Gundodo Brightseeker
Male Human Housekeeper
He is an adult human with grey eyes (behind a pair of spectacles), balding auburn hair, a clean shaven face, and olive skin.
Personality Traits: Reckless, Impatient.
Alignment: neutral.
Born: 772 AC (Age 28)
Orientation: Hetrosexual
Home: Mason-Hornears' Bleachers
Settlement: City of Princeridge
Spouse: Gruith Hart
Mother: Lucy Eagerminer (Deceased)
Father: Gaufridus Brightseeker (Deceased)
Siblings
- Freralin Eagerminer - age 43 ♀
- Rorima Brightseeker - age 37 ♂
- Constable Villalxien Brightseeker - age 36 ♂
- Glermgor Brightseeker - age 33 ♂
- Recruit Blanar Brightseeker - age 26 ♂
- Ibar Brightseeker - age 22 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 11 | 11 | 13 | 10 | 12 |
| -2 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 4 | 11 | 30 ft. |
Alignment: neutral
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: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +3
Spoken Languages: Common, Otterese
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 2 cp | Broom | A well used broom. | |
| 1 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Gruith" engraved on the inside. | |
| 1 | 5 sp | Lamp | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 1 lb. |
| 1 | 5 gp | Mirror, steel | ½ lb. | |
| 1 | 8 cp | Money Pouch | Gundodo's money pouch. It has 8 cp in it. | ³⁄₁₆ 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. |