Editha Paul
Female Human Jeweller
She is an elderly human with brown eyes, silver hair in a bun, and black skin.
Personality Traits: Personable, Responsible, Kind.
Alignment: neutral.
Born: 747 AC (Age 53)
Orientation: Hetrosexual
Home: Paul's Jewellers
Settlement: Northheath Town
Spouse: Walker Paul (Deceased)
Mother: Lina Jordan (Deceased)
Father: Ysac Jordan (Deceased)
Children
- Lula Swan - age 19 ♀
- Lilly Paul - age 17 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 11 | 11 | 9 | 10 | 11 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 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: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +2
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | "One bitter game" |
By Vannen Indiel Ilbenath Not a particularly famous book and unintentionally funny. |
5 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 | Door Key | The key to Paul's Jewellers. | ||
| 1 | 25 gp | Jeweler'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. | 2 lbs. |
| 1 | 2 gp 9 sp 4 cp | Money Pouch | Editha's money pouch. It has 28 sp and 14 cp in it. | ⅞ lb. |
| 1 | Pocket lint | Some pocket lint. | ||
| 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. |