Mathew Farrell
Male Human Arch-Druid's Apprentice
He is an adolescent human with amber eyes, scruffy black hair, and medium brown skin.
Personality Traits: Dull.
Alignment: neutral.
Born: 788 AC (Age 12)
Orientation: Hetrosexual
Home: Coburn's Apothecary
Settlement: Malmesstead
Mother: Margaret Farrell
Father: Carl Farrell
Siblings
- Marshall Farrell - age 25 ♂
- Annette Farrell - age 24 ♀
- Iordanus Farrell - age 18 ♂
- Charley Farrell - age 16 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 8 | 10 | 13 | 13 | 11 |
| -2 | -1 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 16 | 11 | 30 ft. |
Alignment: neutral
Size: Medium
Actions:
- Light hammer. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
- Light hammer. Ranged Weapon Attack: +0 to hit, range 20 / 60 ft., one target. Hit: 1d4 bludgeoning damage.
- Sickle. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +3, Nature +3
Abilities:
- Wild Shape. Mathew 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. Mathew is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 6 gp | "Phrenology: Reading Skulls" |
By Doe Green Teaches a method for deducing personality and intellect from the shape of a persons head. Convincingly written but ultimately not useful or true. |
5 lbs. |
| 1 | 6 gp 5 sp | A solid gold neck ring | A chorded gold band, with a loop clasp, worn around the neck. | |
| 1 | 1 gp | Block and tackle | A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. | 5 lbs. |
| 1 | Four-leaf clover | Some say that four-leaf clovers are a good luck charm. | ||
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 2 gp | Light hammer | A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 1 gp 2 sp 5 cp | Money Pouch | Mathew's money pouch. It has 10 sp and 25 cp in it. | ¾ lb. |
| 1 | 1 gp | Sickle | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 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. |