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Pasker Mason

Pasker Mason

The lanky and shrewd Pasker owns Mason's Run Warehouse, making him one of the town’s most prominent business owners. The fact that he’s also the head of the Passing Hand , Engleher’s thieves’ guild, only increases his influence. He’s loyal to his town and rarely permits thieves to target locals, although outsiders are fair targets for con games or robberies. Heroes unafraid to step outside the law eventually come to Pasker’s attention, and hemight arrange illicit smuggling jobs or daring raids on visiting caravans. Rogues from Engleher might know Mason or might even currently be in his employ!

Physical Description

General Physical Condition

Dexterity 

Special abilities

Jartkiir Boons

  • Quick Rummage 
  • Fence's Eye 
  • Scoundrel's Feint 

Apparel & Accessories

Weapons 

Gear 

  • Feather Token  
  • Disguise Kit
  • Darkvision Elixir, Lesser
  • Smokesticks
  • Thieves Tools 

Mental characteristics

Intellectual Characteristics

Intelligence 

Wisdom 

 

Charisma 

Character Location
View Character Profile

Influencing Pasker

Discover

Discovery
Success Information
  • Most Vulnerable Influence Check Mecantile Lore (DC 20) Pasker sees Himself as the consummate businessman he will entertain those that appeal to this sense more than the rest.
  • Eligible Influence Checks As standard with most sentient creatures Arriana can be influenced with Diplomacy (DC 26), Deception (DC 30), and Intimidation (DC 28). Pasker has taken on the task to acquire Medicine (DC 24) to Engleher. Stephan is Engleher's Engleher Lore (DC 22) and Mercantile Lore (DC 20) are also entertained.
  • Resistances TBD
  • Guarded Secret Weaknesses Pasker is a handler for the Jartkiir, adventures who use Thieves Cant will gain a +3 bonus on influence checks; additionally, with a bribe of 5gp or more influence DCs will drop by 2.
Critical Failure Information
Pasker is a demon worshiper who is trying to undermine the villages defenses.

Influence

Influence Benchmarks
  • Influence 4: Mason grants his endorsement to commission the party as sponsored adventuring troupe for a standard 50 gp for the group.
  • Influence 6: Pasker reveals that he has a functioning general good operation in his warehouse.
  • Influence 8: Pasker will sponsor the party as a Jartkiir set. Reputation gained with Engelher will be equal to reputation with the Jartkiir
Current Location
Species
Ethnicity
Children
Current Residence
Mason House
Gender
Male
Aligned Organization
Other Affiliations
Related Reports
Known Languages
Ruled Locations

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Avermound Fence - Criminal 5
COMMONCHAOTIC NEUTRALMEDIUMHALFLINGHUMANOIDNPC

The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.
Perception Expert
Languages Common, Halfling, Elvish,
Skills Accounting Lore Expert , Acrobatics Trained , Crafting Expert , Deception Expert , Diplomacy Trained , Intimidation Trained , Society Trained , Stealth Trained , Thievery Trained , Underworld Lore Master ,

STR -1 , DEX +4 , CON +0 , INT +4 , WIS +3 , CHA +4

Items
Armor
  • Clothing
Weapons
  • shortsword
  • 10 Daggers
Gear
  • Bird Feather Token, Disguise Kit, Lesser Darkvision Elixir, Lesser Smokesticks two, Thieves Tools
 
AC 20
Saving Throws Fort +9, Ref +13, Will +16
HP68
Speed 25 ft
Melee Shortsword Expert +9 +5 , Damage Piercing   Sneak Attack 2d6
Ranged Thrown Dagger Expert +9 +5 , Damage Piercing
Special Abilities Quick Rummage - A Fence can draw and strike with a weapon in a single action   Fence's Eye- Fences live by their ability to recognize a viable trade. They can use Underworld Lore to identify an item's value and Identify Magic on an item. They gain a +2 circumstance bonus to Underworld Lore checks when doing so, and to Underworld Lore checks to determine whether an item was stolen, whether a stolen item would be too recognizable to easily move, and who would be interested in purchasing such an item.   Scoundrel's Feint- When the fence successfully Feints, their target is flat-footed against the fence's attacks until the end of the fence's next turn. On a critical success, the target is flat-footed against all attacks until the end of the fence's next turn.

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