Aldern Foxglove

Jak Field's page

151 posts. Alias of Jubal Breakbottle.


Race

Male Human Rogue 2 | HP 17/17 | AC 15 | Insp Used! | Str +1, Dex +6, Con +2, Int +2, Wis +1, Cha -1 | Perc 15 | Init +4 | Active:

About Jak Field

Age 18 Height 6-ft, 1-in Weight 140 lb.
Hair brown Eyes steel blue

APPEARANCE:
The boy is tall, lean and gawky with unkempt brown hair and blues eyes. He wears simple hunting leathers under traveler’s clothes. At his belt, a shortsword and belt are sheathed. Another dagger is sheathed in his right boot. Over his shoulders, he carries a heavy backpack, shortbow and quiver.

His face is pale as the moon and the area around his eyes at first appear sunken but are black as if splotches of ink had been smeared against his eyes.

PERSONALITY:
Personality Traits
1. I’m driven by a wanderlust that led me away from home.
2. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideal = Change. Life is like the seasons, in constant change, and we must change with it.

Bond I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

BACKGROUND:
Jak grew up a shepherd. Actually, his family were shepherds while he daydreamed of another future. His parents taught him to follow tracks, hunt wild game, identify signs that owlbears live nearby, predict the weather, avoid natural hazards, and understand the fey (Sylvan) who are their own hazard. He developed an excellent memory for geography and can always recall the general layout of terrain, settlements, and other landmarks.

When he was sixteen, Jak discovered a wounded man hiding in the forest. He concealed him and brought him food and water. When the man recovered his health, Jak followed him into town. Dax turned out to be a thief on the run, but he made it sound so much cooler to Jak. They became partners. Dax taught Jak how to use thieves’ tools and to speak thieves’ cant. Dax gave Jak the surname Field to make him sound civilized.

Then, it was time for Jak’s first burglary. He entered the second story window of the inn and searched the luggage of the mysterious lady who had just arrived in town. Jak found a stone covered in a silk scarf. When he touched it with his fingers, he eyes rolled back and saw a planescape burning. He heard the wind howling and smelled ash and brimstone. He felt fear that glimpsed the future of Orcus. Jak hasn't realized that he know understands Abyssal. Jak didn’t know how he escaped the inn but knew he had to get out of town.

So, he and Dax finally agreed to accompany Jim, who always talked a much bigger game than he had ever delivered, to look for dervish root. Jim said that it was an ingredient used as a part of a some kind of potion and is found only in the wetlands (i.e., swamps) of the Eastreach Province. The root was to be delivered to a buyer in Zelkor's Ferry, Ulman Dark. The expedition was going fine until an ogre and its pet bear cornered the three of them.

Race Human
Gender Male
Alignment Chaotic Neutral
Class Rogue 2
Background Outlander

Initiative +4 Senses Perception +5, Darkvision 60-ft

==DEFENSE==
AC 15 (11 armor +4 Dex)
HP 17 = 8 +5 +2x(+2 Con)
Strength +1, Dexterity +6, Constitution +2
Intelligence +2, Wisdom +1, Charisma -1
Armor Leather Armor
Defensive Abilities

==OFFENSE==
Speed 30 ft
Melee Shortsword +6 (1d6+4) Piercing
Melee & Ranged +1 Dagger +7 (1d4+5) Piercing, Thrown (20/60)
Melee & Ranged Shortbow +6 (1d6+4) Piercing, Range (80/320)
Special Attacks
- Sneak Attack – Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
- Two Weapon Fighting – You can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand.

==STATISTICS== 18, 13, 11, 11, 10, 9
Str 12, Dex 18, Con 14, Int 11, Wis 12, Cha 9
Proficiency +2

==PROFICIENCIES ==
Human languages – speak, read, and write Common, Abyssal
Human – Athlete
Rogue – Light armor
Rogue – Simple weapons, hand crossbows, longswords, rapiers, shortswords
Rogue – Acrobatics, Investigation, Perception, Stealth
Rogue – Thieves’ tools
Outlander – Athletics, Survival, Sylvan, flute

==SKILLS==
+6 Acrobatics (2 proficiency +4 Dex)
+5 Athletics (2x2 proficiency +1 Str)
+2 Investigation (2 proficiency +0 Int)
+5 Perception (2x2 proficiency +1 Wis)
+6 Stealth (2 proficiency +4 Dex)
+3 Survival (2 proficiency +1 Wis)

Languages Common, Abyssal, Sylvan and Thieves’ Cant

==ABILITIES ==
Cursed: Your eyes are acute even in the darkest corner darkvision 60 ft but are sensitive to light. In bright conditions (e.g. sunlight) you have a -1 to hit and skill checks.

Athlete: You have undergone extensive physical training to gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Expertise: At 1st level, choose two of your skill proficiencies (Athletics & Perception), or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action.

Feature = Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

== EQUIPMENT ==
Worn
Traveler’s clothes – 4 lb.
• Thieves’ tools – 1 lb.
• Pouch (5 sp) – 1 lb.
Leather armor – 10 lb.
40 gp, 96 sp and 43 cp
Shortsword – 2 lb.]
+1 Dagger - 1 lb.
2x Dagger – 2 lb.
Shortbow – 2 lb.
Quiver of 20 arrows – 2 lb

Burglar’s backpack – 5 lb.
- a hunting trap – 25 lb.
- a bag of 1,000 ball bearings – 2 lb.
- 10 feet of string, a bell,
- 5 candles,
- a crowbar – 5 lb.
- a hammer and 10 pitons – 7 lb.
- (3 sp) Hooded lantern and 4 flasks of oil – 6 lb.
- 5 days rations – 5 lb.
- a tinderbox,
- waterskin – 5 lb.
- (2 gp) Grappling hook and 50 feet of hempen rope strapped to the side of it – 14 lb.
- (1 gp) Bedroll – 7 lb.
- (5 sp) Blanket – 3 lb.
- (1 gp) Scroll case – 1 lb.
- (2 sp) Mess kit – 1 lb.
- (2 gp) Flute – 1 lb.
- (3 gp) Caltrops (3 bags of 20) – 6 lb.

Worn load 23 lb. + 101 lb. = 125 lb.

Carrying Capacity: Str x15 = 180 lb.

ADVANCEMENT:

==SPELL CASTING ==
DC 13 = 8 +2 Proficiency +3 Cha

Spells = 1st – 2/day

Spells Known = 4 Cure Wounds (aVS), Dissonant Whispers (aV), Faerie Fire (aVc), Sleep (aVSM – bit of sand)

Cantrips = 2+1 Minor Illusion (SM – bit of fleece), Prestidigitation (VS), Vicious Mockery (V)

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells.