Jex
Player: Nat · Member of The Shattered Coin (joined Session 22)
An amnesiac slime/ooze creature in feminine humanoid shape — slightly translucent, orange, made entirely of one shapeable "goop" material (no skin, no real eyes; just "places for eyes," and hair she shaped because she was jealous others had it). She can regrow limbs and retract her head into her body at will. A ranged fighter: leather armor, a bow, and arrows, with no patience for magic users ("don't trust them"). Newly inducted into the Reclamation, she's still learning the most basic concepts of the world (a shovel, a druid, who pays a giant a toll).
She remembers nothing before washing up on a beach near South Shore (~30 miles south) about four months ago, where the late militia scout Tony found her and brought her inside the Palisade for ~9 months of archery and scout training with his troop (leader Jordane, plus George/Georgeworth and Carmichael). She suspects she formed her shape from the people she met along the way; whether her goop body holds any clue to her lost past is unknown.
(Canonical spelling is Jex (per the DM's roster); our older notes render it "Jax." Species is Oozen. Pronouns still loose.)
Session 22
- Introduced as one of the Reclamation militia scouts at the scene of Tony's death (squished by the giant Cormoran); described herself to the party (an Oozen slime, leather armor, recurve bow).
- Led the burial of Tony — fetched her standard-issue shovel and started the grave, with George and the salamander helping dig, then shoveled the smushed remains across so Magra could play a dirge.
- Peppered her own squad with questions only she could answer ("Have you found any people like me before?"), and asked the party if they knew Goopo — the only other slime any of them had met. (The militia note that similar Oozen of unknown origin exist in the Veilwood.)
- Comforted the attachment-prone George at the grave and hugged Carmichael goodbye as the troop dissolved (Carmichael off to the Venatori).
- Jordane traded her to Eldrich the Elder's caravan for two caravan guards, sending her on with a special arrow ("save this for something that matters").
- At the Keep Grow Inn she sampled every drink (then retracted her head to dodge paying), started a notebook of things she's learning (note one: "the Venatori, the Veilwood monster hunters"), and was briefed by Fenric that the caravan's "healer" Tycho is a (Varian) spy.
Session 23
- Spent the inn evening bonding with Magra over potatoes; learned Silithane might identify her origins with a spell (deferred — "people in this tavern wouldn't appreciate spells being cast").
- At the cave, hid behind the tent during the Grabbler setup ("never fought hands before"), worrying that the hand-beasts can "grabble" — a grapple she fears more than a normal grab. Confusingly shares her short name with the rescued survivor Jaxley ("you've saved Jax").
Session 24
- Fought the Grabblers with her recurve bow + Sharpshooter, and spent Jordane's special arrow — it outlines the target in white light and grants everyone advantage to hit it (one-time use, now expended). Struggled with the cave dark (no darkvision), eventually lit by a hooded lantern.
- Collected the grabblers' victim-jewelry off the severed hands (watches, rings, gloves — kept the fingerless leather pair) as bounty fodder.
- Used her ooze body to squeeze through the boulder gap into the smugglers' cache, sampled the barrels (cloth, tar, alcohol), and helped Fenric saw open the hidden chest.
- Left all her gear behind crossing through the gap ("I'm like, Eldrich"); Fenric's magic-sight finds a faint residual higher-level magic clinging to her — a possible clue to her amnesiac past, decaying too slowly to date yet. Levels to 6.
Session 25
- The party's curious questioner all session: gave the trapped father 10 real arrows, sniffed out which mushrooms were safe with Fenric, and pressed everyone she met on what the cave creatures steal and eat.
- Fought the gobblers with her recurve bow + Sharpshooter (threading cover, ignoring half/three-quarter cover) and knocked on the Shushu's rock to wake it afterward.
- Tucked a sprout inside his own ooze body to carry it quietly back to the den ("Can I stick one inside my body because it's ooze? — Yes.").
- Levels to 6: gains an ability score increase.
