Legacy of the Green Regent

Jeto "The Scabb" Caleal

Jeto handsome young man, but from afar the white hair and deep scar on his face and down his body would lead you to believe he is an older gentleman. He wears a short shoulder cape and half coat tails from a sash which he has attached his weapons to. His

Jeto "The Scabb" Caleal

Description

Adjusted class: Combat Alchemist/Support Hexer

Jeto started his adventuring career as a bard but figured out how to channel his energy without an instrument and incantation to focus it delving himself into the world of sorcery. He continues to make his living as a bard, traveling the globe in search of legends and lore to add to his collection, and to share with those who will listen. In his off time he writes articles about recent events and hands out copies in whatever town he’s in.

Scars:
Body scar starting at his groin and traveling up his chest, leaping as it would hit his neck and restarting on his cheek.
Neck holes, from the knives of an assassin.
3rd Degree burns, ALL OVER
TORTURE WOUNDS… Yeah I’m not going there.

His ferret, Wildy (wild-ee) is a blood thirsty beast he refers to as his left hand. This comes from how she is used in combat. Wildy is usually used as an attack against any creature who gets close enough to whoever’s shoulder/jacket she’d been resting in/on. After which she usually breaks off to attack on her own unless the forces become overwhelming at which point she retreats to the nearest/most powerful ally. She is infamous for having a taste for elf flesh (particularly fingers) and dates.

Bio

As far back as he could remember, Jeto was alone, playing drums on the street and learning to channel his energies through the music. Never knowing his parents and living on the streets alone, Jeto tried to learn to con people and pickpocket them. He quickly learned that he was not meant to be a thief, as his loud clumsy nature got him constantly caught. It was never a problem to get people to believe him, as he found that he was an terribly good liar, and he would constantly get out of trouble with his silver tongue. While he wouldn’t think twice about steeling someone’s loose change if they’re clumsy enough to leave their pockets untended, but he would never set out to steel from someone who doesn’t deserve it, as he usually feels bad about hurting people.

As he traveled he learned to channel his magic, without the use of instrument or song, as a means to defend himself. As such he learned spells that allowed him to slip away unharmed (possibly after picking some pockets of unconscious Nair-do-wells) or deal a lethal blow before one can be dealt to him.

A bard by nature Jeto prefers to work indirectly, supporting his fellow adventurers through buffing spells or mischievous tricks, shooting down opponents at range, or using Wildy as a front line attack dog which he can channel his powers through like one of his instruments.

As a front line support mage, Jeto has come to cherish his friendships and value skill. Anyone who shows themselves to be competent in their endeavors, have a strong moral code that they follow (though not necessarily the lands moral code), or shows that they are like a bard: constantly lending aid to their allies in any way they can. Conversely self centered people tend to anger him and he will sometimes break his own moral code to deal with such people.

Shortly after the raid on an elven renegade camp, where his party used Molotov cocktails to burn the slavers forces, Jeto began feeling very cold… He believed it was just that the drafts of cave chilling him. After an incident involving two trolls and a surprisingly resilient rope bridge all of Jeto’s hair turned white. He is under the impression that this was because the fear of falling into the dark crevice scared him so badly that his powers drained themselves from his body, only to return to him after a miraculous landing along a stalagmite sticking out of an underground river. The incident left him with a long scar up his abdomen which jumps, as it reaches his neck, to his left cheek where it ends.
Once outside of the cave system, Jeto found that even the warming rays of the sun would not shake the cold from him. Even tough the cold isn’t causing him pain or discomfort, it is worrying him and he is taking measures to keep himself warm such as wearing his winter gear despite it being summer, playing with fire and explosives, and trying to warm himself from the inside by drinking.

Another incident at a bathhouse, not a fortnight after his perilous incident with the bridge, has left two gaping indentations in his neck where a drow assassin plunged her daggers. He had not been a target of hers, just a threat, otherwise she would not likely have missed the veins she was intending to sever. It may have just been his imagination but he thought he felt the tips of the daggers cutting into bones, but bones that were not attached to his rib cage or even his spine. Needless to say the experience has left him even more insecure about his natural health as he delves further into his neurosis. He doesn’t seem to have a problem with getting injured, as he treats this as more of an annoyance, but his bodies natural state is driving him to being just a little OCD.

After being tortured by the Red Wizards Jeto’s disposition has shifted. He is no longer carefree and mischievous, but cold and efficient now that there is a serious threat to him and his allies, one that he has already felt the brunt of. He is preparing for war…

Basic Information

Character Name Player Race Class
Level Alignment Deity Gender
Age Size Height Weight
Eyes Hair Skin Experience Points
Languages

Abilities

Name Score Mod Temp
Dmg
Temp
Boost
Str
Dex
Con
Int
Wis
Cha

Hit Points

Max Current Nonlethal

Initiative

Total Dex Mod Misc

Speed

Land Burrow Climb Fly Swim

Armor Class

= + + + + + +
Total Touch Flat-F. Armor Shield Dex Mod Size Natural Defl. Misc

Defenses

Miss % Damage Red. Spell Res.

Grapple

= + + +
Total Base Att. Str Mod Size Misc

Saving Throws

  Total Base Abil. Mod Magic Misc. Temp. Conditional
Fort
Reflex
Will

Attack Bonuses

Melee = + + +
Ranged = + + +
Total Base Attack Bonus Abil. Mod Size Misc

Weapons+ Add

Name Attack Bonus Damage Critical Range Type Special Qualities

Protective Items

Armor

Name Type Bonus Max Dex Check Penalty Spell Failure Max Speed Special Qualities

Shield

Name Type Bonus Check Penalty Spell Failure Special Qualities

Ring / Amulet / Etc.

Name Type Bonus Special Qualities Name Type Bonus Special Qualities

Skills+ Add

Skill Key
Abil.
Total Abil.
Mod
Ranks Misc
Appraise Int
Balance Dex
Bluff Cha
Climb Str
Concentration Con
Craft () Int
Craft () Int
Craft () Int
Decipher Script Int
Diplomacy Cha
Disable Device Int
Disguise Cha
Escape Artist Dex
Forgery Int
Gather Information Cha
Handle Animal Cha
Heal Wis
Hide Dex
Intimidate Cha
Jump Str
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Listen Wis
Move Silently Dex
Open Lock Dex
Perform () Cha
Perform () Cha
Perform () Cha
Profession () Wis
Profession () Wis
Ride Dex
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Spot Wis
Survival Wis
Swim Str
Tumble Dex
Use Magic Device Cha
Use Rope Dex

Feats+ Add

FeatDescription

Special Abilities+ Add

AbilityDescription

Traits+ Add

TraitDescription

Inventory+ Add

Carrying Capacity

lbs. lbs. lbs. lbs. lbs.
Light Load Medium Load Heavy Load Lift Over Head Push/Drag

Money

Total PP GP SP CP

Spells

New Spells Section: Spell Levels+ Add

Character Bio



Campaign:
D&D 3.5 Universal Sheet by: