<div class="floatright">(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSvCmjwtqp1zLousJDFK_oKiGOThjWoDZLO5nB8YLOq6psywVxc5Q)</div><div align="center"><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_u"><strong>Dr. Henry Heid</strong></span></span> <span class="bbc_size" style="font-size: 6pt;"><span class="bbc_u"><strong>and Jackal</strong></span></span></div><br/><strong>Class/Level:</strong>Barbarian 2<br/><strong>Background:</strong>Guild Artisan<br/><strong>Race:</strong>Variant Human<br/><strong>Alignment:</strong>Neutral Good/Neutral Evil (Eff. Neutral)<br/><br/><hr/><br/><strong>Ideals:</strong>I work hard to be the best there is at my craft.<br/><strong>Bonds:</strong>I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.<br/><strong>Flaws:</strong>I'm never satisfied with what I have - I want more.<br/><strong>Personality:</strong>I believe anything worth doing is worth doing right - I'm a perfectionist.<br/><br/><hr/><br/><strong>Age:</strong>26<br/><strong>Height:</strong>5'7"<br/><strong>Weight:</strong>165 lbs<br/><strong>Eyes:</strong>Heterochromatic (Blue and Black)<br/><strong>Skin:</strong>Pale<br/><strong>Hair:</strong>Brown<br/><br/><hr/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Armor Class:</strong>17<br/><strong>Initiative:</strong>+2<br/><strong>Speed:</strong>30'<br/><strong>Passive Perception:</strong>11<br/><strong>Hit Point Maximum:</strong>21<br/><strong>Hit Dice:</strong>2 (1d12)<br/><strong>Proficiency Bonus:</strong>+2<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><br/><strong>Str:</strong>16 (+3)<strong>Dex:</strong>14 (+2)<strong>Con:</strong>12 (+1)<strong>Int:</strong>16 (+3)<strong>Wis:</strong>9 (-1)<strong>Cha:</strong>13 (+1)<br/><br/><span class="bbc_u"><strong>Saving Throws</strong></span><br/><br/><strong>Proficiencies:</strong>Strength, Constitution<br/><br/><strong>Str:</strong>+5<strong>Dex:</strong>+2<strong>Con:</strong>+3<strong>Int:</strong>+3<strong> Wis:</strong>-1<strong>Cha:</strong>+1<br/><br/><span class="bbc_u"><strong>Skills</strong></span><br/><br/><strong>Proficiencies:</strong>Athletics, Insight, Investigation, Medicine, Perception, Performance, Persuasion<br/><br/><strong>Acrobatics (Dex):</strong>+2<strong>Animal Handling (Wis):</strong>-1<strong>Arcana (Int):</strong>+3<strong>Athletics (Str):</strong>+5<strong>Deception (Cha):</strong>+1<strong>History (Int):</strong>+3<strong>Insight (Wis):</strong>+1<strong>Intimidation (Cha):</strong>+1<strong>Investigation (Int):</strong>+5<strong>Medicine (Wis):</strong>+1<strong>Nature (Int):</strong>+3<strong>Perception (Wis):</strong>+1<strong>Performance (Cha):</strong>+3<strong>Persuasion (Cha):</strong>+3<strong>Religion (Int):</strong>+3<strong>Sleight of Hand (Dex):</strong>+2<strong>Stealth (Dex):</strong>+2<strong>Survival (Wis):</strong>-1<br/><br/><br/><hr/><br/><strong>Languages:</strong>Common, Dwarven<br/><strong>Weapon Proficiences:</strong>Simple Weapons, Martial Weapons<br/><strong>Armor Proficiencies:</strong>Light Armor, Medium Armor<br/><strong>Toolkits:</strong>Alchemist's Kit, Herbalist's Kit, Poisoner's Kit<br/><br/><strong>Features and Traits:</strong><br/><br/><em>Rage:</em>Can enter a rage as a bonus action. While raging, gain Advantage on Strength checks, Strength saving throws, carry and lift as one size larger, add +2 damage to melee weapon rolls, and gain resistance to bludgeoning/slashing/piercing damage. Lasts for 1 minute or until you don't make an attack during your turn.<br/><br/><em>Unarmored Defense:</em>When not wearing armor, add your Constitution modifier to your Armor Class.<br/><br/><em>Danger Sense:</em>Gain advantage on Dexterity saves against traps and spells you can see.<br/><br/><em>Reckless Attack:</em>Can choose to gain advantage on all Strength attack rolls for a turn and grant all enemies advantage on attack rolls against you.<br/><br/><hr/><br/><span class="bbc_u"><strong>Spells</strong></span><br/><br/><strong>I CAST FIST!