Session 26
- Spent the morning rock-hunting in the impact crater for the lone wood-creature Gono, eventually digging an hour to pull a speckled meteorite shard (halocite) out of "thousands of years of history" and gifting it.
- Fed a cave-mouse family with ration cheese (the "Cratchits," Tiny Tim and all), and tried (with a string of self-deprecating questions) to make sense of the lizard-people below.
- Used her ooze body to slip through the prison gap and dive deep in the Queen's water-chase; the jailer molds a rusty helmet onto her head (useless — medium armor, rusted). Ever the optimist about Otto: "there's a chance he's alive, we haven't found a body with no hands yet."
Session 27
- Born-in-a-tube memories stir. Studying the under-prison's sump-lid drainage covers, she reasons about water-flow and pipes from "real-life knowledge" — which the GM rules fits perfectly, since she was once "a liquid flowing through pipes"; faint memories of a room of pipes, sumps and tubes she came from surface ("Where did I come from?").
- Her hooded lantern burns out in the swim and is re-lit with oil; she keeps poking at the drainage lid (ball-bearing rolling test) and pushing to explore. Used her ooze hands (badly) on the cell doors — too slippery to work handles.
Session 28
- Bug-fight finisher and the cupboard's luckiest find: rummaging Malifax's hoard she turned up the magic loot chest that opens to a different interior every time (gold, then steaks, then more), and fixated on it — "you don't have to store anything in it, it just gives you things… it's a loot box."
- Pressed Malifax on how the chest works (you call items out by name in his tongue), used her ooze body as a possible way into the past-showing hand mirror (it was closed/needs a command word), and pitched tying rope around the meteorite so the whole party could heave it across the chasm (shelved when it proved too heavy).
- Suggested Drak should secretly roll the 1-in-20 Sending failure — a running nod to the absent Draak.
Session 29
- Council chaos agent. Voted onto the council early, she trolled it with motions to change the table's colour (voting green after proposing orange), to build her a chair, and pushed the prisoner-info vote that got the party real intelligence — gleefully declaring she's "fully on the domination club."
- The staff idea — and a kiss. Suggested using the Prisoner-Moving Staff to shift the heavy binding table, earning a delighted forehead kiss from Malifax ("Most disturbing kiss I've ever gotten").
- Caught a lung disease. Used his hooded lantern to burn the ancient cobwebs off the hidden door and inhaled the dust-burst — taking 14 poison and a "can't Dash until a long rest" debuff (a nat-1 CON save rescued by Magra's reroll), then fretting about scrubbing the dust out of his ooze body.
Session 30
- Reinforced the Queen's cell. Put her ooze body to work as a rolling ball of rubble — absorbing ~200 lbs of loose rock and dirt from Malifax's demolition and the golem's digging, rolling it downhill, and slithering through 4 cm gaps to pack the room behind the new cell solid (cheaper than forging a second gate). Cleared and returned Gerald's journals first.
- Sourced war-gear for the fight. Asked Malifax to lend useful items against the Queen — sharp/magic arrows, poisons, a paralytic — framing it as borrowing, not stealing; Malifax agrees to fetch some, though he won't let anyone back into his cupboard.
- Floated the golem question (use his strength in the battle vs. the ethics of risking an enslaved creature) and a string of scheme ideas — feeding the Grabbler-brain hands to grow a rival queen, recruiting the actual Queen to the Reclamation — that the table ran with.
Session 31
- Lit the fight. Held and rolled the smugglers' explosive barrel down at Caressa for the opening flare (33 fire/acid), then settled in as a second Sharpshooter, trading huge ranged turns (a revenge double-crit for 54, Soul Shot arrows) and helping clean up Grabblers at the end.
- Flung as a weapon at Fenric by the Queen — triggering a feature that makes Jax immune to fall damage (their inventory scatters in random directions instead): "All your sonic cubes splattered everywhere." Picked their bow and a couple of arrows back up, leaving the rest to "hoover up later."
