Overview
A few sentences to be confirmed by Marc. (further info can be dropped into headings below as necessary)
Iskar Jarak
Level 11 | Rogue 10 / Bard 1
STR-1(8)
DEX+5(20)
CON+2(14)
INT+0(10)
WIS+2(14)
CHA+2(14)
AC: 10Speed: 30ft
HP: 80 / 0 (Temp: 0)
Initiative: +5Proficiency Bonus: +4
Death Saves: Successes: 0/3 | Failures: 0/3
Exhaustion: 0
Conditions:
Exceeding Carrying Capacity
Exceeding Carrying Capacity
Skills
Acrobatics+9
Animal Handling+2
Arcana+0
Athletics-1
Deception+10
History+0
Insight+6
Intimidation+10
Investigation+4
Medicine+2
Nature+0
Perception+6
Performance+2
Persuasion+2
Religion+0
Sleight of Hand+13
Stealth+13
Survival+2
Saving Throws
STR-1
DEX+9
CON+2
INT+4
WIS+2
CHA+2
Details
Type: HumanoidSpecies: Human
Background: Criminal
Proficiencies
Armor: LightWeapons: Simple, Rapier, Scimitar, Shortsword, Whip, Handcrossbow
Tools: —
Features & Traits
Assassin
Description
A Dexterous Expert in &Reference[ste]{Stealth} and Subterfuge
Rogues have a knack for finding the solution to just about any problem, prioritizing subtle strikes over brute strength.
Primary Ability: Dexterity
Hit Point Die: D8
Saves: Dexterity & Intelligence
Class Features
Level 3: Assassinate
You’re adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
Level 3: Assassin’s Tools
You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.
Level 9: Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
Level 13: Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
Level 17: Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a [[/save con format=long]] (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.
A Dexterous Expert in &Reference[ste]{Stealth} and Subterfuge
Rogues have a knack for finding the solution to just about any problem, prioritizing subtle strikes over brute strength.
Primary Ability: Dexterity
Hit Point Die: D8
Saves: Dexterity & Intelligence
Class Features
Level 3: Assassinate
You’re adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
Level 3: Assassin’s Tools
You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.
Level 9: Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
Level 13: Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
Level 17: Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a [[/save con format=long]] (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
You stay in the new form until you use an action to revert to your true form or until you die.
Changeling Instincts
You gain proficiency with two of the following skills of your choice: &Reference[dec]{Deception}, Insight, &Reference[itm]{Intimidation}, and &Reference[per]{Persuasion}.
Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Cunning Strike
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a [[/save con format=long]]. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a [[/save dex format=long]] or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a [[/save con format=long]]. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a [[/save dex format=long]] or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a [[/save dex format=long]] to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Assassinate
You’re adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
Assassin's Tools
You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.
Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Spellcasting
You have learned to cast spells through your bardic arts.
Cantrips. You know two cantrips of your choice from the Bard spell list.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.
Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Cantrips. You know two cantrips of your choice from the Bard spell list.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.
Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Observant
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (&Reference[prc]{Perception}) and passive Intelligence (&Reference[inv]{Investigation}) scores.
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (&Reference[prc]{Perception}) and passive Intelligence (&Reference[inv]{Investigation}) scores.
Eldritch Adept
Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Alert
Origin Feat
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Inventory
| Item | Qty |
|---|---|
| Bag of Holding | 1 |
| Eyes of Minute Seeing | 1 |
| Gloves of Swimming and Climbing | 1 |
| Immovable Rod | 1 |
| Spell Scroll (1st Level) | 1 |
| Spell Scroll (1st Level) | 1 |
| Spell Scroll (1st Level) | 1 |
| Spell Scroll (1st Level) | 1 |
| Shortbow, +1 | 1 |
| Charlatan's Die | 1 |
| Banish the Greatsword | 1 |
| Nehima | 1 |
| Studded Leather | 1 |
| Crossbow, Hand | 1 |
| Arrows | 40 |
| Crossbow Bolts | 20 |
| Backpack | 1 |
| Thieves' Tools | 1 |
| Crowbar | 1 |
| Clothes, Common | 1 |
| Forgery Kit | 1 |
| Poisoner's Kit | 1 |
| Lantern of Revealing | 1 |
| Dagger | 1 |
| Dagger | 1 |
| Bell | 1 |
| Crowbar | 1 |
| Hammer | 1 |
| Lantern, Hooded | 1 |
| Oil (flask) | 2 |
| Piton | 10 |
| Rope, Hempen (50 feet) | 1 |
| Tinderbox | 1 |
| String | 10 |
| Ball Bearings (bag of 1,000) | 1000 |
| Candle | 5 |
| Waterskin | 1 |
| Spikes, Iron (10) | 10 |
| Spikes, Iron (10) | 10 |
| Rope, Hempen (50 feet) | 3 |
| Rations (1 day) | 44 |
| Potion of Healing | 5 |
| Grappling Hook | 1 |
| Dagger | 1 |
| Dagger | 1 |
| Elven Cosmology Wheel | 1 |
| Pot of Awakening | 1 |
| Potion of Force Resistance | 1 |
| Adamantine Plate | 1 |
| Earing of Message | 4 |
| Unarmed Strike | 1 |
Spellbook
| Spell Name | Level | Components |
|---|---|---|
| No spells | - | - |
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms:
Recent Activity
This section displays every time this entity is mentioned in session summaries.
Session 0-1
- The party borrowed a boat and set off for this abandoned watchpost also. As the party arrived they saw the watchpost was occupied with elven-appearing figures, Fey eladrin, manning the parapets. The eladrin, four of them, were immediately hostile at the parties landing and engaged them in combat. A hidden Vermin Directorate agent, Iskar Jarak, had also traced the strange phenomena to the watchpost. Iskar joined the fight and thereafter the party.
Session 0-5
- “Kilvin, VD. Message, Iskar Jarak. Request for VD in Torkef. Possible curse or other supernatural threat. Noble house near extinguished. Scholtz II presence is requested.”
- Iskar was isolated and ganged up upon by the giants and eladrin. He found himself struck down and dying, with the party unable to reach him in time to save him. Gideon, distraught, knelt and begun praying over Iskar. As Gideon did so, he had both his hands upon Banish the Greatsword and Iskar. Unknown to Gideon, Iskar’s soul had entered Banish which due to it’s nature threated to consume him. Banish, confused and not having the perspective of a flesh and blood creature was confused and had not yet consumed Iskar.
- Upon Gideon making contact with both the Banish and praying to the seven divines it released a celestial beacon. Gideon found various deities superimposed over his person and working through his body as they freed the celestial being trapped in the greatsword which believed itself to be named Banish. As a side effect of them being having been ejected from the greatsword, Iskar was also released from it and returned to his body.
- Both Gideon and Iskar found themselves exhausted and traumatised by the ordeals they underwent during this, both utterly spent. Despite this the party continued on up the tower. Immediately prior to reaching the tower summit the party heard Birlond’s voice for the last time crying out,
Session 0-4
- The party set out and eventually defeated the Zaratan, removing it’s heart. Only 2 of the sellswords they hired survived, named Alveron & Simeon. Gideon mused about not paying the wages of the deceased sellswords to their surviving family, as agreed, which angered Alveron, Simeon, and Iskar. Gideon backed down and Iskar offered Alveron & Simeon the possibility of future employment with them. Alveron & Simeon advised they could be found in Bonestair, Ancelstierre.