Jackson Caiseal, Half-Elf Bard
Jackson would like to apply for the position of Informations Officer
[sblock="Jack's Stat Block"]
Aliases: Ramblin' Jack, One-eyed Jack, One-Eye, Cash
lvl 3
XP:
900 Alignment: NG
Age:62
Ht:5'8"
Wt:154bs
[sblock="Appearance"]

[/sblock]
College of Lore
Languages: Common, Elvish, Draconic, Thieve's Cant (from custom Background)
[sblock="Stat buy breakdown"]Str 8, Dex 16 (15 ~9 pts, +1 racial) Con 12(~4pts) Int 14 ( 13 ~5pt, +1 racial) Wis 10(~2pts) Cha 16(14~7pts, +2 racial)[/sblock]
Str 8 -1,
Dex 16 +3,
Con 12 +1,
Int 14 +2,
Wis 10 ,
Cha 16 +3
HP-21
AC:15
(Stdd leather 12, Dex+3) Speed-30
Size-Medium
Saving Throws: Dexterity, Charisma
Proficiency Bonus= +2
Spellcasting:
Spell Attack Modifier= +5
Spell Save DC= 13
[sblock="Combat"]
[TABLE="width: 650"][TR][TD]Weapon[/TD][TD]Att[/TD][TD]Dmg[/TD][TD]Mod[/TD][TD]type[/TD][TD]
[/TD][/TR][TR][TD]Rapier
Shortsword
Dagger(3)
Hand Xbow(20)[/TD][TD]+5
+5
+5
+5[/TD][TD]1d8
1d6
1d4
1d6[/TD][TD]+3
+3
+3
+3[/TD][TD]Piercing
Piercing
Piercing
Piercing[/TD][TD]
finesse
finesse, Light
finesse, Light, Thrown (20/60)
ranged (30/120), light, loading
[/TD][/TR][/TABLE][/sblock]
[sblock="Skills"]
Proficiencies: Investigation, Acrobatics, Persuasion, Sleight of Hand (racial), Arcana(racial), Deception (BG), Stealth(BG), History(CL), Performance (CL), Religion(CL)
--
Tools: Piccolo, Dulcimer, Viol, Thieve's Tools (BG)
--
Vehicles: Spelljammer vehicles (250gp training)
~BG = from Background
~CL = from College of Lore
Skill Check Modifiers:
[TABLE="width: 650"][TR][TD]-Proficient[/TD][TD="align: center"] Proficency Bonus[/TD][TD="align: center"] Stat Bonus[/TD][TD="align: center"] Total Mod[/TD][TD="align: center"] Passive Check[/TD][/TR][TR][TD]-Acrobatics(Dex)
Animal_Handling(Wis)
-Arcana(Int)
Athletics(Str)
-Deception(Cha)
+History(Int)
Insight(Wis)
Intimidation(Cha)
-Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
+Performance(Cha)
--Persuasion(Cha)
+Religion(Int)
--Sleight-of-Hand(Dex)
-Stealth(Dex)
Survival(Wis)
-Thieves' Tools(dex)
-Disguise kit[/TD][TD="align: center"]+2
+1*
+2
+1*
+2
+2
+1*
+1*
+2
+1*
+1*
+1*
+2
+4
+2
+4
+2
+1*
+2
+2[/TD][TD="align: center"]+3
0
+2
-1
+3
+2
0
+3
+2
0
+2
0
+3
+3
+2
+3
+3
0
+3
?[/TD][TD="align: center"]+5
+1
+4
0
+5
+4
+1
+4
+4
+1
+3
+1
+5
+7
+4
+7
+5
+1
+5
+2[/TD][TD="align: center"]15
11
14
10
15
14
11
14
14
11
13
11
15
17
14
17
15
11
15
12[/TD][/TR][TR][TD]
[/TD][TD]
[/TD][TD]
[/TD][TD]
[/TD][TD]
[/TD][/TR][/TABLE]--Expertise
+College of Lore
*Jack of all trades
[sblock="Racial Traits"]
Racial ASI, +2 Cha, +1 to any other two ( Dex, Int)
Darkvision, 60'
Fey Ancestry, You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility, You gain proficiency in two skills of your choice.(Perception, Arcana)
Languages,
You can speak read and write, Common, Elvish, and one other- Draconic
[/sblock]
[sblock="Class Traits"]
Ritual Casting, You can cast any bard spell you know as a ritual if that spell has the ritual tag.
[sblock="Bardic Inspiration"]You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.[/sblock]
Jack of all Trades, You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest, help allies during a short rest, each regaining an additional 1d6 HP
Expertise, Double the proficiency bonus of two chosen skills.
