Camgot Temple
Male Human Confidence Trickster
He is an elderly human with hazel eyes, balding grey hair, a clean shaven face, and medium brown skin.
Personality Traits: Cautious, Tense, Kind.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 742 AC (Age 58)
Orientation: Hetrosexual
Home: None
Settlement: Bandit Camp (immigrated from Abdid's Rest)
Mother: Rosamond Patterson Junior (Deceased)
Father: Israel Temple (Deceased)
Siblings
- Guy Temple - age 62 ♂
Half-Siblings (Father's Side)
- Mutlutt Temple - age 36 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 11 | 11 | 9 | 10 | 11 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 30 ft. |
Alignment: chaotic good
Size: Medium
Actions:
- Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Sleight of Hand +2, Deception +2, Perception +2
Abilities:
- Sneak Attack. Once per turn, Camgot can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Camgot knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Child's drawing | A child's drawing of a frog. | ||
| 1 | 15 gp | Clothes, fine | 6 lbs. | |
| 2 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 5 cp | Dens (Gaming set) |
100 tiny wooden planks and a dozen marbles. Most of the planks have dents, and a few marbles are chipped. Dens is a game where players build small structures using tiny wooden planks and then take turns trying to knock their opponent's "den" down with glass marbles. It originates from an otterfolk children's game. |
6 lbs. |
| 1 | 25 gp | Disguise Kit | This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. | 3 lbs. |
| 1 | 15 gp | Forgery Kit | This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. | 5 lbs. |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 8 gp 9 sp 7 cp | Money Pouch | Camgot's money pouch. It has 6 gp, 27 sp and 27 cp in it. | 1¼ lbs. |
| 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. |