgotten the name of his own school before (though this may be just Clint.)

His goal is to become a sidekick to the great naval hero The Commodore, in an effort to kill him to avenge the murder of his mother, Shebrie.

Background
Argo spent quite a good part of his life at sea before coming to Wiggenstaff's. He was raised by his mother, Shebrie, who was a sailor and a member of a secret organization known as the Unbroken Chain.

When he was very small - two or three years old - Shebrie sometimes let Argo play with a pendant that she received as a token of her membership with the Unbroken Chain. Argo would later receive one just like it when he officially joined the group.

Jackal has hinted that a tragedy befell the ship that his mother once worked on, the Mariah, which Argo seems to be at least partially at fault for.

Sir Fitzroy Maplecourt
Fitzroy is Argo's roommate, classmate, and boss as CEO of Thunderman LLC. Though they got off to a rocky start, with Argo considering Fitzroy a pompous ass, Argo appreciates the camaraderie that has developed between Fitzroy, the Firbolg, and himself, even considering them like a family. However, he's initially wary of Fitzroy becoming his boss, and only agrees to join Thunderman LLC after being encouraged by the Firbolg.

After Fitzroy saves Argo in the hospital, Argo declares that he owes his "new hero" Fitzroy a life debt, and threatens to quit the Unbroken Chain if anything bad happens to Fitzroy. At the same time, he begins to feel increasingly like the odd one out among the Thundermen, likely a result of Fitzroy picking up on the secrets Argo is keeping from him.

Master Firbolg
The Firbolg is Argo's roommate, classmate, and co-sidekick to Fitzroy. Argo is supportive of the Firbolg and values his input, but admits that he can have a hard time understanding what the Firbolg is saying, and that he feels left out of Fitzroy and the Firbolg's close relationship.

Shebrie Keene
Shebrie was Argo's mother, now deceased, whom Argo remembers fondly and considers an important part of his life. She left an invitation to the Unbroken Chain with Jackal, to be given to Argo on her behalf, and Argo accepts the invitation in her honor.

Racial Traits

 * Acid Resistance: Argo has resistance to acid damage.
 * Amphibious: Argo can breathe air and water.
 * Swimming: Argo has a swimming speed of 30 feet.
 * Call to the Wave: Argo knows the shape water cantrip. He can also cast the create or destroy water spell as a 2nd-level spell once with this trait, and he regains the ability to cast it this way when he finishes a long rest. Constitution is his spellcasting ability for these spells.

Rogue

 * Expertise: Argo chooses two of his skill proficiencies, or one of his skill proficiencies and his proficiency with thieves’ tools. His proficiency bonus is doubled for any ability check he makes that uses either of the chosen proficiencies.
 * Sneak Attack: Argo knows how to strike subtly and exploit a foe’s distraction. Once per turn, he can deal an extra 2d6 damage to one creature he hit with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.
 * Thieves' Cant: During Argo's rogue training, he learned thieves’ cant, a secret mix of dialect, jargon, and code that allows him to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages.
 * Cunning Action: Argo's quick thinking and agility allow him to move and act quickly. He can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
 * Uncanny Dodge: When an attacker that Argo can see hits him with an attack, he can use his reaction to halve the attack's damage against him.


 * Roguish Archetype: Swashbuckler
 * Fancy Footwork: Argo learned how to land a strike and then slip away without reprisal. During Argo's turn, if he makes a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
 * Rakish Audacity: Argo's confidence propels him into battle. He can give himself a bonus to his initiative rolls equal to his Charisma modifier. He also gains an additional way to use his Sneak Attack; he doesn't need advantage on the attack roll to use his Sneak Attack against a creature if he is within 5 feet of it, no other creatures are within 5 feet of him, and he doesn’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to Argo.

Feats

 * Actor: Argo has advantage on Deception and Performance checks when trying to pass himself off as a different person. He can also mimic the speech of another person or the sounds made by other creatures. He must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. An Insight check contested by his Deception check allows a listener to determine that the effect is faked.

Items
Items both currently owned and lost by Argo throughout the show.

Current items
These are items currently within Argo's possession as of the most recent episode.

Known Physical Traits
Disclaimer: The McElroys do not consider their versions of their characters any more "canon" than anyone else's - there is no obligation to stick to these in fanart, so please do not be rude to people for ignoring these traits.