Mimossa Pate

Female Human Housekeeper

She is an adult human with amber eyes, long curly dark-brown hair, and medium brown skin.

Personality Traits: Altruistic, Serious, Tense.

Alignment: neutral.

Born: 768 AC (Age 32)

Orientation: Hetrosexual

Home: Potato Field

Settlement: Chesgrave (immigrated from Pedale)

Spouse: Roy Pate

Mother: Pernel Rider (Deceased)

Father: Phillipus Rider (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
10 13 11 9 12 9
+1 +1

ACHPPassive
Perception
Speed
11 4 10 30 ft.

Alignment: neutral

Size: Medium

Actions:

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

Skills: Nature +3

Spoken Languages: Common

Inventory

Quantity Value Item Description Weight
1 2 cp Broom A well used broom.
1 5 cp Caltrops As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. 2 lbs.
1 1 gp Cook's utensils These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. 8 lbs.
1 Four-leaf clover Some say that four-leaf clovers are a good luck charm.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Roy" engraved on the inside.
1 28 gp 5 sp Jade dangle earrings A pair of electrum earrings, with small jade stones hanging.
1 1 gp 7 sp 8 cp Money Pouch Mimossa's money pouch. It has 17 sp and 8 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.

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