Felafin
Male Elven Barber
He is an adult elf with amber eyes, dark-brown hair in a plait, a clean shaven face, and black skin.
Personality Traits: Serious, Unperturbed.
Alignment: chaotic good.
He is a follower of Gaia. (CN)
Born: 576 AC (Age 224)
Orientation: Hetrosexual
Home: Emelrda's Barbers
Settlement: Sev Rwenwen
Mother: Seriril the First (Deceased)
Father: Galadod the First (Deceased)
Siblings
- Mablungan the Second - age 426 ♂
- Galathion the First - age 363 ♂
- Emelrda the First - age 307 ♀
- Lebror the First - age 261 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 12 | 11 | 9 | 9 | 10 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 10 | 30 ft. |
Alignment: chaotic good
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +2, Persuasion +2
Abilities:
- Fey Ancestry. Felafin has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Elvish, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 8 gp | "Spellships: 3 - The World of Tomorrow" (Dog-eared) |
By Gus Newman A book in a magic-fiction series about boats that fly through the sky using advanced magic. In this book the heroes fly their spellship down to Ataland and we get to see what it looks like in the year 1000 A.C. The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 4 gp | Bottle of Shiraz (Vintage 795) | A deep ruby red, with notes of black pepper and dark chocolate. | 2½ lbs. |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 1 gp 6 sp 1 cp | Money Pouch | Felafin's money pouch. It has 1 gp, 5 sp and 11 cp in it. | ⁵⁄₁₆ lb. |
| 1 | 5 cp | Pewter signet ring | A pewter band, shaped with flat section embossed with the felafin family crest. | |
| 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 | 5 cp | Scissors | Fine bladed, sharp scissors. Ideal for precision work. |