Dashki

Jericho Mason's page

42 posts. Alias of tom_thiessen.


About Jericho Mason

Jericho Mason
Male Human Fighter (mobile) 2
NG Medium humanoid
Init +1; Senses Perception +2
Languages Common

DEFENSE
AC 15, touch 11, flat-footed 14 (armor +4, dex +1)
HP 15/15 (2d10+2+2 favored class); DR --
Fort +5, Ref +2, Will +0

OFFENSE
Speed 30
Melee Swordbreaker dagger +7 (1d4+4; 20/x2)
Ranged none yet

OTHER
Str 18, Dex 12, Con 13, Int 12, Wis 10, Cha 13; (20 pt buy)
BAB +1 ; CMB +5; CMD 17
Feats Dazzling Display (lvl2), Exotic Weapon (swordbreaker dagger), Quick Draw, Weapon Focus (swordbreaker dagger)
Traits Deft Dodger +1 Ref, Drug Addict (personal) +1 Fort
Languages Common, Int Bonus (Varisian)

Skills:

Class 2, Intelligence +1, Human +1, Favored Class +0
Armor Check Penalty: 0
Abil + Rank + Misc
Acrobatics (Dex) 1+2 = +3
Appraise (Int) 1+0 = +1
Bluff (Cha) 1+0 = +1
Climb (Str) 4+2+3 = +9
Craft (Int)
Diplomacy (Cha) 1+0 = +1
Disable Device (Dex)
Disguise (Cha) 1+0 = +1
Escape Artist (Dex) 1+0 = +1
Fly (Dex) 1+0 = +1
Handle Animal (Wis)
Heal (Wis) +0
Intimidate (Cha) 1+0 = +1
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (history) (Int)
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Linguistics (Int)
Perception (Wis) 0+2 = +2
Perform (Cha)
Profession (Wis)
Ride (Wis) 1+0 = +1
Sense Motive (Wis) +0
Spellcraft (Int)
Stealth (Dex) 1+1+0 = +2
Survival (Wis) +0
Swim (Str) +4
Use Magic Device (Cha)

Equipment:
Swordbreak dagger (10 gp)
Armored coat (50 gp)
Magnet (5 sp)
Exploiters outfit (10 gp)
potion of cure light wounds (x2) (100gp)
3 vials of shiver (?)

Wealth:
129gp
5sp

Description:

Background:
Few men among the Mason clan have turned away from the heritage of joining the Korvosan Guard; Jericho is one of them. Tall and muscular, Jericho appears to be a typical soldier. The truth is while Jericho enjoys a good bout with any soldier, his favorite pastime is spending an evening in a dank, cold alley with a vial of shiver. To Jericho, the fantasy of the drug offers more from life than the drills and training of the Guard.

Jericho sees the Guard as an aging, out of touch aristocracy, teetering on the verge of mutiny from the people who they refuse to protect, but he has heard there are forces at work in the city working to supplant the Guard, and overthrow the government. For now, it is enough to be caught with a vial of shiver, and released from Guard service, to wait on the sidelines serving in the militia. Soon, Korvosa will be in the grip of rebellion. Until then, the shiver will be his ally.


Advancement Projects:
Probably going to pick up two-weapon fighting down the road.

NPCs:
Sir Jopid Mason (Jericho's grandfather)

Notes:
none