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Jaq'Uun A.K.A Jax the Dragonborn Bard

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Bear Necessity
Vice Captain

Dapper Bear

5,500 Points
  • Autobiographer 200
  • Unleash the Beast 100
  • Person of Interest 200
PostPosted: Wed Jul 27, 2016 10:45 am


General Statistics
User Image
Player Name: Bear Necessity
Character Name: Jaq'Uun or Jax
Character Level: 1
Proficiency Bonus: +2
Class Level(s) Bard (1)
Experience Total: 0
Hit Dice: 1D8+2
Maximum Hit Points: 10
Armor Class: 12
Initiative: +2
Speed: 30
Passive Perception: 13

Melee Attack Bonus: +5 Str, +4 Dex
Ranged Attack Bonus: +4
Spell Attack Bonus: +6

Physical Description
Race: Dragonborn
Gender: Male
Age: 27
Height: 7ft
Weight: 300 lbs

Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 18 (+4)

Appearance: Jaq'Uun is, as most Dragonborn are, a striking individual. Tall with a tail dragging behind him. Jax's azure sscales and bleach white horns reflect the sunlight in a dazzling fashion. His yellow eyes are slitted like a reptile's but this is normal for a Dragonborn, what is not normal for a Dragonborn is that his eyes are never still. They always seem to be looking for something, someone or an escape.

Skill Proficiency:
Tools: Flute, Ocarina, Tamberine, Harp
Armor: Light Armour
Weaponry: Simple Weapons, Hand Crossbows, Longswords, Rapiers and Shortswords
Proficiency list:
    Acrobatics (Dex) [+2]
    Animal Handling (Wis) [+1]
    Knowledge of Arcana (Int) [+0]
    Athletics (Str) [+3]
    Deception (Cha) [+6]
    Knowledge of History (Int) [+0]
    Insight (Wis) [+3]
    Intimidation (Cha) [+4]
    Investigation (Int) [+0]
    Medicine (Wis) [+1]
    Knowledge of Nature (Int) [+0]
    Perception (Wis) [+3]
    Performance (Cha) [+6]
    Persuasion (Cha) [+6]
    Knowledge of Religion (Int) [+0]
    Sleight of Hand (Dex) [+2]
    Stealth (Dex) [+2]
    Survival (Wis) [+1]


Saving Throw Proficiency: These will be determined by your class, same as above
    Strength (Str) [+3]
    Dexterity (Dex) [+4]
    Constitution (Con) [+2]
    Intelligence (Int) [+0]
    Wisdom (Wis) [+1]
    Charisma (Cha) [+6]


Personal Information:
Alignment: Lawful Good
Deity: Branchala, God of Music
Background: Freed Slave
Personality Traits: I thoroughly believe a measure of a man is not in how he treats his equals but how he treats those less than himself.
Ideals: Kindness. I treat others in the way I would like to be treated even if it is against the social norm.
Bonds: I will forever call those who are as I once was "Brother" and aim to help them where I can.
Flaws: I often fall back into old habits and do as I am told by my social superiors.
Languages: Common, Draconic & Elvish

Campaign Specific Information:
Some fields will not have their significance revealed right away. You will be instructed to fill them out as they appear, and they might be chosen for you.
Preferred Weapon: Longsword
Arrival: Undisclosed
Burden: Undisclosed
Compulsion: Undisclosed
Heirloom: Undisclosed
Calling: Undisclosed
PostPosted: Wed Jul 27, 2016 11:26 am


Spellcasting Basics:
Spellcasting Class: Bard 1
Spellcasting Stat: Charisma
Spell Save DC 14

Spell Slots:
    1st level slots (2)
    2nd level slots
    3rd level slots
    4th level slots
    5th level slots


Known Spells:
Every class has a number of spells they can know determined by their levels in their spellcasting class, as well as certain feats and class features that they pick up as they gain experience. List them below in the following format, and if you gain spells from special sources, such as a wizard studying a spell and learning it, taking a feature which grants you a spell like Spell Sniper, earn spells from a Cleric Domain, through the Warlock's Pact of the Tome, or any other means, put said spells in italics.

    Cantrips:
    • Vicious Mockery - 1 Action - Verbal Components - 60ft Range
    You unleash a string of insults laced with subtle enchantments at a creature you can see within range. The creature need not understand you only hear you and then must succeed on a Wisdom Saving Throw or take 1d4 psychic damage. The affected creature also has disadvantage on attack rolls it makes before the end of its next turn.

    • Prestidigitation - 1 Action - Verbal and Semantic Components - 10ft Range
    This spell is a minor magical trick that novice spellcasters use for practice. When a user uses it, they may:
    - Make an instantaneous harmless sensory effect.
    - Make or Snuff small light sources i.e: candles, torches etc.
    - Instantaneously Clean or Soil a surface or object of 1 cubic foot.
    - Chill, Heat or Flavour 1 cubic foot of nonliving material for 1 hour
    - Colour, Mark or Symbol a surface for an Hour.
    - Create a non-magical Trinket or an illusionary image that can fit in your hand. It lasts until the end of your turn.
    If you cast this spell multiple times you may only have 3 of its non-instantaneous effects active at a time and you may dismiss such effects as an Action.

    1st Level Spells:
    • Tasha's Hideous Laughter - 1 Action - Verbal, Semantic and Material Components - 30ft Range - 1 Minute Concentration
    Tiny Tarts and a Feather that is waved in the air are needed to cast this spell.

