Rogodo Dugschild-Goldhead

Male Halfling Farmer

He is an adult halfling with hazel eyes, scruffy dyed purple hair, bushy sideburns, and dark brown skin.

Personality Traits: Personable, Downbeat, Tolerant.

Alignment: neutral good.

He is a follower of Marlon. (NG)

Born: 736 AC (Age 65)

Orientation: Homosexual

Home: Barley Field

Settlement: Oboldville (immigrated from Poscoton)

Spouse: Alarihal Dugschild-Goldhead

Mother: Melilot Goldhead (Deceased)

Father: Cedivaic Goldhead (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
9 12 9 13 11 10
+1 +1

ACHPPassive
Perception
Speed
11 6 11 25 ft.

Alignment: neutral good

Size: Small

Actions:

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

Skills: Animal Handling +3, Nature +2

Abilities:

  • Lucky. When Rogodo 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. Rogodo has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Rogodo 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 10 gp "The cleric" By Bofáin Taleforger

Fiction. Deep in a dwarven city, an ordinary cleric is thrust in to a web of politics when a lord is assassinated. She must uncover the truth of the plot, but does not know who to trust.
5 lbs.
1 A short pencil A short pencil.
1 50 gp Draft Horse
1 2 gp 5 sp Electrum signet ring A electrum band, shaped with flat section embossed with the dugschild-goldhead family crest.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Alarihal" engraved on the inside.
1 3 gp Gold ear ring A plain gold hoop earring.
1 2 gp Holy Symbol (Marlon) A holy symbol in the shape of open hands.
1 9 sp 9 cp Money Pouch Rogodo's money pouch. It has 8 sp and 19 cp in it. ½ 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.

Download as Fantasy Grounds NPC

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