Hobsomar Reyne
Male Halfling Farmer
He is an adult halfling with hazel eyes, short curly light-brown and grey streaked hair, bushy sideburns, and medium brown skin.
Personality Traits: Impatient, Daring.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 759 AC (Age 41)
Orientation: Hetrosexual
Home: Barley Field
Settlement: Caradstead
Spouse: Primulla Reyne
Mother: Mantisks Reyne
Father: Caradan Reyne
Children
- Merido Reyne - age 18 ♂
- Diamly Reyne - age 17 ♀
Siblings
- Boscoman Reyne - age 40 ♂
- Tolmanad Reyne - age 34 ♂
- Menegildaida Reyne - age 21 ♀
- Hildanca Reyne - age 16 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 7 | 11 | 11 | 10 |
| -2 | +2 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 5 | 10 | 25 ft. |
Alignment: chaotic good
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +2, Nature +2
Abilities:
- Lucky. When Hobsomar 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. Hobsomar has advantage on saving throws against being frightened.
- Halfling Nimbleness. Hobsomar 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 | 50 gp | Draft Horse | ||
| 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 "Primulla" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 9 sp 9 cp | Money Pouch | Hobsomar's money pouch. It has 7 sp and 29 cp in it. | ¾ lb. |
| 1 | 3 cp | Pewter ear stud | A plain pewter stud, with a pin & clasp. | |
| 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. |