    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if the spell succeeds. The target must make a Wisdom Saving Throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with 4 Intelligence or less is unaffected by the spell. At the End of its turn or when it takes damage, the creature may make another Wisdom Saving Throw (with advantage if the Save is triggered by damage). On a success the spell ends.

    • Thunderwave - 1 Action - Verbal and Semantic Components - 15 ft Cube from Self Range
    A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube from you must make a Constitution Saving Throw. On a failed save, a creatures takes 2d8 damamge and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. In addition, unsecured objects that are completely with the spell's range are automatically pushed back 10 feet. The spell emits a loud boom that is audible for 300 ft.

    When cast at 2nd Level or Higher, this spell's damage increases by 1d8 for each slot above 1st.

    • Cure Wounds
    A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier. This spell does not effect undead or constructs. When you cast this spell at 2nd Level or Higher, the healing increases by 1d8 for every slot above 1st.

    • Dissonant Whispers - 1 Action - Verbal Components - 60ft Range
    You whisper a discordant melody that only one creature you can see within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving Throw. On a failed save the creature takes 3d6 psychic damage and must immediately use its reaction, if it can, to move as far away from you as its speed allows. It will avoid danger whilst running away like pits or fires. On a successful save, the target takes half the damage and does not need to move. Deaf creatures automatically succeed on the save.

    The damage of this spell increases by 1d6 for each spell slot above 1st Level.

    2nd Level Spells:

    3rd Level Spells:

    4th Level Spells:

    5th Level Spells:

    6th Level Spells:

    7th Level Spells:

    8th Level Spells:

    9th Level Spells:

Bear Necessity
Vice Captain

Dapper Bear

5,500 Points
  • Autobiographer 200
  • Unleash the Beast 100
  • Person of Interest 200

Bear Necessity
Vice Captain

Dapper Bear

5,500 Points
  • Autobiographer 200
  • Unleash the Beast 100
  • Person of Interest 200
PostPosted: Wed Jul 27, 2016 11:56 am


Inventory:

Please note, that for this custom module, when setting up your starting equipment, your character will only have their starting clothes, and their starting gold. In addition to this, you may design one small trinket that has significance to your character, such as jewelry, or some other keepsake.

Currency:
    Copper:
    Silver:
    Gold: 140
    - +130gp from Starting Class Starting Gold Rolls (5d4=13x10gp)
    - +10gp from Background Starting Gold (Urchin Background used for reference)
    Platinum:


Potions:


    Weaponry:



      Armor and Apparel:
      - Common Clothes
      A set of common clothes often worn by the peasantry, colour wise the clothes are beige and sand coloured with some faint brown hints and details. Jaq'Uun was given these clothes when he left the service of his Master to replace his ornate Bard's Clothes that he wore whilst in their employ.



        Tools:



          Spellcasting Components:
          - Small Ornate Hand Harp



            Miscellaneous:
            - Small Orante Hand Harp: This harp was given to Jaq'Uun by his former slave owner as a thank you for his service. It is made of high quality wood and decorated rather elegantly; it is pretty much finer than anything Jax owns aside from himself. An exotic item for an exotic person.
              PostPosted: Wed Jul 27, 2016 11:57 am


              Feats and Features:


              As your character levels up they will receive class features, and should you choose, they may gain feats in place of their ability score increases. List all feats and features your character has in the following format.

              Blue Draconic Ancestry:
              You have draconic ancestry. Choose one type of Dragon Ancestry from the Dragonborn table [in this case Blue, Lightning]. Your Breath Weapon and Damage Resistance are determined by your Dragon Type as shown on the table.

              Lightning Breath Weapon:
              You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the the exhalation.
              When you use your breath weapon, each creature in the area of the exhalation must make a saving throw determined by your draconic ancestry. The DC for this saving throw is 8+Your Constitution Modifier+Your Proficiency Bonus. A creature takes 2d6 on a Failed Save and half as much Damage on a Successful Save. The Damage increases as you gain levels to: 3d6 at 6th level, 4d6 at 11th Level and 5d6 at 16th Level.

              You can only use your Breath Weapon once per short or long rest.

              2d6 • Lightning Damage Type • 5 by 30ft Line • Dex Save • DC: 12


              Draconic Heritage Lightning Damage Resistance:
              You have resistance to a damage type based on your draconic ancestry, Blue Dragonborns are therefore resistant to Lightning Damage and will take half as much Damage from attacks of that nature.


              Background Feature - Help from The Help:
              They say that if you want to know something about someone it is best to ask those in the pantry because they know all, see all and hear all without being seen themselves. As a former slave yourself, you understand this and are able to approach, talk to and ask things of other slaves and servants that others cannot. They will readily obtain or trade information with you and even go as far as fetching/steal objects for you if coin is involved. You are able to manipulate the quality of said information or object through use of payment (the more money spent the better it is) and/or careful persuasion.

              Bardic Inspiration (1d6, Four Uses):
              You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 609 feet of you who can hear you. That creature gains one Bardic Inspiration die.
              Once within the next 10 minutes, the creatures can roll the die and ad the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether or not the roll is successful or fails. Once a Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
              You can use this feature a number of times equal to your Charisma Modifier (a Minimum of Once). You regain any expended uses when you finish a long rest.
              Your Bardic Inspiration die changes when you reach certain levels of this class. The die becomes a d8 at 5th Level, a d10 at 10th level and a d12 at 15th Level.

              Bear Necessity
              Vice Captain

              Dapper Bear

              5,500 Points
              • Autobiographer 200
              • Unleash the Beast 100
              • Person of Interest 200
              Reply
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