Sylvia Tovy
Female Human Jeweller
She is an adult human with one brown eye (her right is covered by an eye-patch), long curly dark-brown hair, and medium brown skin.
Personality Traits: Oblivious, Downbeat, Daring.
Alignment: lawful good.
She is a follower of Solos. (LN)
Born: 751 AC (Age 49)
Orientation: Hetrosexual
Home: Tovy's Jewellers
Settlement: Guisbrook Town
Spouse: Gamel Tovy
Mother: Kezia Howell (Deceased)
Father: Gillebertus Howell (Deceased)
Children
- Kezia Howell - age 26 ♀
- Cissy Howell - age 22 ♀
- Iordanus Tovy - age 20 ♂
Siblings
- Hester Brady - age 45 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 10 | 11 | 9 | 10 | 12 |
| -2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 30 ft. |
Alignment: lawful good
Size: Medium
Actions:
- Sickle. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +3
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Door Key | common | The key to Tovy's Jewellers. | ||
| 1 | Four-leaf clover | common | Some say that four-leaf clovers are a good luck charm. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Gamel" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Solos) | common | A holy symbol in the shape of an icosahedron. | |
| 1 | 3 sp 4 cp | Money Pouch | common | Sylvia's money pouch. It has 3 sp and 4 cp in it. | ⅛ lb. |
| 1 | 1 sp | Polished stone necklace | common | A string of large polished stone beads. | |
| 1 | 1 gp | Sickle | common | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | Negotiable | The disappearing dice of life saving | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away. |