Name: Chase Hightower
Ancestry: Human / Class: Bard / College: College of Fortune / Level: 8 / Background: Gambler
Attributes
Str: 14 / +2
Dex: 16 / +3
Con: 14 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 17 / +3
Saves
Str: +2
Dex: +6
Con: +2
Int: +2
Wis: +2
Cha: +6
Info
AC: 15 (Reinforced Jerkin)
Ini: +2
PB: +3
Perception: +5 / 15
HP: 59
Dagger: Attk: +6 / D: 1d4+3 / R: Thrown
Blackjack! (Magical Pistol): Attk: +7 / D: 1d10+4 / R: Near
Brass Knuckles: Attk: +6 / D: 1d4+3 / R: Melee
Gambler's Deck: Attk: +7 / D: 1d4+4 / R: Thrown
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Card Set, Gambler's Deck (+1)
Traits
Human: Versatile: Begin play with a free Proficiency in a Skill or Tool Kit of choice. Gift: Begin play with a free Feat.
Skills: Deception: +6, Perception: +5, Persuade: +9, Sleight of Hand: +5, Stealth: +5 / Tool Kits (+3): Card Set (+6), Dice Set, Thieves' Tools, Vehicle (L)
Feats: ASI (I), Observant, Skulker
Bardic Music (3/Rest) - Inspiration (d8), Song of Rest (d6)
Expertise: Persuade, Card Set
Push Your Luck: When rolling a Bardic Inspiration, roll a second die of equal value. If the 'Gambler's Die' is below the original result, the Inspiration crap's out and the recipient receives no Inspiration. If the Gambler's Die is above the original result, the roll is an 'Lucky Streak!' and the recipient gains a bonus equal to the initial Inspiration Dice + the Gambler's Die result.
Pocket Ace (1/day): At the start of a 'day' a Bard of Fortune may roll a d8 twice and take the better result. They hold this result until they use a 'Push Your Luck' ability can substitute this Pocket Ace roll instead of the result they received.
Spellcasting
Attk: +6 / Save: 14
0: Blade Ward, Fool's Gold, Prestidigitation
1st - Slots: 4: Charm Person, Comprehend Languages, Cure Wounds, Heroism
2nd - Slots: 3: Knock, Spray of Cards, Suggestion
3rd - Slots: 3: Bestow Curse, Fear, House of Cards
4th - Slots: 2: Freedom of Movement
Notes
- Chase Hightower is a Human 'Bard' from the College of Fortune. His inspiration, powers, and bardic abilities are all accomplished by him rolling dice or drawing playing cards that have apparent supernatural effects. He is also a fair singer, which has won him one or two amateur night contests.
- Has recently absconded from Newworth and the Isle of Falincolm with one of the 'Old Coins' that belonged to Lord DeSirrus' ancestors and is one of several pieces of the 'High Table' the grand council of pirates, scalawags, and privateers across the known world. Chase is hoping by keeping to land, and a step ahead of the people looking for him, that Chase can break a previous contract he made with Lord DeSirrus without being later killed in revenge... also walk away with some money in his pocket.
- Carries two magical items. The first is Blackjack, his enchanted close range derringer pistol, whose masterwork dwarven design and enchantments give it extra penetration. He also carries Gambler's Deck. This deck always seems to give Chase an advantage when playing cards (+1 to Card Set Tool Kit) and individual cards can be hurled as throwing weapons with sharp edges that cut through lesser armors (+1 Dagger/Throwing Knife).
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