Kobold Devilspeaker

Jiro the Unwilling's page

102 posts. Alias of Ken Marable.


Classes/Levels

Male Kobold Bard 4 | Init: +3 | AC 14 | HP 27/27 | Saves: S -1 D +5 Co +1 I +2 W -1 Ch +5 | Percp +0 (10) | Insp: [Y] | Spell Slots: 4/3 (4/3) DC 13 Atk +5 | DDB

About Jiro the Unwilling

D&D Beyond Character Sheet

Faction: Emerald Enclave
DCI Number: 8318602237
+1 Book: Volo's Guide to Monsters
XP: 450

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Race: Kobold
Class: Bard 1
Alignment: CG
Gender: Male
Size: Small
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STR: 8 -1
DEX: 15 +2
CON: 12 +1
INT: 14 +2
WIS: 8 -1
CHA: 15 +2
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Armor Class: 13
Hit Points: 15
Speed: 30 ft.
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Saving Throws and Proficiencies
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Saving Throws: Str -1, Dex +4, Con +1, Int +2, Wis -1, Cha +4

Skills:
Acrobatics +3
Animal handling +0
Arcana +3
Athletics +0
Deception +4 (p)
History +3
Insight +1 (p)
Intimidation +3
Investigate +3
Medicine +0
Nature +3
Perception +0
Performance +3
Persuasion +4 (p)
Religion +3
Sleight of Hand +4 (p)
Stealth +4 (p)
Survival +0

Tool Proficiencies: Violin, drum, bagpipes, disguise kit, forgery kit
Senses: darkvision 60', Passive Perception 10
Languages: Common, Draconic

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Actions
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Rapier. Melee: +4 to hit.
Hit: 1d8+2 piercing damage

Dagger. Melee or ranged: +4 to hit, range 20 ft./60 ft.
Hit: 1d4+2 piercing damage

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Abilities
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Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Bardic Inspiration. d6, 2 dice. One creature other than myself within 60. Must use within 10 minutes as bonus on ability check, attack, or save. Regain with long rest.

Jack of All Trades. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include it.

Song of Rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

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Spells
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Known: 5, Slots: 3, Save DC: 12, Attack: +4

1st Level Spells (Known 5, Slots 3)
Bane
Charm Person
Disguise Self
Sleep
Tasha's Hideous Laughter

Cantrips (Known 2)
Minor Illusion
Vicious Mockery

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Equipment
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Rapier, dagger, leather armor, violin, Entertainer's Pack (a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit), fine clothes, a disguise kit, tools of the con of your choice (various carved figures and shiny baubles that look like ancient artifacts and/or magical items but are just junk), a belt pouch, many random holy symbols, iron holy symbol devoted to an unknown god

29 gp
29 sp

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Background and Personality
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Background: Charlatan
Favorite Schemes: I convince people that worthless junk is worth their hard-earned money.
Personality Trait: I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
Ideal: Aspiration. I'm determined to make something of myself.
Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaw: I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
Feature: False Identity. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

History
Jiro never really fit in among the other Selgryn kobolds, but his fast talking always kept the important leaders willing to put up with him - if for nothing else, than to be entertained. However, with food supplies running so low from the bitter winter and thick ice of the lakes, and it becoming the Year of Hungry Babies, the kobolds know that something must be done. They must either go to war with the humans and other races, or they must seek their help in protecting the kobolds' food source.

Since war sounds like a lot of effort, especially for cold and hungry little kobolds, the leaders decided that Jiro and his smooth tongue is an excellent ambassador to the other races. Now Jiro regrets charming the leaders but would even further regret defying their orders. So he has traveled out to visit the other races to see how he can help save the tribes.

Unfortunately, the First Ambassador of the Mighty Selgryn Tribes of Kobolds has earned far more laughter than respect. Quickly finding no direct help, Jiro figures he might as well try to make some wealth for himself while out in the big wide world. After all, there are so many people with so much money and so little sense, that a fast-talking kobold from a faraway land can easily sell "ancient relics from exotic lands." Too bad there are some many wonderful luxuries for Jiro to enjoy with that money.

Ah well, someday soon, he's sure he can find some help for his people. He really does want to help them, but, Jiro is also realistic that a kobold's life is short and brutal, and whether he tries to help his tribes or not, he likely won't last very long out in the other nations. So he might as well enjoy what short life he has!

Adventurer's League
DDEX 3-12: Hillsfar Reclaimed
DM: Jarred Caldwell (AL DM), DCI 5231443523
XP: 450
Gold: 29.29
Downtime: 10
Renown: 1