Antisra Goldsmith
Female Halfling Clerk
She is an adult halfling with hazel eyes, brown hair in a ponytail, and dark brown skin.
Personality Traits: Dull.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 769 AC (Age 31)
Orientation: Hetrosexual
Home: Isengas Crandall's Lawyers
Settlement: Mineton
Spouse: Gorbutho Goldsmith
Mother: Meliaima Joiner
Father: Agnus Joiner
Children
- Meliaima Goldsmith - age 5 ♀
Siblings
- Caradic Joiner - age 32 ♂
- Meliura Bray - age 27 ♀
- Gulas Bray-Joiner - age 23 ♂
- Lilotna Joiner - age 21 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 13 | 12 | 11 | 8 | 13 |
| +1 | +1 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 7 | 10 | 25 ft. |
Alignment: chaotic good
Size: Small
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Insight +2
Abilities:
- Lucky. When Antisra 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. Antisra has advantage on saving throws against being frightened.
- Halfling Nimbleness. Antisra 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 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Gorbutho" engraved on the inside. | |
| 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 | 10 gp | Ink (1 ounce bottle) | ||
| 1 | 2 cp | Ink pen | ||
| 1 | 11 gp 9 sp | Money Pouch | Antisra's money pouch. It has 10 gp, 18 sp and 10 cp in it. | ¾ lb. |