- Paralyzed a thrown Grabber with a stinger (the Queen's arm-snowball fastball), walking calmly away from the frozen drone. Survived to near-death repeatedly, kept up by Valmora's Healing Words.
Session 32
- Helped move Caressa's hoard at the Northern Trading Company (puzzling over how selling works — "they could just put 1 gold on the desk") and argued the contract-fairness side against freeing the orc Algrimmar.
- Volunteered again as the party's bait to Squire Faethlyn (regrowing limbs makes it safe), and used their ooze body to wipe the soot off the pyre's plaque (it read, anticlimactically, "The Pyre").
- Flirted-at and lost 1 honor (now 9) when the "Local Bard" promised a hit piece comparing them to Eldrich the Elder; blurted "Goopo!" when the witch mentioned the frog-folk quest.
Session 33
- Kindred to the ghost butler. Fascinated by Renforth's transparent invisible servant ("they're like me, but not gooey"), Jax tried to pocket the door-bell (it teleported back) before ringing it properly to enter.
- The accidental matchmaker. Casually invited the lonely wizard to dinner — which the socially-inept Renforth (after consulting a "how to socialize" grimoire) took as a date, agreeing to dinner at 8 and earning the party a new friend.
- The session's bargain hunter, filling empty gear slots on a shoestring: +1-AC leather pants (40g), +1 Dex-save boots (25g), the 10-gold smith gloves, two half-AC rings, and a 2-gold "brope." Argued the tomatoes wouldn't really kill the farmer, "just bite him a lot."
Session 34
- The finisher, twice over. Paralysed the crocolion with a Constitution-failing stinger (denying its spell turn), then — when the beast tried to Blink away through the bushes at 1 HP — bent a one-in-a-million arrow around two trees into its flank to kill it: "nobody saw that though… not going to be able to prove I killed it."
- Scouting and tricks. Light-rocked the riverbed to spot the hidden beast; at the speakeasy used her trick-shot feature to knock a tomato slice out of Thalia's hand (fearing it would turn her into a Tomflink) — the feature's own text warning that brandishing weapons in town is illegal.
- Pushed (gently, fruitlessly) to open the carcass and lay the children to rest, hopeful as ever; sniffled through the session on a head-cold, muting often.
Session 35
- The honest one. While the rest of the party itched to read the rented house's private journal and half-written letter, Jax pointedly refused to snoop ("I go to people's houses sometimes… I don't go snooping through"), took the bunk-room top bunk, and simply rested — eyeing only a framed 50-years-ago portrait of the town and the parcel hidden behind it.
- The ultra-arrow plan. The GM proposed Jax recover the scraps of her spent "one-in-a-million" arrow (the gift she fired in Session 34) so Lash can remake it into a reusable signature arrow — fired once per turn, recalled with a reaction.
Session 38
- The party's idea-haver and scout. Suggested recruiting Eldrich the Elder's squires; tried to track the Guardian (survival 11 — found only commoner traffic and the march of ~100–200 soldiers, the giant tree leaving no prints).
- Saw through the dirt. Stealthed in the chaos (18, then re-hid on the run), then used Detect Magic to see the magical Guardian's outline through the blinding cloud and line up shots while avoiding allies. Took 12 necrotic from the needles (saved). Still level 6.
Session 39
- Cleanup shooter. Added 37 to finish the Guardian, planned to poison-tip arrows with the harvested Toxico, and threatened to make the party another batch of antidote.
- The childlike believer in magic. Earnestly insisted Thalia could Druidcraft a working wheelchair for Silithane ("you could do magic, I bet you could conjure a wheelchair"), and floated stealing the antidote "from future-Silithane" via his time-portal sword.
- Level 7. Now ignores all cover (up from three-quarters) with Sharpshooter.
Session 40
- The cautious scout. Pushed all session to wait for Pimothy and not aggro the cave — "one of us should just move up" — and, having watched Fenric eat the trap corridor, swore he'd never cross the trap threshold, not even once.
- Confirmed he still carries silver arrows (per Victus the Mute's advice against the cave's ghosts and skeletons); floated collapsing the cave on the crocodile and the river-poisoning plan. Still level 7.
