Jack Tyron

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Information in this section is for DMs.

Size/Type Human, 2nd-Level Fighter/3rd-Level Rogue
Medium Humanoid (Human)
Hit Dice 3d6+2d10+5 (31 hp)
Initiative +7
Speed 30 ft. (6 squares)
Armour class 17 (+3 Dex, +4 chain shirt), touch 13, flatfooted 14
Base Attack/Grapple +4/+5
Attack Dirk+1 +8 melee (1d4+2)
Full Attack Dirk+1 +6 melee (1d4+2) and Dirk, masterwork +6 melee (1d4)
Space/Reach 5 ft./5 ft.
Special Attacks Sneak attack +2d6
Special Qualities Evasion
Saves Fort +5, Ref +6, Will +1
Abilities Str 12, Dex 17, Con 12, Int 15, Wis 11, Cha 14
Skills Balance+9, Bluff+6, Climb+7, Forgery+6, Jump+9,
Ride+4, Sense Motive+4, Swim+5, Tumble+10, Use Rope+11
Feats Improved Initiative, Weapon Finesse, Two-weapon Fighting,
Dodge, Mobility
Environment Any
Organization
Challenge Rating 5
Treasure Double standard
Alignment Neutral
Advancement By character class
Level Adjustment +0
{{{Footnotes}}}

Jack is a smuggler and all-round rogue who was until recently smuggling poisons between Northwatch and Westharbour. After a 'misunderstanding' with the Westharbour Assassins Guild he fled south on his ship the Waveskimmer.

There is some suggestion that in the past he has been involved in a relationship with Dirk, a senior lieutenant in Westharbour's Thieves' Guild.

More recently, Jack has started a shipping company operating out of Marseine on the North coat of the Middle Sea. This company is apparently legit but it wouldn't surprise those who know him that some cargo finds its way into hidden compartments, where the greedy customs officer can't find them.

Equipment

  • Flamboyant clothing
  • Concealed chain shirt
  • Dirk+1
  • Dirk, masterwork