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.

Equipment

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