Session 41
- The keyhole scout. Squeezed his ooze eye onto a stalk through keyholes to case the wash-room (a 27 Perception clocking the pot-washer, the two gemstone silver jugs, and the trapped rat) and through doorgaps — his usual backstory rolls turning up, gleefully, nothing.
- The fight's finisher. Critted a skeleton businessman for 29 overkill and dropped another, then herded the lost magmites back to their mother (Persuasion + Guidance), hyping up "how good it is to see your mom after being kidnapped."
- The ghoul Rusty marvelled at the "strange, fleshless creature, never perceived anything like you," and Jax kept chasing the cave's mysteries — the Hat Man's infinite hat-space especially. Still level 7.
Session 42
- The Wong's nemesis. Adopted the reverse-hit Wong as a personal vendetta, missing it all fight by rolling too well ("how do I train myself to do this again?") before finally landing the killing low roll — "the Wong explodes into butterflies." Took an in-game-and-real-life "blue screen of death" mid-combat (his PC froze the moment he disturbed a cursed tomb-lid).
- The tomb-fight finisher. Crit a noise-woken wight for 51 in the lower scholar-tombs; through the boss fight he kept hammering the Wong and the wights with his recursive bow.
- The magmite diplomat. Scooped the gorged greedy magmite into a lantern to return to its Magmother, then spent a long, comic negotiation failing to talk the runaway magmite home (out-argued on whether energy ever runs out, "what the fuck is rain?") — at least steering the freed pot-washer safely past the traps with a nat-20 gesture-warning. The vault's ectoplasm is edible for him. Still level 7.
Session 43 (Nat's birthday)
- Lost in the hat dimension. Sucked into the Hat Man's void — a spiralling pink-black abyss with no leverage to swim, ~10 minutes before ceasing to exist — and freed only when Thalia whip-anchored and dragged them (and Salamandine) out. The table christened it the "birthday hat dimension."
- The opening kill and the merciful ones. Sharpshooter-dropped the fire-mage Simon early, then leaned into non-lethal shots: porcupined the Wild Man to 2 HP to spare him, and inspired Pimothy to knock Snurch out for a prisoner — Jax wants to rehabilitate the little crossbow-cretin.
- The pragmatist. Pitched hiring Thunt against Laewendas (drawing out the "her coffers are dry" reveal), grabbed coin purses ahead of him, and floated stuffing the unkillable man in the hat. Still level 7.
Session 44
- The puzzle-solver. Sank two downtime weeks into the Puzzle of the Ancients, bringing it to 20 of 365 days of progress — leaning on his "modern, problem-solving" upbringing where the ancient scholars had none (and, as ever, his backstory/history rolls turned up nothing).
- A day's hunting with Victus. Went into the woods with Victus the Mute, but declined to buy his beast-only aim-lock longbow (it's "kind of just a normal bow" against anything but a beast); means to find a better bow, or a bowyer, in a future town. Made 2 gold on the ducks.
- The lender. Helped fund Silithane's spellbook by loaning him 200 gold (after Fenric's 400), and worked the fence with the others. Still level 7.
Session 45
- The road's wild card. Wandered ahead, learned to dance ("goo school"), and floated half the table's schemes; the only PC fully clear of the corpse-explosion (32.5 ft out).
- The clean-up shot. Poured double-arrow volleys into the zombie horse (43 in one turn) and the camper, then one-shot the basement morgue undead at Old Halfwood (4 HP each) and headshot the morgue patient — curving arrows "like in Wanted" through total cover. Hauled river-water bucket-by-bucket to wash the party down after the explosion.
- The ethical pragmatist. Pushed to follow the undead to their source before an epidemic spreads, and floated whether someone "named the horse with the death god." Still level 7.
Session 46
- The haggler. Talked Tony's prices around and quizzed every trinket; the arrow-debt gag resurfaces (the GM doesn't track his arrows — "just take 1 gold off your sheet for 20 more").
