Wilcom Malvnda Reuben Carameira

Female Gnomish Hunter

She is an adult gnome with grey eyes, dark green hair in a plait, and light brown skin.

Personality Traits: Tense, Daring.

Alignment: neutral.

Born: 736 AC (Age 64)

Orientation: Hetrosexual

Home: Hunters

Settlement: Oldpickworth

Mother: Turnurotili Copperbeard Lurghurk Vacarar Carameira (Deceased)

Father: Layton Morggor Lulu Ravofkax Carameira (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
6 8 11 10 12 9
-2 -1 +1

ACHPPassive
Perception
Speed
9 6 10 25 ft.

Alignment: neutral

Size: Small

Senses: Darkvision

Actions:

  • Crossbow, light. Ranged Weapon Attack: +1 to hit, range 80 / 320 ft., one target. Hit: 1d8 piercing damage.
  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Animal Handling +2, Nature +3

Abilities:

  • Gnome Cunning. Wilcom has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Spoken Languages: Gnomish, Common

Inventory

Quantity Value Item Description Weight
1 5 gp "Her mysterious spirit" By Eilinna Amaride Elorn

Not a particularly famous book, however it is well written.
5 lbs.
1 5 gp "One strange hero" By Locksca Simmons

Not a particularly famous book, but entertaining.
5 lbs.
1 25 gp Crossbow, light A Simple Ranged weapon. 1d8 piercing damage. Range: 80/320. Properties: Ammunition, Loading, Two-Handed 5 lbs.
1 Crumpled map A crumpled map of a region, now unreadable.
1 50 gp Draft Horse
1 5 gp Emblem A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
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 9 sp 9 cp Money Pouch Wilcom's money pouch. It has 9 sp and 9 cp in it. ⅜ lb.

Download as Fantasy Grounds NPC

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