Hattie Decker
Female Human Arch-Druid
She is an adult human with amber eyes, short dark-brown hair in a side parting, and medium brown skin.
Personality Traits: Candid.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 759 AC (Age 41)
Orientation: Hetrosexual
Home: Decker's Apothecary
Settlement: Amerby
Spouse: Percival Decker
Mother: Ivy Abrams
Father: Humphrey Abrams (Deceased)
Siblings
- Sibyl Owens - age 40 ♀
- Emily Decker - age 39 ♀
- Nigellus Abrams - age 37 ♂
- Earl Abrams - age 34 ♂
- Timothy Abrams - age 33 ♂
- Verna Abrams - age 29 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 9 | 9 | 12 | 9 | 11 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 32 | 11 | 30 ft. |
Alignment: chaotic good
Size: Medium
Actions:
- Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Nature +3, Medicine +4
Abilities:
- Wild Shape. Hattie can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Hattie is a spellcaster. Her spellcasting ability is wis (spell save DC 12, +4 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(4 slots):
-
2nd-level
(2 slots):
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Door Key | The key to Decker's Apothecary. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Percival" engraved on the inside. | |
| 1 | 5 gp | Handaxe | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 5 gp | Herbalism Kit | This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. | 3 lbs. |
| 1 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 10 gp | Lock | A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. | 1 lb. |
| 1 | 6 sp 5 cp | Money Pouch | Hattie's money pouch. It has 4 sp and 25 cp in it. | ⅝ lb. |
| 1 | Pocket lint | Some pocket lint. | ||
| 1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
| 1 | 1 gp | Totem | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. |