Bather

Jack McAllaster's page

11 posts. Alias of BeowulfIam.


Full Name

Jack 'of all Trades' McAllaster

Race

Elf

Classes/Levels

Rogue/2

Gender

Male

Size

Medium

Age

121

Alignment

Lawful Neutral

Deity

Absolutely None

Languages

Common, Elven, Halfling, Dwarven, Goblin, Orc, Sylvan, and Draconic.

Occupation

Freelancer

Strength 10
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 14
Charisma 13

About Jack McAllaster

Jack 'of all Trades' McAllaster

Do you fancy yourself a coin collector?"

Description:

Height: 5’8”
Weight: 155 lbs
Hair: Light Brown
Eyes: Green

Jack is not much taller than the average man, nor is he much stockier. Honestly, aside from being someone more toned, he isn't particularly remarkable in the way of build. He's still a handsome man, though. He has a square chin, thin and pointed nose, and very defined facial features. If it weren't for his pointed ears and slighter features, you'd almost mistaken him for a human, or half-elf at the very least.

Personality:
For the setting, he is very lively and quick witted. Anyone who gets to know him at all would describe him as almost annoyingly smart. He's quick to the punchline and knows seemingly everything there is to know. If there's a situation, he has a solution. If there is not solution, he knows it anyway.

History:
Jack was born a little over a century ago, the son of a less-than middle class elf man who had recently wed a half-elf woman. Though over half of the blood running through his veins is elf, Jack may as well be full-blooded elf in genetics. It didn’t take long for Jack’s intellect to begin shining bright at a very young age. Solving problems of both pure reason and of retention became not only something he excelled at, but something he thoroughly enjoyed. Though he wasn’t a prodigy, he was far advanced in any studies he was given, even in comparison to the elven children his age.

As Jack grew into school age, his less than muscular build paired with his habit of humiliating his peers intellectually made him the target of much bullying. While Jack couldn’t find a way to fight back, he became adept at avoiding the hits thrown at him. He wasn’t incredible in even these aspects, but his uncanny ability to predict the movements of others and understand them even better than the person making them made dealing with his peers a little easier.

As Jack aged into his teenage-elf years, he slowly gained the respect of many of his peers. The bullying slowed and he began to be recognized for his raw intellect, though it was by this time that his lessons bored him to the point of not caring. Instead, he practiced with the rapier. His quick thinking and ability to fool others easily made up for his less-than-warrior-like strength, instead focusing his abilities on speed and reflexes. Eventually, it became his pride and joy.

It was at about this point that Jack gave up on his lessons altogether, which won the heavy disappointment of his family who simply couldn’t understand Jack’s disinterest. When Jack turned eighteen, he left his parent’s residence to make it on his own. He would make money with the many skills and the vast knowledge he had picked up throughout his years and prove that he was some sort of exception to the rules his parents had laid out for him. He used what money he had saved in that time to buy a chess board, a rapier, and some adventuring gear with nothing more than a shirt of chainmail that had been passed down to him from his father’s elven side, but not before spending a month or two traveling from place to place looking for a place to start his scheme. One such scheme involved a particularly embarrassing trek in the desert, but Jack doesn't like talking about that particular adventure.

Even after this, though, Jack itched for more…

Favored Class: Rogue (+2 skill points)

Equipment:

Masterwork Studded Leather (20 lbs, 200 gp)
Pickpocket’s Clothes (3 lbs, 5gp)
Masterwork Backpack (4 lbs, 50 gp)
Masterwork Rapier (2 lb, 320 gp)
Chessboard and Pieces (2 lbs, 50 gp)
Masterwork Underwater Light Crossbow (4 lbs, 370 gp)
Crossbow Bolts x20 (1.5 lbs, 1 gp)

Total Weight: 36.5 lbs (Light Load)
Light Load: 0-38 lbs, Medium Load: 39-76 lbs, Heavy Load: 77-115 lbs
Total Value: 996 gp

PP: 1
GP: 1
SP: 0
CP: 0

Combat Statistics:

AC: 16 (10 + 3 dex + 3 armor + 0 shield) (Touch: 13, Flat-Footed: 13)
Initiative: +6
HP: 16
BAB: +1 CMB: +1 CMD: 14
Attack Options:
Rapier +5 melee (1d6; 18-20/x2) or
Longbow +5 ranged (1d8, 19-20/x2)
Saving Throws:
Fortitude: +0 Reflex: +6 Will: +2

Skills:

Acrobatics: +7 = 1 + 3 + 3
Bluff: +7 = 2 + 1 + 5
Diplomacy: +5 = 1 + 1 + 3
Disable Device: +8 = 2 + 3 + 3 (+1 vs Traps)
Escape Artist: +8 = 2 + 3 + 3
Intimidate: +9 = 2 + 4 + 3
Knowledge (Local): +11 = 2 + 4 + 5
Knowledge (Dungeoneering): +13 = 2 + 4 + 7
Knowledge (Arcana): +7 = 1 + 4 + 2
Linguistics: +9 = 2 + 4 + 3
Perception: +11 = 2 + 2 + 7
Perform (Sing): +5 = 1 + 1 + 3
Sense Motive: +7 = 2 + 2 + 3
Stealth: +8 = 2 + 3 + 3
Survival: +7 = 2 + 2 + 3

Special Abilities:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Envoy: Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Sneak Attack: When attacking a flat-footed opponent, one denied its dexterity bonus to AC, or an opponent you are flanking, you deal 1d6 extra damage.

Trapfinding: +1/2 level (minimum 1) to perceptions and disable devices concerning traps.

Evasion: When making a reflex save for half damage, a successful save instead results in no damage.

Traits:

Warrior of Old: +2 to initiative.

Trickster: Thuvian Adventurer +2 Trait bonus to any three skills (Bluff, Knowledge (Dungeoneering), and Perception)

Bruising Intellect: Intelligence to intimidate instead of Charisma.

Feats:

Breadth of Experience: +2 to all Knowledge and Profession skills and may use either untrained.

Weapon Finesse: Dexterity to attack instead of strength with certain weapons.

Status:

HP: 16/16
Conditions: None
Additional Effects: None