Pearlida Gilmore
Female Halfling Housekeeper
She is an adult halfling with hazel eyes, long flowing light-brown hair, and dark brown skin.
Personality Traits: Responsible.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 758 AC (Age 42)
Orientation: Hetrosexual
Home: Wheat Field
Settlement: Dolphworth
Spouse: Bassooc Gilmore
Mother: Jemimula Farhole
Father: Andoras Farhole
Children
- Jemimula Gilmore - age 11 ♀
- Nora Gilmore - age 7 ♀
- Fortdic Gilmore - age 6 ♂
Siblings
- Merimol Morgan-Farhole - age 40 ♂
- Meliss Farhole-Sanborn - age 30 ♀
- Lauraina Farhole - age 26 ♀
- Elbasa Farhole - age 17 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 13 | 10 | 13 | 12 | 12 |
| -2 | +1 | +1 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 4 | 11 | 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: Insight +3
Abilities:
- Lucky. When Pearlida 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. Pearlida has advantage on saving throws against being frightened.
- Halfling Nimbleness. Pearlida 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 | 1 cp | Candle | For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | |
| 1 | Comb | A comb. | ||
| 1 | 2 cp | Flask or tankard | 1 lb. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Bassooc" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 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 | 1 gp 4 sp 5 cp | Money Pouch | Pearlida's money pouch. It has 13 sp and 15 cp in it. | ½ lb. |