Albertus Seymour
Male Human Mercer
He is an adult human with grey eyes, strawberry and grey streaked hair in braids, a clean shaven face, and olive skin.
Personality Traits: Evasive, Optimistic.
Alignment: lawful good.
He is a follower of Solina. (LG)
Born: 759 AC (Age 41)
Orientation: Hetrosexual
Home: Albertus' Local Textiles Dealer
Settlement: Northheath Town
Spouse: Amice Seymour
Mother: Estelle Seymour (Deceased)
Father: Godfrey Seymour (Deceased)
Children
- Godfrey Seymour the 2nd - age 12 ♂
- Jonathan Seymour - age 3 ♂
Siblings
- Jessey Seymour - age 39 ♀
- Claud Seymour - age 35 ♂
- Galfridus Seymour - age 31 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 9 | 11 | 11 | 12 | 10 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 30 ft. |
Alignment: lawful good
Size: Medium
Actions:
- Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing 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 |
|---|---|---|---|---|
| 4 | Chewed gum | A piece of chewed gum. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Amice" engraved on the inside. | |
| 1 | 5 gp | Handaxe | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 2 gp | Holy Symbol (Solina) | A holy symbol in the shape of a lamp. | |
| 1 | 2 gp | Large electrum ear hoop | A large electrum hoop earring. | |
| 1 | 2 gp 5 sp | Money Pouch | Albertus' money pouch. It has 2 gp, 4 sp and 10 cp in it. | ⁵⁄₁₆ 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. |