Caramia Wheeler
Female Halfling Noble
She is an adult halfling with amber eyes, long curly dyed brown hair, and medium brown skin.
Personality Traits: Irritable, Upbeat.
Alignment: neutral.
Born: 777 AC (Age 23)
Orientation: Hetrosexual
Home: Wheeler's Manor
Settlement: Alworth
Mother: Duennca Wheeler
Father: Fons Wheeler
Siblings
- Dilocda Gooldfield - age 27 ♀
- Folcalo Wheeler - age 20 ♂
- Jemimosma Goodbody - age 20 ♀
- Valdetho Wheeler - age 16 ♂
- Myrtlha Wheeler - age 9 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 13 | 11 | 12 | 10 | 9 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +2
Abilities:
- Lucky. When Caramia 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. Caramia has advantage on saving throws against being frightened.
- Halfling Nimbleness. Caramia can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 57 gp | Alexandrite gold chain bracelet | uncommon | A short chain of tiny gold links, with a medium alexandrite attached. | |
| 1 | 840 gp | Imp-powered encryptex | uncommon |
This device is operated by 26 buttons, one for each common letter. One enters a pass-code first, then the message. As the message is entered the encrypted version is provided via a large dial. The same process is used to decrypt an existing message. Messages encrypted this way are almost impossible to crack, save by magical means. The encryptex is powered by a tiny imp. The magical creature is not pleased about this, can only be coaxed in to action for a total of one hour each day, and is likely to complain the whole time. Should the imp ever escape, it will probably seek vengeance on it's former master. (See SRD for monster stats: Devil, Imp) While trapped, the imp is unable to use any of it's Special Traits or Actions. |
|
| 1 | 12 gp 4 sp 3 cp | Money Pouch | common | Caramia's money pouch. It has 10 gp, 24 sp and 3 cp in it. | ¾ lb. |
| 1 | 1 sp | Parchment (one sheet) | common | ||
| 1 | 75 gp | Peridot ring | uncommon | A platinum ring, with 1 small a peridot stone inset. | |
| 1 | 60 gp | Platinum earrings | common | A pair of platinum hoop earrings. | |
| 1 | 60 gp | Platinum necklace | common | A plain platinum necklace. | |
| 1 | 25 gp | Rapier | common | A Martial Melee weapon. 1d8 piercing damage. Range: 5. Properties: Finesse | 2 lbs. |
| 3 | Rusty nail | common | A rusty old nail. |