Belindida Farelock-Barton

Female Halfling Housekeeper

She is an adult halfling with grey eyes, long tied back dyed red hair, and light pink skin.

Personality Traits: Personable, Tense, Upbeat.

Alignment: lawful neutral.

She is a follower of Solos. (LN)

Born: 777 AC (Age 23)

Orientation: Hetrosexual

Home: The Rogue's Candle Pub

Settlement: Bingworth

Mother: Malva Farelock-Barton

Father: Blannd Farelock-Barton

Siblings

Statistics

STRDEXCONWISINTCHR
9 13 10 10 10 8
+1 -1

ACHPPassive
Perception
Speed
11 4 10 25 ft.

Alignment: lawful neutral

Size: Small

Actions:

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

Skills: Medicine +2

Abilities:

  • Lucky. When Belindida 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. Belindida has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Belindida 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 A short pencil A short pencil.
1 25 gp 3 sp 5 cp Amethyst earrings A pair of gilded copper earrings, with small amethyst stones inset.
1 1 gp Cook's utensils 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. 8 lbs.
1 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 1 sp 5 cp Money Pouch Belindida's money pouch. It has 15 cp in it. ⁵⁄₁₆ lb.
1 1 sp Oil (flask) Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 1 lb.
1 23 gp 2 sp 5 cp Quartz tiara A gold tiara, with a small quartz inset.
1 5 sp Tinderbox This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. 1 lb.

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