Luke Stratton
Male Halfling Master Cobbler
He is an elderly halfling with grey eyes, thin scruffy dyed bright red hair, a long beard, and olive skin.
Personality Traits: Lost Faith, Daring, Evasive.
Alignment: chaotic neutral.
He is a follower of Gaia. (CN)
Born: 692 AC (Age 108)
Orientation: Hetrosexual
Home: Luke's Artisan Cobblers
Settlement: Leatherland
Mother: Yolalla Stratton (Deceased)
Father: Eddricus Stratton (Deceased)
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 13 | 9 | 11 | 10 | 10 |
| -2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 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: Persuasion +2
Abilities:
- Lucky. When Luke 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. Luke has advantage on saving throws against being frightened.
- Halfling Nimbleness. Luke can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | "That only place" |
By Plealee Proolipup Not a particularly famous book and a disappointing read. |
5 lbs. |
| 2 | Dice | A standard six-sided die. | ||
| 1 | Door Key | The key to Luke's Artisan Cobblers. | ||
| 1 | 5 gp | Leatherworker's tools | 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. | 5 lbs. |
| 1 | 1 gp 3 sp 3 cp | Money Pouch | Luke's money pouch. It has 11 sp and 23 cp in it. | ⅝ lb. |
| 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. |