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About Wallaby Jack FizzlecrankBackground:
Jack looked west to the blue-grey mountains with their white peaks glittering in the sun. These were definitely the mountains from his vision. This is where the hand of Garl Glittergold has led him. Now it was up to him to find out why. Was he to find his fortune here? Discover some new invention? He wasn't sure. Jack knew one thing for sure though, if he didn't make some money soon his walkabout would be turning to bull dust. Jack's from a place called Down Under. Jack's kin always said he was touched. “Kicked in the head by a Wallaby as a babe that one was” That's how he became Wallaby Jack. Though what the folk from his home didn't know was that they were right in more than just one way. He WAS touched, he was gifted with the sight. The ability to have strange dreams that he knew weren't JUST dreams. They were some sort of prophecy that he could not decipher. His folk weren't exactly friendly with Jack due to his condition so he found himself wanderin quite a bit as a boy. Never too far from home but wanderin non the less. He fell in with a band of goblins that he discovered when he went into an old abandoned mine. He spent quite a lot of time with these goblins and learned a lot. They taught him their language and some of their customs. The leader was a shaman and taught him the basics of castin spells. The shaman also told him that he needed more learnin if he was to get better at it though since he didn't have inate power. The shaman helped him decipher his dreams though. Gave them purpose. As he got older, the dreams became more intense, more frequent. They seemed to be leading him somewhere. He wasn't sure where, but he knew that they would continue gaining in strength until he acted upon them. So he struck out from Down Under. A young gnome boy with not a coin to his name. The dreams seemed to be pulling him along. They eventually lead him to a place called the Big City. It was there that he the dreams subsided for a while. He had to learn to make it on his own here. It was hard. He remembered what the shaman told him though, that he would need trainin to learn more about magic. So he went lookin for someone to teach him the ways of magic. After some time he found an old arcanist who was willing to take Jack in under his wing. Things were good for a while but eventually the dreams began to come back. They began to strengthen again. Jack knew that he would have to leave again soon. Mountains seemed to be a reoccurring vision in his dreams. The dreams were different but the mountains were always the same. A symbol often also appeared in these dreams. The arcanist was helping Jack to figure out what the symbol meant. It was no mark of magic as they had both thought initially. One day Jack's mentor came to him with a flyer and a smile. “I found the symbol he said.” Of all the places it was in the post office. It was a job page. Hangin on the wall in the post office. It was for a dwarf named Gundrenn. Lookin for stalwart men. Within the week, Jack bid his mentor fairwell and hopped on the train heading west. His destination, Neverwinter City. Character Info:
Background Far Traveler Personality Trait
Jack likes to keep his hands busy. Be it writing and studying, to tinkering with his gadgets. A bit overconfident, he tends to analyze a risk, plan around it, and plunge in, whatever it is. Ideals
Bond
Flaws
Proficiency: +2
Racial Abilities:
Darkvision 60ft Artificer’s Lore: Whenever you make an Intelligence (History) check related to Magic Items, alchemical Objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter: The device produces a miniature flame, which you can use to light a Candle, torch, or campfire. Using the device requires your action. Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Ability Scores and Proficiencies:
== ABILITY SCORES, SAVES == Str: 10 +0 = +0 Dex: 14, +2 = +5 Con: 15, +2 = +2 Int: 18, +4 +2 = +6 adv vs magic Wis: 09, -1 +2 = +1 adv vs magic Cha: 14, +2 = +0 adv vs magic Honor: 10 == PROFICIENCIES ==
Skills:
== SKILLS == Acrobatics (Dex) +2 Animal handling (Wis) -1 Athletics (Str) +0 Deception (Cha) +2 *Insight (Wis) +1 = -1 +2 Intimidation (Cha) +2 Investigation (Int) +4 *Knowledge Arcana (Int) +6 = +4 +2 *Knowledge History (Int) +6/+8 = +4 +2/x2 Knowledge Religion (Int) +4 Knowledge Nature (Int) +4 Medicine (Wis) -1 *Perception (Wis) +1 = -1 +2 Performance (Cha) +2 Persuasion (Cha) +2 Sleight of hand (Dex) +2 Stealth (Dex) +2 Survival (Wis) -1 Combat:
== COMBAT == Speed: 25 ft Initiative: +2 Hit Points: 8 Hit Dice: 1 Armor Class: 12/15 (Mage armor) Attacks: * Acid Splash - Dex Save (two targets possible w/in 5ft) 1d6 acid, 60ft * Bowie Knife +4, 1d4+2 Equipment:
== Equipment == Trinket A small Silver skull the size of a coin (a gift from the Goblin tribe he grew up nearby) when he was leaving they gave it to him as a good luck charm. Carry = lbs Push/Drag = lbs
Casting:
== Spells == Save DC - 14 Spell Book - Mage Armor, Fog Cloud, Charm Person, Disguise Self, Silent Image, Magic Missile, Shield, Color Spray Cantrips - Minor Illusion, Acid Splash, Prestigitation
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