Valdemarme Fordham
Male Halfling Arch-Druid's Apprentice
He is an adolescent halfling with grey eyes, a shaved head, and olive skin.
Personality Traits: Dull.
Alignment: neutral.
Born: 786 AC (Age 14)
Orientation: Hetrosexual
Home: Selinssa's Apothecary
Settlement: Port Licaby
Mother: Myrtra Fordham
Father: Smanco Fordham
Siblings
- Caratha - age 40 ♀
- Daisyuby Longlock - age 34 ♀
- Pervra Fordham - age 23 ♀
- Arantma Fordham - age 20 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 13 | 10 | 12 | 10 | 11 |
| -2 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 13 | 16 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
- Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Arcana +2, Medicine +3
Abilities:
- Lucky. When Valdemarme 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. Valdemarme has advantage on saving throws against being frightened.
- Halfling Nimbleness. Valdemarme can move through the space of any creature that is of a size larger than small.
- Wild Shape. Valdemarme can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Valdemarme is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Halfling, Common, Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 10 gp | "Advanced Weaving" |
By Emeldida Eledhwen Pearson A compilation of some very complex weaving patterns. To the layman, the techniques presented may as well be magical, and even an accomplished weaver may have difficulty with some of the patterns. |
5 lbs. |
| 1 | Broken arrow | A broken arrow, missing its tip. | ||
| 1 | 1 sp | Club | A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 2 gp 7 cp | Money Pouch | Valdemarme's money pouch. It has 18 sp and 27 cp in it. | ⅞ lb. |
| 1 | 25 gp | Scimitar | A Martial Melee weapon. 1d6 slashing damage. Range: 5. Properties: Finesse, Light | 3 lbs. |
| 1 | 5 gp | Wooden staff | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. | 4 lbs. |