Earl Weeks

Male Human Master Carpenter

He is an adult human with blue eyes, brown hair in a ponytail, a soulpatch, and light brown skin.

Personality Traits: Hilarious.

Alignment: lawful evil.

He is a follower of Xor. (LE)

Born: 764 AC (Age 36)

Orientation: Hetrosexual

Home: Weeks' Carpenters

Settlement: City of Princeridge

Spouse: Mahala Benjamin

Mother: Captain Tryphena Daniel

Father: Gilibertus Weeks (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
10 13 10 11 10 9
+1

ACHPPassive
Perception
Speed
11 6 10 30 ft.

Alignment: lawful evil

Size: Medium

Actions:

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

Skills: Persuasion +2

Spoken Languages: Common, Otterese

Inventory

Quantity Value Item Description Weight
1 4 gp "Any smart man" (Dog-eared) By Donnala Buncegardner-Coifer

Not a particularly famous book, but a page-turner.

The book is a bit dog-eared, but in serviceable condition.
5 lbs.
1 8 gp "Getting away with murder" (Dog-eared) By Induilawen

Detective fiction. 6 seemly unconnected individuals are invited to an isolated mansion. When one of their number is murdered, they must all figure out who did it and why, before the watch arrive.

The book is a bit dog-eared, but in serviceable condition.
5 lbs.
1 8 gp Carpenter's tools 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. 6 lbs.
1 Doodles Some scribblings on a small scrap of paper.
1 Door Key The key to Weeks' Carpenters.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Mahala" engraved on the inside.
1 2 gp Holy Symbol (Xor) A holy symbol in the shape of crossed swords.
1 2 sp 9 cp Money Pouch Earl's money pouch. It has 1 sp and 19 cp in it. ⅜ 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.

Download as Fantasy Grounds NPC

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