- Fire and fumbles. In the road fight, threw the handed-off Molotov (a fire AoE over the entangled horde) and loosed flaming arrows off Thalia's oil bowl — but also rolled a double natural 1 ("1 in 400"), the GM ribbing him with a "faking-dead" zombie.
- The scout's eye. A 26 Perception read the plague-spreaders as ordinary villagers' corpses (a cobbler among them), not druids or soldiers — mismatched ages, green ichor, far tougher than Old Halfwood's walkers, "something's been done to them." Still level 7.
Session 47
- The sharpshooter. Crits the amalgam with Take-Aim volleys and burns his special arrows on it — including a "final" arrow named for one Fenegilius (the GM unable to recall who that was), and an attempt at the make-undead-friendly item (which 42 fused druids over-qualify against).
- The ears gag. Misses out on the slick move of plugging his own ears with damage to go immune to the doubling hymn for a round; also keeps trying to read the unseen, water-bound monster by sound (his test-tube upbringing gave him an ear for it).
- The grove's conscience. Pushes (fruitlessly) for a druid to steward the dead grove and frets over leaving it open to the next bad actor. Still level 7.
Session 48
- Smuggling the signet. Getting through the Menagoles' western checkpoint, Jex hid his Reclamation Signet by stuffing it physically inside his own ooze body — not a magic storage ability, just his Oozen anatomy ("he's an ooze, so he just stuck it inside himself," per player ruling). The guard agreed they'd have to go "elbow deep" to find it. Cf. tucking a sprout inside his body in Session 25. Still level 7. (Session 48)
Session 49
- The silent sharpshooter. In the noise-budget fight against the badeedle brood — where a gun or fireball would bring the mine's guards — Jex's near-silent Take-Aim bow did the heavy lifting, dropping the Mama Badeedle with a 44-damage finish and landing several of the session's crits.
- Misty Step up the tree. Teleported 30 ft up onto a branch to snipe from safety ("get out of range of these assholes"), trusting his fall-damage immunity to drop back down and collect his scattered gear.
- The fossil climb. Took the skeletal "dragon tail" route up the 50-ft cliff to the mine's rim. Still level 7.
Session 50
- Can't be disguised. As an orange Oozen goop (makeup just gets absorbed, and there's no one else like him in the camp), Jex can't pass as a labourer — so he's smuggled in inside Lash's backpack (78.2 lbs "all water weight"), riding on Salamandine as a beast of burden. His idea of pretending to be a napping miner hiding in a backpack draws the GM's verdict that "shirking duty is the worst thing you could be" in a mine.
- The rules lawyer. Argues probability, water-weight physics and candlelight-vs-daylight advantages throughout — including that the guards reading the forged decree by torchlight should have a harder time seeing through it.
- The jelly-blob bridge. In the burned deep he punches skeletons when his arrows just clatter through their ribs (piercing barely hurts the hollow undead), then, losing his balance halfway across a bare rope, simply amalgamates onto it as a blob of goo and shloops to the far side "as if there was never an issue," to a round of applause from ~80 crabs. Reabsorbs the wobble; unbothered by the drop. Still level 7.
Character Sheet (mechanics)
In-play co-pilot sheet. Mechanics mined from session transcripts; no formal player sheet was available. Values are observed/stated only — anything not witnessed is marked unknown.
Identity
- Class: Sharpshooter (DEX-based; "Damage, Control") — per DM Companion class table (
dm_companion.txt:149) and consistent play as a ranged bow fighter. - Level: 7 — reached in Session 39 (was 6 from Session 24/Session 25 through Session 38).
- Species: Oozen — Slime subspecies. Companion confirms Oozen subspecies are Goo/Jelly/Slime (
dm_companion.txt:170). - Background: Amnesiac "lab-born" creature; washed up near South Shore ~4 months before joining, trained in archery/scouting by the late scout Tony's militia troop. No formal/registered identity (no legal existence per lawyer Edgar Wy). Joined the party Session 22. (Session 22)
- Pronouns: loose/unsettled in play (notes use both she/they).
