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Jasper Flint

A veteran human rogue and professional dungeon delver who has survived traps, curses, and monsters across a dozen tombs and ruins. Jasper treats the Tomb of Horrors as the ultimate heist — the one job that will cement his legend or kill him trying.

Level 5
Species

Human

Class

Rogue (Thief)

Background

Criminal

Alignment

Chaotic Neutral

Ability Scores

STR

10

+0

DEX

17

+3

CON

14

+2

INT

14

+2

WIS

12

+1

CHA

9

-1

Skill Proficiencies

Sleight of Hand
Stealth
Investigation
Perception

Character Details

Backstory

Jasper Flint has been breaking into places he shouldn't be since he was old enough to pick a lock — which, according to him, was the age of six when he liberated a meat pie from the baker's locked pantry in the slum district of Greyhawk City. He graduated from petty theft to tomb robbing after a chance encounter with a retired adventurer who paid him handsomely to retrieve a family heirloom from a trapped burial vault. Jasper discovered he had a natural talent for reading ancient architecture: the subtle seams that indicated a secret door, the discoloration that betrayed a pressure plate, the draft that suggested a hidden passage. Over the next fifteen years, he built a reputation as the best dungeon delver in the Flanaess — a man who could get into any tomb, find any treasure, and get out alive. He has the scars to prove it: a missing pinky finger from a needle trap in the Ghost Tower, a patch of acid-scarred skin on his left arm from a trapped chest in White Plume Mountain, and a permanent limp from a pit trap that almost killed him in the Ruins of Castle Greyhawk. When he heard that the Tomb of Horrors had claimed another adventuring party — the third that year — Jasper saw not a warning but a challenge. Every thief in the Flanaess knows the Tomb's reputation; the one who cracks it becomes a legend. Jasper intends to be that legend, though he's pragmatic enough to bring competent allies rather than attempting it solo.

Personality Trait

"I narrate what I'm doing while I work on locks and traps. It helps me concentrate, and if something goes wrong, at least my companions know what killed me."

Ideal

"Reputation. Any thief can rob a merchant. I intend to rob a demilich and live to brag about it."

Bond

"I keep a journal of every dungeon I've survived, with detailed notes on every trap. The Tomb of Horrors will be the final chapter — one way or another."

Flaw

"I cannot resist a locked door or a sealed chest, even when every instinct screams that it's bait. The challenge itself is the addiction."

Appearance

Gender

Male

Age

38

Height

5'8"

Weight

155 lbs

Eyes

Sharp green, always moving

Skin

Tanned, with numerous small scars from trap encounters

Hair

Dark brown, cropped short to avoid being grabbed

A wiry, restless man who never seems to stand completely still — his fingers are always moving, tapping surfaces, testing edges, probing for hidden mechanisms. He wears supple dark leather armor designed for maximum flexibility, with reinforced gloves that leave the fingertips exposed for delicate work. His belt bristles with tools: lockpicks, probes, a small mirror on an extendable handle, and vials of various detection powders. The missing pinky on his left hand and the acid scar on his forearm are visible reminders that even the best make mistakes — but he's still alive, which means he learns from his.