Shieldmarshal

Jack Cosic's page

64 posts. Alias of imjohnnyrah.


Classes/Levels

Dutch 3

Age

41

Alignment

Lawful Moral

Deity

Luck

Languages

American English, Spanish

Occupation

Die Hardened

Strength 16
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 18
Charisma 10

About Jack Cosic

Name: Jackson Percival Cosic
Race: Human (American)
Class: Level 3 Dutch (Monk/Ranger)
Background: Die Hardened (Prof - land vehicles, Athletics, Investigation & Survival)
Alignment: Lawful Moral
Experience: 900/2700

Initiative +8
Speed: 40
HP: 23
AC: 18
Proficiency Bonus: +2
Inspiration:
Languages: English

* = saving throw proficiency
STR** 16
DEX** 18
CON 14
INT 12
WIS 18
CHA 10

Attack Actions * indicates the amount of additional magazines
Name: UA Strike ATK: +6 DMG: 1d4+4
Name: Rotten Ed's Bloodied Bat ATK: +5 DMG: 1d8+3 / 1d10+3 RNG: CAP
Name: Gloc 9mm ATK: +8 DMG: 2d6+4 RNG: 30ft CAP 17/17

Proficiencies (* indicates the proficiency bonus applies again)

Skills: Athletics* +7, Insight* +8, Investigation +3, Perception +6, Stealth* +8, and Survival +6.

Armor: Medium armor.

Weapons: Simple & Martial weapons.

Tools: Carpenter's Tools and Land Vehicles.

Class Features
Martial Arts: You can use DEX instead of STR for attacks with unarmed and monk weapons. Unarmed damage increases as you level (1d4 1st, 1d6 5th, 1d8 11th, 1d10 17th). When you take the attack action with an unarmed strike or monk weapon, you can use a bonus action to make an unarmed attack.

Ki: 3 pts. Save DC = 14. You can spend Ki points on the following:
Flurry of Blows: Spend one Ki to make two unarmed attacks as a bonus action.
Patient Defense: Spend one Ki to take the Dodge action as a bonus action.
Step of the Wind: Spend one Ki to take the Dash or Disengage actions, and your jump distance is doubled for rest of turn.

Favored Enemy: Gain advantage on tracking and INT checks to recall knowledge about the creature type. You also learn one of their languages if they speak any at all (F1: Human).

Natural Explorer: Double proficiency bonus when making WIS and INT checks related to favored terrain when using skills you have proficiency in. After one hour in favored terrain, gain the following benefits.
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical
means.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
If you are traveling alone, you can move stealthily at
a normal pace.
When you forage, you find twice as much food as you
normally would.
While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.

Fighting Style: Archery - +2 to attack rolls with ranged attacks.

Unarmored Movement: +10 2nd, +15 6th, +20 10th, +25 14th, +30 18th. At 9th level, you can move along vertical surfaces and across liquid during your movement (must end movement on stable surface).

Deflect Missiles: Spend a reaction to negate missile damage. Roll 1d10+DEX+level. If the damage is reduced to 0, you catch the missile. You can then choose to spend a Ki point to make a ranged attack with proficiency and the missile counts as a monk weapon.

Primeval Awareness: As an action, expend spell slot to learn what types of creatures are within 1 mile of you (6 miles if in favored terrain). Last 1 minute per spell level of expended spell. Does not reveal specific location or numbers.

Horde Breaker: When you make a melee attack against a creature that is adjacent to another, you may make an extra attack against the other creature once per turn.

Open Hand Technique: Choose to impose one of the three effects when you hit with Flurry of Blows.
-Target must make DEX save or be knocked prone.
-Target must make STR save or be pushed 15ft.
-Target can't take reactions until the end of your next turn.

Spells DC: 14 Spell ATK: +6
0th:
1st: 3 Alarm, Cure Wounds, and Hunter's Mark.
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:

Racial Traits
+1 to distribute all ability scores, one additional skill proficiency, and one feat.

Equipment
Inventory

Weapons and Shields

Worn Equipment
HEAD:
NECK:
TORSO:
BACK:
WAIST:
LEGS:
FEET:
WRIST:
HANDS:
RING(R)
RING(L):

Copper: Silver: Electrum: Gold: Platinum:

Factions
Cassidy-Monroes (Accepted)
Coven (Smiling Troublemaker)
Ghost-Faced Killers (Neutral)
Gold Dragons (Neutral)
Rakes (Hated)

Assets

Revenue:

Aesthetics
Physical Description

Personality

Backstory

Spoiler:

Kalyna wrote:
"It seems your meeting with the Cass-Mons went well, but not well enough. You think they may be up to something?"

”Probably,” Jack admits without hesitation. ”Ira is a power thirsty f+!+. His men use brutality to compensate for their subjugation to drugs and authority. A tired, tried and true example of man's most base instincts. Adrian seems to get whats going on. Smart kid. Dangerous due to business savvy. What buys us time is the separation of head and hands. The hotshots they're sending with us are likely their higher ranking people; an example of them at their best but not what they're actually packing. Lucky for us they're disorganized... for now. If they're planning something, it'll be some sort of power play. Wouldn't put it past them to take the lead on our plan so we have to keep the important details hidden.” He pauses and gives Kalyna a severe gaze. ”These aren't people to be trusted. They're fodder. Expendable. If they're sharp or sober they'll recognize it. Do... Not... Trust... Them... Understood?”

Fast forward >>

Kojo wrote:
”...Let me know if I can help in anyway other than just supporting the cause."

Jack didn't like the idea of Kalyna spilling the beans to some random hooligan she'd been using to smack her lady-parts into for an easy distraction.

[dice=Insight (gauge if Kojo is trustworthy)]1d20+8[/dice]

”You can keep your f#!+ing mouth shut. You don't know a g#%@#%n thing. Understand? Not a g++%@$n thing.

I'd like to use that cash to buy 6 packs of cigs, some rope, and as much 9mm ammo as possible.

Some Dude wrote:
"What's in the purse Jacky-boy?"

”Your balls. Follow orders and maybe I'll give em back when we're done.”

Jack examines the four soldiers before him. Two Cassidy's, two Monroes, two of us... Not much of a wholesome group, here, is it? What are you doing, old man? Gonna get yourself killed by these a#&!@~&s or the freaks out there roaming the streets.

”This is a simple job. Don't start a f+&!ing thing unless I give the word. Guns are last resort. Silence is the difference between life and death, got that. Silence is everything. Avoid conflict at all f%+@ing cost. Know your place. Follow me and live to see another f$!!ing needle in your arm. Do that or die. Your call. Any questions, now's the time; otherwise we get rolling.”

[dice=Insight (feel these b@~%%es out)]1d20+8[/dice]