Combat stats
- AC: unknown — never stated in transcripts. (Wears leather armor; see Items.)
- Max / typical HP: unknown — never stated. Survived repeated near-death in the Queen fight, kept up by Valmora's Healing Word (Session 31). Fought the burned-deep skeletons on temporary hit points, whittled down to a single temp HP; source of the temp HP unstated (Session 50).
- Initiative: unknown.
- Key saves / save mods: unknown. (Failed a nat-1 CON save vs. dust-disease in Session 29; took a DEX save vs. the Hat Man in Session 43 — modifiers not stated.)
- Attack/damage bonus: unknown numerically; deals heavy ranged damage in play (see Abilities).
Abilities & spells (seen in play)
- Stinger (paralysis): reaction; target makes a Constitution saving throw or be paralyzed. DC = Sharpshooter level + 10 (so 16 at level 6, 17 at level 7). Paralysis ends if the target is attacked or takes damage; the first hit on a paralyzed target is an auto-crit. Confirmed mechanic & DC in Session 34. Also used on a thrown Grabber in Session 31 and to deny the crocolion its spell turn in Session 34.
- Sharpshooter — ignore cover: ignores half/three-quarters cover at lower levels (Session 25, Session 31); at level 7 ignores ALL cover (Session 39).
- Trick shot: feature that shoots an item out of a creature's hand (knocked a tomato slice from Thalia's hand) — text notes brandishing weapons in town is illegal (Session 34).
- Take-Aim: a sharpshooter volley feature; Jex and Magra both landed crit Take-Aim volleys against the 42-druid amalgam in the Druid's Grove (Session 47). Used a bonus action to grant advantage — so it's mutually exclusive in a turn with a bonus-action Misty Step (Session 49). A Take-Aim volley (both shots hitting) dealt 44 to finish the Mama Badeedle (Session 49). Confirmed to fire two shots, and can be spent either to grant advantage (turned a 7 into a 19) or to cancel disadvantage down to a flat/normal roll (Session 50).
- Unarmed strike & second attack: Jex's sheet carries an unarmed attack, and he can make a second attack in a turn — he switched to punching the burned skeletons when his arrows barely hurt them, the piercing shots just clattering through the hollow undead's ribs (Session 50).
- Misty Step (spell): bonus-action teleport up to ~30 ft — used to teleport 30 ft up onto a tree branch to snipe in safety during the silent badeedle fight (the badeedles "aren't aware of teleportation magic" and just registered Jex as vanished) (Session 49). Notable as a second spell on a magic-mistrusting martial (cf. Detect Magic); source (racial/innate vs. item) unknown.
- Soul Shot arrow: dealt 34 damage (Session 31,
Session 31_transcript.txt:731). Whether a class feature or a special arrow is unclear. - Big ranged turns: revenge double-crit for 54 (Session 31); a "one-in-a-million" curved arrow killing the crocolion (Session 34); crits of 29, 51, 29-overkill in Session 41/Session 42.
- Flaming arrows & thrown ordnance: in the plague-spreader horde fight loosed flaming arrows (lit off Thalia's oil bowl) and threw a handed-off Molotov at the snared undead — and famously rolled back-to-back natural 1s ("double Nat 1, ~1-in-400") (Session 46).
- Detect Magic: used to see the Guardian's magical outline through a blinding cloud (Session 38). Source (racial vs. item) unknown — notable given her general mistrust of magic.
- Ooze physiology (racial):
- Immune to fall damage — but her inventory scatters in random directions on impact (Session 31).
- Squeeze through tiny gaps — ~2 inches / 4 cm (Session 24, Session 30).
- Amalgamate onto a surface — when his balance failed mid-rope, he fused onto the rope as a blob of jelly and slid across rather than falling (Session 50).
- Absorb/transport objects inside her body (Session 25, Session 30) — hid the Reclamation Signet inside his own chest cavity to beat a guard pat-down at the Menagoles' western gate (a guard would have to go "elbow deep" to find it) (Session 48).
