Jack♢'s page

185 posts. Organized Play character for Mighty Glacier.


Hero (0/3) | Exploration: Avoid notice | ♤♡♢♧☆


HP 39/39 | AC 20 (22 with ) | Fort +7, Ref +11, Will +8 | Perc +8 | Resist cold 1 elec 1 |

About Jack♢

"Watch closely. Is this your card?"

Jack of Diamonds, Card Shark
Male elf (cavern elf) rogue (thief racket) 3
CN, Medium, Elf, Humanoid

Perception +8 (expert); darkvision
Language Common (Taldane), Elven, Halfling
Skills see below
Items see below
Str 10, Dex 18, Con 14, Int 12, Wis 12, Cha 12

AC 20; Fort +7, Ref +11, Will +8
HP 39
Nimble Dodge

Speed 35 feet
Melee+1 shortsword +10 (agile, finesse, versatile S, magical), Damage 1d6+4 piercing
Ranged ◆ shortbow +9 (range increment 60 feet, reload 0), Damage 1d6 piercing

Cantrip Deck Spells (DC 16)
Cantrips (1st) – ghost sound, mage hand, wash your luck

Ancestry Abilities cavern elf heritage, Nimble Elf
Rogue Nimble Dodge, Quick Draw, racket (thief), sneak attack, surprise attack
General Feats Toughness
Skill Feats Lie to Me, Pickpocket, Subtle Theft, Quiet Allies
Background Gambler
Region The Shackles (High Seas)
Deity Nivi Rhombodazzle (N goddess of gambling)
Pathfinder Training Generalist


Bulk 3, 8L
Worn leather armor, backpack, thieves' tools (with 2 replacement picks), 5-pack cantrip decks (3; ghost sound, mage hand, and wash your luck; for a total of 15 cards), decks of playing cards (5; 4 regular plus 1 marked)
Weapons shortsword, dagger, shortbow (10 arrows)
Stowed in backpack contents of adventurer's pack, plus: mirror
Adventurer's pack: bedroll, pieces of chalk (10), flint and steel, rope (50 feet), rations (2 weeks), soap, torches (5), waterskin
Wealth 41 gp, 4 sp, 9 cp

(T) Acrobatics +9
(T) Athletics +5
(T) Deception +6
(T) Diplomacy +6
(T) Intimidation +6
(T) Games Lore +6
(T) Scouting Lore +6
(T) Medicine +6
(T) Occultism +6
(T) Performance +6
(T) Society +6
(E) Stealth +11
(E) Thievery +11

Special Abilities:
Cavern Elf. You have darkvision.
Deny Advantage. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
(Lie to Me. This ability does nothing since Jack♢'s Perception is higher than his Deception.)
Nimble Dodge. ↺ Trigger: A creature targets you with an attack and you can see the attacker. | You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Pickpocket. You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
Quick Draw. You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Quiet Allies. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
Racket (thief). When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
Sneak Attack. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon or unarmed strike, with a ranged attack, or with a thrown weapon that has the agile or finesse trait, you deal an extra 1d6 precision damage.
Subtle Theft. When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
Surprise Attack. When you roll Deception or Stealth for initiative, creatures that haven’t acted yet are flat-footed to you.

Bio and Backstory:

Most elves play the long game, but some seek the thrill of the gamble, like the Pathfinder novice known by the alias 'Jack of Diamonds'. This enigmatic pale-skinned elven man is a habitual gambler, and is seldom seen without a deck of playing cards being shuffled in his deft hands. Like many gamblers, Jack♢ wears dark sunglasses, even indoors, to conceal his eye movements. His hair — when not slathered in hair gel and combed back to give himself a slick look — is often wild and rebellious. His typical outfit is equally loud: colorful leather jackets and vests, always following the latest fashion a few years behind.

Though he is a gambler through and through and enjoys a wide variety of games of chance, card games in particular are his specialty and greatest delight in life. His current alias is supposedly named after his favorite playing card. This all-encompassing love for games has colored Jack♢'s speech full of game-related expressions and jargon.

In his own words, Jack♢ is an "acquisitions expert" for the Pathfinder Society, and specializes in covert missions. To put it more bluntly, he's a master pickpocket and burglar, owing to the fact he ceaselessly seeks to amass new tricks of legerdemain and thievery. His numerous skills earn him a good amount of self-confidence, which sometimes turns into outright foolhardiness when combined with his gambling instincts, making Jack♢ something of a daredevil.

Many have correctly deduced that Jack♢ originates from the Shackles: he has much love for seafaring and rowdy port towns, and he uses Shackles lingo in his speech (mixed with all the gambler jargon, of course). According to Jack♢, prior to joining the Society, he travelled from city to city, seeking new tricks to add to his already-impressive repertoire, always leaving before his cheats could become widely-known.