Harold Collins
Male Human
He is an elderly human with amber eyes, short dyed strawberry hair, a full beard, and light pink skin.
Personality Traits: Extroverted, Pessimistic.
Alignment: neutral evil.
He is a follower of Vastra. (NE)
Born: 748 AC (Age 52)
Orientation: Hetrosexual
Home: Collins' Manor
Settlement: Ipsend
Spouse: Avelina Collins
Mother: Amice Collins (Deceased)
Father: Marshall Collins (Deceased)
Siblings
- Alma Morris - age 58 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 8 | 11 | 11 | 10 | 8 |
| -2 | -1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 9 | 4 | 10 | 30 ft. |
Alignment: neutral evil
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Insight +2
Abilities:
- Wise Experience. Once per day, Harold can draw upon their wealth of life experience to gain insight and receive a re-roll on an ability check or saving throw involving intelligence or wisdom.
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 50 gp | Alchemist's fire (flask) | This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. | 1 lb. |
| 1 | 6 cp | Ginger | A root traditionally used to treat achy muscles and stiff joints. Can be chewed or brewed in to a tea. | ¹⁄₁₆ lb. |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Avelina" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Vastra) | A holy symbol in the shape of a coin. | |
| 1 | 5 sp 9 cp | Money Pouch | Harold's money pouch. It has 3 sp and 29 cp in it. | ⅝ lb. |
| 1 | 1 sp | Oil (flask) | Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. | 1 lb. |
| 1 | 2 cp | Soap | ||
| 1 | Twine | A short length of twine. Just a few foot long. |