A tinker for your purview...
Duncan Fletcher
Duncan lives across from Bert’s Barrels and Baskets, but spends most of his time walking the streets of Mor’s End. Duncan is a tinker, and patches pots, re-tiles roofs, repairs wiring and small tools, and generally fixes and repairs broken items of all sorts. Most of Duncan’s clientele are found in the Squats, and are those labourers who can’t afford the cost of replacing items.
Duncan’s home is small, but neatly kept up. He’s usually not at home, though his large, overweight deerhound usually lays across the stoop. The door is usually kept locked.
Duncan walks around Mor’s End wearing a pack which is full of small metal nails, pieces of tin, iron, and copper, and wires, tools, and various other oddments and trinkets. He usually dresses in good, sturdy hiking boots, and tan leather breeches. He often wears a vest of brown leather, which has all sorts of tools strapped too it, including pliers, small saws, tin-snips, and scissors. Under this, he usually wears a grey felt shirt. He has a ready sort of a smile, and is bald, though he has a drooping grey mustache. He is lean and tough, and walks like a much younger man. He has twinkling green eyes, and often has a kind word for passers-by.
Duncan’s route usually passes through most of the Squats, with the jangling of his pack announcing his wares. He also takes, about once a week, a journey up through the posh district, where he has one or two regular customers. He also takes a stroll past the Muddy Waters every Friday, often picking up a meal of river perch for his dinner. Duncan occasionally, about once every two weeks, heads out into the country, selling his services to the country-folk.
He is reasonably well-informed on most of the going-ons in the city, but is known to keep most of opinions to himself, though he often comments on the politics of the city, especially when the various trade guilds interfere, something which makes him very angry.
Duncan also gets on fabulously with all of the dogs in Mor’s End. He often gives a snack to each of the dogs’ he meets, and even gets on with the fearsome hounds used by the town watch. He usually has a quick word to Glenda as she closes up shop, and she usually saves a last tart or pastry for Duncan.
Duncan has a slightly different routine, however, when the sun goes down, for he’s one of the best second-story men in Mor’s End. He uses Randall Shipwreck as his fence, beguile watch-dogs during the day, and cases his mark on his walks through the day. Though Duncan actually makes enough from his tinker work to support himself, he is far wealthier than he appears – he’s made a fortune from stealing. His ‘trips’ are to other cities, where he pulls off his most daring thefts – though what he steals in Mor’s End is scarcely small potatoes.
Duncan doesn’t resort to petty theft. Indeed, he is scrupulously honest in paying for everything, and would never pick-pocket a merchant, cut a purse, or mug someone. He would never rob a poor household either, only the rich. He keeps it for himself, however. He considers his targets for at least two months, and is very cautious – and very, very good.
Duncan’s home, though filled with good-quality furniture, isn’t particularly luxurious – he knows how to keep a low profile. Other burglars know that taking on any house in Duncan’s street is foolish, and when Geeve Sneeble (see NPC thread) attempted to rob a nearby curio shop, Duncan had some very stern words with him – punctuated with a knife-point. The two are now very much enemies.
Plot-hooks.
1. A gang of street thugs (maybe from the Broken Dagger gang) has set up shop near Duncan's home. Sick of the attention of the watch and the threat to his neighbours, Duncan decides to take them out. He gets in over his head, and asks the party for some help.
2. Duncan is making a trip to the north to rob a house in a northern city, when he's captured by bandits. After he doesn't return, the party is sent to find him by his concerned neighbours. Is he alive? Will the party free him? Why is Duncan carrying a small fortune anyway? Will they discover the real reason he went north?
3. He's a thief, and a very good one. Should make any adventure more interesting if Duncan takes a hand.
Duncan Fletcher: Male Human, Rogue 6, Age 34: HD 6d6+6; hp 32; Init + 8; Spd 30; AC 17; Atk + 4 base melee, + 8 base ranged; +5 (1d6+1, Sword, Black Adder [+1 sword bought from Brandon’s shop, Endearing Edge through a intermediary); +8 (1d8 Crossbow, light); +3/+3 or 2 (1d6+1 /1d4 or 1d6 subdual, Black Adder and Dagger or Sap), Sap +4 (1d6 subdual) Dagger +5 (MW 1d6); AL CG; SQ: Sneak Attack +3d6, Uncanny Dodge (can’t be flanked, never looses DEX bonus to AC) Evasion. SV Fort + 3, Ref + 9, Will + 4; STR 11, DEX 18, CON 12, INT 17, WIS 14, CHA 13.
Skills:
Appraise +8, Balance +9, Bluff +6, Climb +9 (+11), Profession (Tinker) +8, Disable Device +12 (+15), Disguise +6, Gather Information +6, Hide +13, Jump +5, Listen +11, Move Silently +13, Open Lock +13 (+15), Spot +11, Search +12.
Feats: Dodge, Improved Initiative, Two-weapon fighting, Ambidexterity.
Possessions:
Weapons: +1 Sword, short, Black Adder. Duncan’s sword is one of Brandon’s more impressive blades. The hilt is wrapped in grey leather, and the pommel is enamelled jet-black. The cross guard is not particularly ornate, save for two small pieces of snowflake obsidian set pointing out at the edge of each side. The blade itself, however, is breathtaking. Worked in a darker, almost black metal, the sinuous form of a snake runs up each side of the blade, with acid-etched scales in a very small, painstaking pattern. The rest of the blade is dark grey, almost the dull colour of iron, rather than the lustre of most steel – Brandon used a special (and illegal) mix of chemicals to keep the blade from glimmering at night. Dagger, masterwork; Crossbow, Light with 20 bolts, black leather sap.
Armor: Dark Grey Masterwork studded leather.
Goods: Thieves' tools, Masterwork. Climber’s Kit. Bonuses included in parenthesis.
Magic: Bag of Holding I, Potion belt with 2 each of cure serious wounds, darkvision, neutralize poison, and 1 each of haste, spider climb, sneaking, and hiding. (If this seems off, I didn’t calculate the exact gp value. He might be a little under/over)
Tactics – Duncan usually disdains the use of his potions, preferring to use his formidable skills. If in serious trouble, however, he’ll drink one, depending on which is appropriate. He’s a pretty good shot, but will usually attempt to knock out guards with his sap if possible. He’s not a killer. He’ll usually fend off an opponent with his sword, and try to knock them out with his sap. He is a pretty decent hand with a blade, and has killed his fair share of thugs and various muggers. If he doesn’t get his opponent with his sneak attacks (he usually wins initiative, giving him several sneak attacks) he will probably retreat. He never robs a place twice.