Foolee
Male Otterfolk Leatherworker's Apprentice
He is an adolescent otterfolk with black eyes and grey fur with brown streaks.
Personality Traits: Dull.
Alignment: neutral.
Born: 789 AC (Age 11)
Orientation: Hetrosexual
Home: Hulull's Pursemakers
Settlement: Batden
Mother: Meala
Father: Mell
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 8 | 12 | 9 | 8 |
| -2 | +2 | -1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 5 | 11 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Watervision
Actions:
- Head Knife. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Persuasion +1
Abilities:
- Hold Breath. Foolee can hold their breath for up to 30 minutes at a time.
- Bite. Foolee can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 7 gp | "Healer of my heart" | common |
By Amber Rose A trashy romance novel. The book involves a solider who falls for the healer who saved his life. |
5 lbs. |
| 1 | Button | common | A loose red button. | ||
| 1 | 1 gp | Head Knife | common |
A Simple Melee weapon. 1d4
slashing damage.
Range: 5.
Properties:
Light, Monk
A large half-circle blade that is sharp on the rounded portion. The maneuverability of the blade edge make it useful for cutting curves. |
2 lbs. |
| 1 | 720 gp | Imp-powered drome | uncommon |
A 3-foot tall clockwork gnome. When powered, the gnome walks forwards while waving. The gnome's speed is 20 feet per round. The gnome can navigate simple obstacles, but if it reaches a wall it will stop. The drome is powered by a tiny imp. The magical creature is not pleased about this, can only be coaxed in to action for a total of one hour each day, and is likely to complain the whole time. Should the imp ever escape, it will probably seek vengeance on it's former master. (See SRD for monster stats: Devil, Imp) While trapped, the imp is unable to use any of it's Special Traits or Actions. |
|
| 1 | 2 gp 5 sp 9 cp | Money Pouch | common | Foolee's money pouch. It has 2 gp, 4 sp and 19 cp in it. | ½ lb. |