</strong><br/><br/><hr/><br/><strong>Attacks/Spellcasting:</strong><br/><br/>Light Crossbow: +4 Attack, 80/320' Range, 1d8+2 damage<br/><br/>Longsword (1-Handed): +5 Attack, 1d8+3 damage<br/><br/>Longsword (2-Handed): +5 Attack, 1d10+3 damage<br/><br/>Javelin: +4 Attack, 30/120' Range, 1d6+2 damage<br/><br/><hr/><br/><strong>Equipment:</strong><br/><br/>Set of Common Clothes<br/>Half Plate<br/><br/>Light Crossbow (60 Bolts)<br/>Javelin (x3)<br/><br/>Alchemist's Supplies<br/>Backpack<br/>Blanket, Messkit, Soap<br/>Book (Alchemical Formulae)<br/>Herbalist's Kit<br/>Magnifying Glass<br/>Merchant's Scales<br/>Poisoner's Kit<br/>Tinderbox<br/>10 Days of Rations<br/>Steel Mirror<br/>Sturdy Laboratory Clothing<br/><br/><hr/><br/><strong>Personality:</strong><br/><br/>Henry is very polite, precise, and often quiet, almost meek at times. He prefers to study a situation extensively before taking action and always has a mind for the long-term consequences of his decisions. He is kind and selfless almost to a fault, never hesitating to do a good turn for someone else or aid someone in need.<br/><br/>Jackal is loud, crude, and at times intentionally abrasive. He has a barbed, extremely sarcastic wit and sets it loose whenever he gets the opportunity, and delights in jumping into things feet-first without so much as a pause to look them over. Other people are enemies, amusements, or irrelevant as it suits him, and one can change into the other at a whim.<br/><br/><strong>History:</strong><br/><br/>In what feels like the distant past, Henry was a well-known and talented alchemist in the city of Waterdeep. He was particularly skilled in the brewing of alchemical tonics for soothing ill-tempers and fits of mood, and made a very respectable profit from marketing them to the nobility and merchant class. But those coins could not satisfy him, for Henry too suffered from periodic mood swings - fits of irrationality, anger, and at time embarrassingly personal urges. His own elixirs did little but alleviate the symptoms, leading him to work night and day to devise an even more potent recipe capable of permanently purging those unpleasant and immortal facets of himself.<br/><br/>It took years of work, but eventually he believed it to be ready. Sealing himself in his laboratory, he drank deep of the experimental tincture, and awoke in the smashed and ruined remains of that same laboratory. A voice spoke to him, and he thought someone had broken in - but when it spoke again, Henry realized to his horror that it was inside his own head. The potion had been meant to gather all of the dark and negative parts of his personality and cleanse them - it had done the first, but not the second. He had torn his own psyche in two, spawning the abberant dark half that called itself Jackal and disdained him for his weakness as much as he hated and feared it for its cruelty. Desperately, he tried to recreate the recipe, but whatever had caused his equipment to be destroyed had also ruined his notes. Clearly, one of his rivals had sabotaged the work...and succeeded. Two men now lived in one body, both determined to be free of the other's limiting presence, and for a time after he fled the city Henry went entirely mad.<br/><br/>Eventually he and the Jackal came to terms, a truce of sorts that ended their often violent struggles to maintain control over the shared body. It was now Henry's goal to find a way to complete the separation, remove Jackal and instill it into a body of its own. In return, Jackal would aid Henry in his own way, and together they would find whoever had caused their misfortune and make them pay dearly. That seemed an impossible quest, until the first note appeared in their inn room. They ignored it and moved on, but a second note appeared the next night. The two of them spent an entire day and night arguing before it was settled by the arrival of the third note and its accompanying book. Whoever was behind this offer, they had power and resources. Power and resources that could be used to advance both of their agendas.<br/>