Gaius J. Lache Character in Aietherhall | World Anvil
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Gaius J. Lache

Gaius J. Lache

Gaius J. Lache

Half-Elf Race
+2 CHA / +1 DEX Origin
Bard - Eloquence 6 Class & Level
Neutral Alignment
Agnostic Deity
Faction
Rank/Position
-100 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 12
+1
wisdom 13
+1
charisma 20
+5
Total Hit Dice 1d8
Hit Die
1d1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+2 Arcana
+1 Athletics
+11 Deception
+1 History
+2 Insight
+6 Intimidation
+2 Investigation
+4 Martial
+2 Medicine
+2 Nature
+7 Perception
+6 Performance
+11 Persuasion
+2 Religion
+6 Sleight of Hands
+6 Stealth
+2 Survival
skills

 

MV
100
Prestige
1
Attunement Slots
16
Armor Class
45
Hit Points
+4
Initiative
30
Speed
Attacks
Skills:
Martial (Bard)
Persuasion (Bard) (Expertise)
Deception (Bard) (Expertise)

Stealth (Half Elf)
Sleight of Hand(Half Elf)


Languages:
Common (Half-Elf)
Elvish (Half-Elf)
Abyssal (Half-Elf)
Infernal (+1 int)
Celestial
Draconic
Dwarven

 



Gear:

Armor: light armor (Bard)
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords (Bard)


Tool Proficiencies:
Forgery Kit (Origin)

Musical Proficiencies:
Viol (Bard)
Orator's Cane (Bard)
Lyre (Bard)

Proficiences
CANTRIPS:
Vicious Mockery: 60ft (V) (Instant)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Message: 120ft (V, S, M)
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Prestidigitation: 10ft (V, S)
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


LVL 1 Spells:
Speak with Animals: Self (V, S)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Comprehend Languages: Self (V, S, M)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Bane: 30ft (V, S, M Concentration)
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Healing Word: 60ft (V)
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Disguise Self: (V, S)
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.



LVL 2 Spells:
Invisibility: Touch (V, S, M Concentration)
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Suggestion: 30ft (V, M)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.



LVL 3 Spells:
Mass Healing Word
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.


Send

Spellcasting
Money

Equipped:
Swindler’s Guide

Book - Spell Focus - Very Rare - Attunement

This simple worn book is perfectly made to disguise the information hidden between the stained and heavily used throughout the years. The words seem to detail ways to make yourself all the greater swindler.

I’m Always Right~. The words you sow into the enemy are infallible, even when they don’t entirely work out the way they were meant. If you use Unsettling Words on an enemy and the enemy still succeeds their saving throw the Bardic Die jumps over to an ally as long as they are within 10 feet of the enemy. This cannot be used with Unfailing Inspiration if the ally fails after getting the Bardic Die.

Let me Speak to Your Lord. Knowing how to get the ones that work for you to do the correct thing is difficult to do so you might as well do so might as well know how to bounce off those below you. When an ally fails a roll with a Bardic Die the effect of Unfailing Inspiration continues as normal but it also gives a roll of your Bardic Die against an enemy’s next attack as long as they are within 10 feet of the ally.

A Bit for You, and Some for Me. Why should I simply help those that are below me without getting something back from it? When you heal an ally you may divide the healing between yourself and the ally equally. If it is odd then you may decide who gets the extra point of healing.


Primary Melee Weapon:
Rapier 1d8 piercing - Finesse

Primary Ranged Weapon:
Light Crossbow 1d8 piercing - 2H 80ft / 320ft

Armor:
Leather Armor AC 11 (No cap)

Armor:
Studded Leather Armor AC 12 (No cap)

Readied On person:
x1 Dagger 1d4 piercing - Finesse, Light, Thrown
x1 Lamp (casts bright light in a 15-foot radius and dim light for an additional 30 feet.)
x1 Gentleman's Cane
A set of fine clothes (nobility looking 15gp value)


Storage:
Fancy High Quality Backpack (dark brown with golden initials embroidered in it "GJL."
x1 a fancy small hand mirror (tin mirror),
x10 rations of the tastier variety,
x2 50 feet rope,
x1 manacles,
x1 10 feet of chain,
x1 Dark brown waterskin also embroidered with initials "GJL"' cursive (Golden thread) on it."
x1 Pearl worth 100 gold (identify reagent)

Chest:
x2 cases for maps and scrolls
x2 Sets of Clothes (one general pair and one that's more relevant to your class but general rule cant cost more than like two or three gold without asking)
x1 bottle of ink
x1 ink pen
x1 lamp
x1 flasks of oil
x5 sheets of paper
x1 vial of perfume
x1 sealing wax
x1 soap

Forgery Kit
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

Components. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
Arcana. A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception. A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History. A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation. When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.
Quick Fake. As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.
Forgery Kit
Activity DC
Mimic handwriting 15
Duplicate a wax seal 20

 

Equipment
Mad Man
Stat Array
Feats:
(LVL 1) Skill Expert: Perception
+1 Cha, proficiency in perception, expertise in perception


(LVL 4) ASI (+1 DEX / +1 WIS) :
+1 DEX / +1 WIS


(LVL 5) LInguist
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.


Racial:
+2CHA/+1DEX/+1WIS
Darkvision 60ft
Skill Versatility
You gain proficiency in two skills of your choice.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Class:
Silver Tongue
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Bardic Inspiration

Bardic Inspiration
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 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the 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 in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Unsettling Words
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Class/Racial Features & Traits

Handsome, Bastard, Coward, Narcissistic, Orator.

View Character Profile
Age
29
Children
Gender
Male
Eyes
Brown
Hair
Dark Brown
Height
5'ft 10"
Weight
180

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