Isengacar
Male Halfling Housekeeper
He is an adult halfling with amber eyes, black and grey streaked hair in braids, a clean shaven face, and medium brown skin.
Personality Traits: Evasive, Kind.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 750 AC (Age 49)
Orientation: Hetrosexual
Home: Jululi's Dapper Groomers
Settlement: Wragden (immigrated from Gulasshire)
Spouse: Reey
Mother: Jemith Joiner
Father: Roll Joiner (Deceased)
Siblings
- Nibsas Joiner - age 65 ♂
- Sancho Joiner - age 61 ♂
- Pandoppy Joiner - age 59 ♀
- Thanaar Joiner - age 56 ♂
- Tantna Joiner - age 44 ♀
- Prisia Dugrogers - age 42 ♀
- Meliaima Joiner-Morgan - age 35 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 13 | 11 | 13 | 11 | 10 |
| +1 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 4 | 11 | 25 ft. |
Alignment: chaotic good
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Insight +3
Abilities:
- Lucky. When Isengacar 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. Isengacar has advantage on saving throws against being frightened.
- Halfling Nimbleness. Isengacar can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common, Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 1 gp 5 sp | Electrum ear stud | A plain electrum stud, with a pin & clasp. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Reey" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 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 | 5 sp | Lamp | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 1 lb. |
| 1 | 7 cp | Money Pouch | Isengacar's money pouch. It has 7 cp in it. | ⅛ lb. |
| 1 | 2 cp | Soap | ||
| 1 | Stale fish | A stale fish. |