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Jack Sheppard “Honest Jack”

Born into a poor family, he was apprenticed as a carpenter but took to theft and burglary, with little more than a year of his training to complete. He was arrested and imprisoned five times in but escaped four times from prison, making him a notorious public figure, and wildly popular with the poorer classes.

Ultimately, he was caught, convicted, and hanged at Tyburn, ending his brief criminal career after less than two years. The inability of the notorious “Thief-Taker General” Jonathan Wild to control Sheppard, and injuries suffered by Wild at the hands of Sheppard’s colleague Joseph “Blueskin” Blake led to Wild’s downfall.

Name Jack Sheppard
Human CR 13
XP 25600
Any Medium Humanoid
Rogue level 12 (skill points 150) Catburglar
Expert level 1 (skill points 8) Fence
Init +4; Senses ; Listen +12


AC 14, touch 14, flat-footed 10 ( No Armour, Shield, none)
(+4 Dex)
hp 55 (0d8+12d6+1d6+13);
Fort +5, Ref +12, Will +6


Speed: 30ft.
Single Attack(+1/+0) Dagger +13 (1d4+3/19-20)
Full Attack
(+1/+0) Dagger +13/+8 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 6


Str 14, Dex 18, Con 12, Int 13, Wis 11, Cha 9
Base Attack 9 Grapple 11
Crippling Strike (Ex): An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.,
Armour Prof Light,
Deceitful: +2 Disguise +2 Forgery,
Diligent: +2 Appraise and Decipher script ,
Dodge: +1 AC against one opponent,
Evasion: No damage on reflex save,
Simple Weapon Proficiency,
Skill Focus (Move Silently): +3 Move Silently,
Stealthy: +2 Hide +2 Move Silently,
Weapon Focus: +1 to attack rolls

Skills Appraise 5, Balance 22, Bluff 1, Climb 28, Diplomacy -1, Disable Device 13, Disguise 1, Escape Artist 22, Forgery 3, Hide 21, Intimidate 0, Jump 20, Know Local 2, Listen 12, Move Silently 21, Open Lock 20, Search 13, Sense Motive 2, Swim 7, Tumble 21
Languages Common


Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard


Evasion Reflex save no damage instead of 1/2
Improved Uncanny Dodge Can no longer be flanked
Special Ability (Rogue) Select from rouges special abilities 1
Trap Sense Reflex save and AC when dealing with traps bonus 4
Trapfinding Can find magical traps
Uncanny Dodge Retains Dex bonus if flat footed

MAGIC ITEMS (max value 27000)Gloves of swimming and climbing +5 swim and climb (6250gp)
Salve of slipperiness – (1000gp)
Ring of Climbing improved (10) +10 climb (10000gp)
Vest of escape +4 open locks +6 escape artist (5200gp)
Masterwork Dagger (300gp)

Total Value = 22750

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