Edgar Gunter
Male Human Housekeeper
He is an adult human with amber eyes, scruffy auburn and grey streaked hair, a long beard, and light pink skin.
Personality Traits: Jovial.
Alignment: neutral good.
Born: 761 AC (Age 39)
Orientation: Hetrosexual
Home: Cornny's Furriers
Settlement: Port Deregate
Spouse: Denise Gunter
Mother: Mott Gunter (Deceased)
Father: Alfredus Gunter (Deceased)
Children
- Benedictus Gunter - age 9 ♂
- Harriet Gunter - age 5 ♀
Siblings
- Cornny Barnett - age 54 ♀
- Sibilla Woodruff - age 48 ♀
- Godfrey Gunter - age 40 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 9 | 9 | 11 | 11 | 10 |
| -2 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 4 | 10 | 30 ft. |
Alignment: neutral 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: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Insight +2
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 3 gp | A solid electrum arm ring | A chorded electrum band, worn around the upper arm. | |
| 1 | 5 cp | Bucket | 2 lbs. | |
| 1 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | Doodles | Some scribblings on a small scrap of paper. | ||
| 1 | 21 gp 7 sp 5 cp | Elaborate Quartz broach | An elaborate gold broach, with a 3 small quartz gems inset. | |
| 1 | 2 cp | Flask or tankard | 1 lb. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Denise" engraved on the inside. | |
| 1 | 1 gp 3 sp 5 cp | Money Pouch | Edgar's money pouch. It has 1 gp, 2 sp and 15 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. |