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The Golden Tether |
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(MAX) - WRONG ◆ ⬗ denotes hover info |
xxxxxxxxxxxxxxxxxxxxx ◆ NAME • Redacted ⬗ ◆ MONIKER • J. ◆ ALIAS • Jack/Jackal ◆ TITLES(S) • Master ◆ PREFIX • Warlock ◆ SEX/GENDER • CisMale ◆ ORIENTATION • 3KS; Pan ◆ POSITION • Dominant ⬗ ◆ MARITAL • Unknown ⬗ ◆ LOVER(S) • Coyote(m), Enryl(m) |
xxxxxxxxxxxxxxxxxxxxx ◆ AGE • Redacted ⬗ ◆ APPEARANCE • Early 30s. ◆ D.O.B. • March 31st ◆ ASTROLOGICAL • Aries ◆ ZODIAC • -- ◆ SPECIES •Jackal ⬗ ◆ SUBSPECIES •Side-Stripe ◆ SPECIAL • Melanistic ◆ NATIONALITY • Unknown ◆ RHYTHM • Nocturnal |
xxxxxxxxxxxxxxxxxxxxx ◆ BACKGROUND • Noble ⬗ ◆ CLASS • Warlock ⬗ ◆ RELIGION • Pending ◆ PATRON • Him ◆ ALIGNMENT • xxChaotic Neutral ⬗ ◆ PERSONALITY • ENJT ⬗ ◆ TEMPERAMENT • Choleric ◆ VOICE • Pending ◆ ACCENT • Pending |
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◆ • VOCATION • Traveling merchant Mysterious mask merchant and procurer of magical items. |
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◆ • LOCATION • Guildereim Occasional Goldenmoon resident. Small traveling airship owner. |
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◆ • WEALTH • Upper Class He dresses, eats & presents well. All signs of wealthy status. |
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• L I K E S •Aesthetic, Masks, Gold, Golden Aesthetic, Warmth, Desert Environments, Traveling, Learning, Magical Items, Luxury, Comfort, Winning, Being Right, Getting His Way, Richness, Beautiful Things, Beautiful Creatures, Complicated Pleasures, General Pleasures, High Intellect, Power, Status & Sex
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• D I S L I K E S •Cold Spaces, Closed Spaces, Wet Spaces, General Wetness, Filth & Grim, Unclean, Rancid Scents, Bad Smells, Anything Sticky, Ugliness in Creatures & Personality, Laziness, Stubbornness, Losing, Being Exposed, Being 'Seen,' Being Controlled, Being Beholden to Someone, Losing Free Will & Owing Debts
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• S K I L L S •Read. Write. Scribe. Transcribe. Translate. Multilingual. Spell cast. Scroll write. Enchant. Charismatic. Intelligent.
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• T A L E N T S •Artistic. Intelligent. Darkvision. Heightened smell. Heightened hearing. Average athletics. Average strength.
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◆ THE PACKAGE
xxa perfect circle ◆ FACIAL TYPE • Triangle ◆ FACIAL HAIR • None ◆ EYES • Light Golden ◆ EYE DETAILS • Vertical Slit ◆ FUR/SKIN • Melanistic, charcoal • Dark grey markings & white tail tip ◆ COMPLEXION • Scarless ◆ HAIR • Black & charcoal variation ◆ HAIR-CUT • Short ◆ TAIL • Slender, medium, thick haired ◆ BODY TYPE • Mesomorph ◆ BODYBUILD • Fit/Athletic ◆ HEIGHT • 5'11ft/180cm ◆ WEIGHT • 185lbs/84kg/13stones ◆ MEASUREMENTS • Medium Size • 38.22"/97cm ⬗ 31.50"/80cm ⬗ 37.80"/96cm ⬗ ◆ NOTABLE FEATURES • Melanism • Vertical Slit Pupils; are not common or normal for Jackals. • Golden freckles, unnatural & likely magical in nature. • Unnatural golden claws and strange fangs. • White tail tip; contrasts with his melanistic appearance. |
"I wear the mask. It does not wear me." xxxxxxxxxxx--Phillippe, 'Man in the Iron Mask |
SFW
NSFW
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• INVENTORY • Rings ⬗ • Necklaces ⬗ • Jewelry • Earrings TGT Money Purse • 54p Components Pouch • BAG OF HOLDING • ⬗ ⬗ ⬗ • GIFTS • Feather Necklace ⬗ |
• THIEVED ITEMS • Taken From The Unsuspecting • (Sept.) Coin Pouch • Bar • Mistaken to be his, given to him by Golden & taken gladly. • (Oct.) Golden Ruby Earring • Atrium • Discovered by Rene Noel-elsey, handed to him to be returned to the owner. It was not. |
◆ Magical Items ◆
From Inventory & Implied to be on Person & Consider Personal Waresxxx
• Bag of Holding • Wonderous Item A specific portable item which is Bigger on the Inside than it is on the outside. Much bigger. It may not look it, but that's because it contains Hammerspace. Because the holding capacity of the bag comes from internal Hammerspace, a thoroughly-packed Bag of Holding will weigh no more than a full normal bag. Putting items in this space does not break attunement to them. (Inside Bag of Holding)
• Crystal Ball •
Wonderous Item, Legendary (requires attunement) (in bag of holding, unattuned) (prized possession) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. The following crystal ball variants are legendary items and have additional properties. Crystal Ball of Mind Reading: You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. Crystal Ball of Telepathy: While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn. Crystal Ball of True Seeing: While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. • Decanter of Endless Water • Wonderous Item, Uncommon (in bag of holding) This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • “Stream” produces 1 gallon of water. • “Fountain” produces 5 gallons of water. • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
• Robe of Eyes •
Wonderous Item, Rare (requires attunement) (wearing) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. • You have darkvision out to a range of 120 feet. • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. • The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. (I will hurt you, don't do this...) • Cape of Mountebank • Wonderous Item, Rare (wearing) This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. • Pearl of Power • Wonderous Item, Uncommon (requires attunement by a Spellcaster) (wearing) Fashioned into a Necklace for easy wear: While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. • White Seance Ring • Ring, Legendary (requires attunement) (wearing) (prized possession) (HOMEBREW) Wearing special rings can increase the number of Attunement Slots: The White Seance Ring which grants additional Attunement slots. In this case, this ring is being used to increase Jackal's item attunement and serving ic-purpose for these reasons. (Adds + 4 Attunement Slots to Current) (All Other Rings)
• Ring of Mind Shielding •
Ring, Common (requires attunement) (wearing) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. • Ring of Spell Storing • Ring, Rare (requires attunement) (wearing) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 ? 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. • Ring of Telekinesis • Ring, Very Rare (requires attunement) (wearing) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. • Ring of Free Action • Ring, Rare (requires attunement) (wearing) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |
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REV 22:20 ◆ puscifer |
◆ M A G I C ◆
◆ Magical Abilities ◆
Coming Soon! |