Jasmiranva Frederick

Female Halfling

She is an elderly halfling with brown eyes, white hair in a ponytail, and medium brown skin.

Personality Traits: Extroverted, Tense, Honest.

Alignment: chaotic neutral.

She is a follower of Gaia. (CN)

Born: 705 AC (Age 95)

Orientation: Hetrosexual

Home: Gwioon's Quality Barbers

Settlement: Erdinville

Spouse: Nodaic Frederick

Mother: Asphoana Stanley-Ingram (Deceased)

Father: Sado Frederick-Ingram

Children

Siblings

Statistics

STRDEXCONWISINTCHR
6 14 10 10 11 9
-2 +2

ACHPPassive
Perception
Speed
12 4 10 25 ft.

Alignment: chaotic neutral

Size: Small

Actions:

  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Insight +2

Abilities:

  • Lucky. When Jasmiranva rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave. Jasmiranva has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Jasmiranva can move through the space of any creature that is of a size larger than small.

Spoken Languages: Halfling, Common, Elvish (basic)

Inventory

Quantity Value Item Description Weight
1 10 gp "Delving Deeper" By Thóni Eagertunnel

A guide on the construction of deep mineshafts, with a particular emphases on how to do so safely. It covers such mining disasters as cave-ins, flooding, gas-pockets and monster attacks.
5 lbs.
1 5 gp "Each strange time" By Allie Caperun

Not a particularly famous book, but entertaining none the less.
5 lbs.
1 Dice A standard six-sided die.
1 1 sp 5 cp Gardening Gloves Well-worn gloves with reinforced palms, ideal for protecting hands while working in the garden.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Nodaic" engraved on the inside.
1 2 gp 7 sp 9 cp Money Pouch Jasmiranva's money pouch. It has 25 sp and 29 cp in it. 1 lbs.
1 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
1 5 sp Tinderbox This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. 1 lb.

Download as Fantasy Grounds NPC

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