Ezra Teaheaver the 2nd
Male Human Tavern Keeper's Apprentice
He is an adolescent human with hazel eyes, dark-brown hair in a bun, and dark brown skin.
Personality Traits: Greedy, Irritable, Personable.
Alignment: chaotic neutral.
Born: 782 AC (Age 18)
Orientation: Hetrosexual
Home: The Spyglass & Mace Tavern
Settlement: Stocksbley
Mother: Rochilda Teaheaver
Father: Cecil Teaheaver
Siblings
- Rosetta Teaheaver - age 6 ♀
- Queenie Teaheaver the 2nd - age 2 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 13 | 9 | 9 | 10 | 11 | 13 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Persuasion +3
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 8 gp | "A game of mistars" (Dog-eared) |
By Induilawen Detective fiction. Celeel Clue faces her greatest challenge yet, a foe of equally genius intellect. It's the last book in the series. At the end of the story, Celeel sacrifices herself to defeat her arch-nemesis. The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 10 gp | "Brotherhood" | The main holy book of the followers of Marlon, Brotherhood advocates a life of service as the truth path to a fulfilled and meaningful existence. | 5 lbs. |
| 1 | 20 gp | Brewer's supplies | 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. | 9 lbs. |
| 1 | Four-leaf clover | Some say that four-leaf clovers are a good luck charm. | ||
| 1 | 14 gp 2 sp 5 cp | Money Pouch | Ezra's money pouch. It has 13 gp, 12 sp and 5 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. | |
| 1 | 4 cp | Thin copper ear ring | A thin hoop of copper wire, worn as an earring. |