Jacqueline "Jac"
Strength Dexterity Constitution Intelligence Wisdom Charisma
15 [+2] 18 [+4] 18 [+4] 12 [+1] 16 [+3] 16 [+3]

15, 18, 17+1, 12, 16, 15+1

Human- variant, Fighter [3] - Arcane Archer, Entertainer - Actor/Poet

explorer.png
  • Size: Medium [5'0", 126 lb]
  • Speed: 30
  • HP: 34
  • Level Proficiency: +2 [Level 1].
  • Saving Throws: Str, Con.
  • Passive Perception: 15 (Wisdom [3] +profB)
  • AC: 15

Traits and Features:

  • By Popular Demand:
    • You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theatre, or even in a noble's court. At such a place, you receive free lodging and food (depending on the quality of the establishment). In addition, your performance makes you something of a local figure. When strangers recognise you in a town where you have performed, they typically take a liking to you.
  • Magic Initiate (Bard)
  • Fighting Style - CQ Shooter
    • Ranged attacks:
      • +1 to hit
      • Ignore 5ft disadvantage
      • Ignore Cover <30ft
  • Archer's Lore: Nature

Abilities:

  • Second Wind:

Bonus action to regain d10 +fighter level wounds, Recharge any rest.

  • Action Surge: Make an extra action, recharge any rest.
  • Arcane Arrow:Whenever you attack with a non-magical arrow you can infuse it with magic, does +1 to hit and attack.
  • Arcane Shots: 2 uses. recharge any rest. once per turn you can apply arcane shot to a magic arrow, you decide to use the arrow when it hits unless it doesnt use an attack roll. DC 11

* Mind-Scrambling Arrow: If hits 2d6 psychic, Wisdom save or enemy cannot attack or include in a harmful area of effect one ally of your choice. ends at start of your next turn, or if chosen ally deals damage to it
* Grasping Arrow: If hits 2d6 poison, -10 movement and takes 2d6 slashing if it moves more than 1ft without teleporting, 1st time each turn. Target or creature touching can use action to remove brambles (DC11 strength athletics check) otherwise lasts for a minute.

Proficiencies:

  • Weapon Proficiency: All
  • Armour Proficiency: All & Shield
  • Tool Proficiencies: instrument (Lyre), Disguise Kit

Skills:

  • Languages: Common, Dwarvish
  • Proficient: Acrobatics, Nature, Perception, Performance, Stealth, Survival.

Equipment: 71/75 /150 /225

  • Leather, 11+Dex AC, 10 lb
  • Longbow, d8, 150/600 2lb
  • Hand crossbow, d6 30/120 3lb
  • Quiver, 15arrows, 36 bolts 3.5lb
  • Net, 5/15 3lb, Large or smaller hit creature becomes restrained. Str check 10DC, by creature or creature within 5ft removes net, 5 Slashing damage breaks and frees creature without harm (AC10)
  • Shortsword, 1d6, finesse 2 lb
  • Beltpouch
  • Signet ring
  • arcane focus crystal 1lb
  • 5 sticks of chalk
  • Sheet of paper upon which is drawn a mechanical contraption
  • Tiny Sketch portrait of a goblin
  • 7 foot wire x2
  • 1x black ink
  • Signet Wax stamp (Haktooth)
  • 25gp of gems (from drak's manor)

23.5lb

  • Dungeoneerspack 5lb: Common Clothes 3lb, crowbar 4lb, hammer 3lb, 8 pitons 2.5lb, 10 torches, 11 rations 20lb, waterskinx2 10lb , 50ft rope 10 lb
  • Lyre, 2lb
  • blanket 3lb
  • Bedroll
  • 1/2 Bad Brandy
  • Painting of Ships
  • 5 throwing daggers
  • hand xbow

47.5lb

Currency:
Platinum:
Gold: 0
Silver: 12
Copper: 2


Spells:
Casting mod: +5, Save: 13DC

1:1st

Cantrips:

  • Light vm, 1act, touch, 1 hr, touch one object (<10ft any dim) sheds bright light 0->20ft/dim 20->40ft, target creature, must succeed on dex to avoid
  • Dancing Lights vsm conc 1min, 1act, 120ft, up to four torch-size lights. can combine to make one glowing vaguely humanoid of med size. each light sheds dim light 10ft radius. bonus action move lights up to 60ft, within range, (lights must be within 20ft of another light)

Level 1:

  • Faerie Fire: v, 1 act, 60ft, conc 1min, 20ft cube, every object is outlined in blue, green or violet light. any creature in area is also outlined if fail a dex save.

Personality: Whenever I come to a new place, I collect rumours and spread gossip
Personality: I love a good insult, even one directed at me.
Ideal: The world is in need of new ideas and bold action.
Bond: I want to be famous, whatever it takes!
Flaw: A scandal prevents me from going home, that kind of trouble seems to follow me around.

  • Disowned by a noble house from Cove City when she ran away after she reached a marriageable age (already betrothed?).
  • To be of equal ranking to a noble she needs to become famous!.
  • She studied poetry with musical accompaniment and acting for several years, but she found it too boring… and unlikely for her to become famous quickly.
  • She settled down in a small village town and learnt how to hunt from the local woodsman/men, whilst exploring the nearby ruins hoping to find some sort of artefact (the ruins were why she was staying there in the first place)
  • Found some strange glowing crystal, which can create lights. not exactly what she was looking for… but makes exploring ruins and similar easier.
  • Decided to move on from the village and explore elsewhere. In a tavern, she is handed a letter addressed to her. How did they get it to her so easily? An invitation to Drak's Party.
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