Selinnor Bernard

Female Halfling Jeweller's Assistant

She is an elderly halfling with amber eyes, short curly black hair, and medium brown skin.

Personality Traits: Humorless, Evasive.

Alignment: chaotic neutral.

She is a follower of Gaia. (CN)

Born: 704 AC (Age 96)

Orientation: Hetrosexual

Home: Jessaora's Jewellers

Settlement: Pandton

Spouse: Vivian Bernard (Deceased)

Mother: Jessaora Hornhouse-Todd (Deceased)

Father: Cosiard Hornhouse-Todd (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
9 11 10 12 10 11
+1

ACHPPassive
Perception
Speed
10 6 11 25 ft.

Alignment: chaotic neutral

Size: Small

Actions:

  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Persuasion +2

Abilities:

  • Lucky. When Selinnor 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. Selinnor has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Selinnor can move through the space of any creature that is of a size larger than small.

Spoken Languages: Halfling, Common, Otterese (basic)

Inventory

Quantity Value Item Rarity Description Weight
1 2 gp Holy Symbol (Gaia) common A holy symbol in the shape of a tree.
1 25 gp 7 cp Jade earrings common A pair of pewter earrings, with small jade stones inset.
1 25 gp Jeweler's tools common These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. 2 lbs.
1 7 sp 4 cp Money Pouch common Selinnor's money pouch. It has 5 sp and 24 cp in it. ⅝ lb.
1 Picture of a family common A printed image made using a Mirror of Frozen Image. It depicts a family.
1 100 gp Potion of poison uncommon This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Download as Fantasy Grounds NPC

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