- Regrow limbs / retract head into body at will (safe to volunteer as bait, Session 32).
- Can't be disguised — makeup, food colouring and even a disguise kit are all absorbed into his goop, so his distinctive orange colour can't be masked; with no other Oozen in the camp to blend among, he couldn't pass as a labourer and had to be smuggled into the Middle Tor mine inside Lash's backpack (his sheet's total weight, inventory and all: 78.2 lbs, "all water weight") (Session 50).
- No darkvision — major tactical gap; relies on a lantern (Session 24, Session 27).
- Transparent — aids stealth (Stealth 18 in Session 38; extends an eye on a stalk through keyholes, 27 Perception, Session 41). The eye-stalk can't breach an archdruid thorn-barrier — slipping an eye through the sealed Druid's Grove wall would take grove-defence damage (Session 46).
Items & equipment
- Recurve bow (her primary weapon) + arrows; leather armor. (throughout)
- Hooded lantern — her workaround for no darkvision; burns out / re-lit with oil (Session 24, Session 27).
- Silver arrows — confirmed still carried, for ghosts/skeletons per Victus the Mute (Session 40).
- Toxico venom — to poison-tip arrows (Session 39).
- Jordane's special arrow — outlined target in white light, gave all advantage to hit; one-time use, now EXPENDED (Session 22 gift, Session 24 spent).
- "One-in-a-million" signature arrow — spent in Session 34; scraps to be recovered so Lash can remake it reusable (fire once/turn, recall as a reaction) — not yet remade (Session 35).
- "Final" arrow named for Fenegilius — one of Jex's special arrows, loosed at the druid amalgam during the boss fight (Session 47).
- Bargain gear (Session 33): +1-AC leather pants, +1 Dex-save boots, smith gloves, two half-AC rings, a "brope."
- Reclamation Signet — a Reclamation faction signet Jex carries; concealable inside his body, hidden in his chest cavity to pass the gate search in occupied Menagoles (Session 48).
- Fingerless leather gloves — kept from the grabblers' victim-jewelry (Session 24).
- Rusty helmet — molded onto her head by the jailer; useless (medium armor, rusted) (Session 26).
- Notebook of things she's learning about the world (Session 22).
Resources (last known)
- Spell slots: none known — Sharpshooter is a martial class; no slots ever referenced. (unknown / likely N/A)
- Stinger: used as a reaction; recharge/uses-per-rest not stated.
- Special/consumable arrows: Jordane's arrow expended; signature arrow expended, pending remake; silver arrows and Toxico-tipped arrows on hand (counts unknown).
- Heroic Inspiration: held one (granted by Magra's long-rest Encouraging Song) — a one-time panic reroll; spent in Session 50 to reroll a failed rope-crossing Acrobatics check (the reroll landed, and he amalgamated onto the rope). Now none held pending Magra's next song.
- Coin owed to her: Silithane owes 200 gold (Session 44).
Unknowns / to confirm
- Ability scores (all six) — never stated.
- AC, max HP, initiative, save modifiers — never stated.
- Attack bonus / bow damage dice — never stated numerically.
- Sharpshooter subclass/path & full feature list — Companion only gives the class summary line; no detailed Oozen or Sharpshooter trait page exists in
dm_companion.txt. - Stinger uses per rest / recharge — unconfirmed.
- Soul Shot — feature vs. item, and its action economy/uses.
- Spellcasting source — Jex casts Detect Magic (Session 38) and Misty Step (Session 49) despite being a magic-mistrusting martial; whether these come from a racial/innate spell list, an item, or one-offs is unknown.
- Full Oozen racial trait list & any damage resistances — only the in-play abilities above are confirmed.
- Current arrow counts (silver, Toxico-tipped, mundane).
SUMMARY: Sharpshooter Oozen archer, level 7; bow/stinger mechanics and ooze traits confirmed, but AC/HP/scores unknown.