College of Lore:
Bonus Proficiencies: You gain proficiency with three skills of your choice (History, Performance, Religion)
[sblock="Cutting Words"] You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability[/sblock]
[/sblock][/sblock]
[sblock="Spells"]
[TABLE="width: 500"][TR][TD]Cantrips (2 known)[/TD][TD] Bard Spells Known =6[/TD][/TR][TR][TD]True Strike
Vicious Mockery[/TD][TD] 1st level (4)
Cure Wounds
Disonant Whispers
Bane
Thunderwave
2nd level(2)
Enthrall
Invisibility[/TD][/TR][/TABLE][/sblock]
[sblock="Inventory"]
Equipment:
Eyes of Charming
Studded Leather Armor
Leather Armor ( in chest)
Rapier, Short Sword, Dagger (x3)
Hand crossbow, Quiver, 20 bolts, (1d6, Piercing, light,loading, range 30/120)
Potion of Healing
Piccolo
[sblock="Diplomat's Pack"]Includes a chest (on ship), 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.[/sblock]
Thieves' tools
[sblock="Entertainer's Pack"] Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit[/sblock]
from background: A crowbar, a set of dark common clothes including a hood, and a belt pouch,
leather eyepatch
spellbook (in chest)
Wealth: 113 gp
[sblock="Expenditures"]starting wealth 1000gp
training- spelljammer vehicles 250gp
training- disguise kit 250gp
studded Leather 45gp
Hand crossbow 75gp
Quiver, 20 bolts, 2gp
Potion of healing, 50gp
thieves' tools 25gp
2 daggers 4gp
shortsword 10 gp
Leather Eyepatch 1gp
Diplomat's Pack, 39 gp
Spellbook 50gp
100gp donated to ship funds
balance 113 gp[/sblock]
[/sblock]
[sblock="Background"]
Double Agent
(criminal variant)
Jackson comes from a remote outpost, an only child, he was raised by his single human mother before/during/after(?) the Human-Dragon wars. She was an ambassador for her colony, which is how and where she met his father, whom she never spoke to him of and never revealed a name. She taught him in the ways of subtlety and discretion in politics. A gifted musician, he leaned toward the musings of the musical colleges, and became a bard. But his hidden talent lay in his glibness, his instinct for coaxing information, and his ability to walk through a crowded room without being noticed, or to be the center of attention as case may be. In his youth, he was a bard for all intensive purposes, it's what paid the bills. Upon turning of age, Jack joined up with the local militia, winding up in covert ops and eventual working as a double agent. He spent many years honing his skills at disguise, stealth, and subtle burglaries of information. A day came, like any other day, and he arrived home to find his mother passed away from old age, taking the secret of his father with her. Jackson left the colony to find a better life, never looking back.
He's learned to fit in, learned to be the guy that everybody turns to when they need a hand, the guy that they can confide in, the one they want to share their stories with, and he reciprocates by sharing embellished tales of his own.
He is known through out the quadrant by many names, mostly by his occupational moniker Ramblin' Jack, which he gigs under when portside. Most of the spy network knows him as Cash, a mysterious fence who wears a strange set of blue lensed glasses (eyes of charming); and he often wears an eye patch to disguise himself while on missions into enemy territory or behind front lines and goes by the alias One-Eyed Jack, or One-Eye. He doesn't wear the patch to be cool or intimidating, as with the glasses, he does it to hide a crows foot shaped scar under that eye, from an accident in which he fractured his cheekbone, the marking is a dead give away as to who he is. The accident happened in a skirmish with a rebel mining colony, his crack team was captured, and he barely escaped with his life. His team were some of the very few who knew his true identity, which is how Jackson likes to operate- Keep your friends close and your enemies clustered!
lately he has fell in with the <insert awesome crew name here> of the <insert even awesomner ship name> Shrike, and they are his only family or people who he cares about now that his mother has passed.
Specialty: Covert Ops
Feature: Deep Cover due to my vast array of skill sets, I can blend in with almost any common speaking crowd or race, and am adept at infiltrating the lower ranks of many of the different thieve's guilds without suspicion. (swap proficiency with Gaming Set for Thieve's Cant)
Background Traits:
I am always calm no matter what the situation. I never raise my voice or let my emotions control me. I always have a plan for what to do when things go wrong. Chains are meant to be broken, as are those who would forge them. I will become the greatest spy that ever lived. I have a distinguishing feature that reveals my identity.
[/sblock]
[/sblock]
to do:
buy stuff
√
confirm spell choices
√
double check my typos
√
edited Background/flaw
√
uncommon item choice-
eyes of charming√
