Theophilus Wise
Male Human Housekeeper
He is an adolescent human with grey eyes, dark-brown hair in a ponytail, and light brown skin.
Personality Traits: Upbeat, Impatient, Responsible.
Alignment: neutral.
Born: 781 AC (Age 18)
Orientation: Hetrosexual
Home: Benjamin's Discount Tailors
Settlement: Leighhall (immigrated from Cindergrave)
Spouse: Cissie Wise
Mother: Ellen Wise
Father: Elijah Wise
Siblings
- Augusta Ames - age 18 ♀
- Wydo Wise - age 17 ♂
- Dollie Wise - age 12 ♀
- Maggie Wise - age 10 ♀
- Gilbert Wise - age 10 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 9 | 11 | 9 | 9 | 9 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 4 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Nature +2
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Broken arrow | A broken arrow, missing its tip. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Cissie" 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 sp | Mistars (Gaming set) |
A Mistar's board and game pieces. The board is a cheap wooden square with the game-grid painted on it, the pieces have been roughly carved and painted black and white. Mistars is a popular two-player strategy game of elven origin. Players are attempting to "control" as many of the board's squares as possible. Mistars is not too challenging to learn, but extraordinarily complex strategically. |
3 lbs. |
| 1 | 2 gp 1 sp | Money Pouch | Theophilus' money pouch. It has 1 gp, 9 sp and 20 cp in it. | ⅝ lb. |
| 1 | 3 cp | Mop | A used mop, made of course strings of formally white yarn. | |
| 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. | |
| 1 | Twine | A short length of twine. Just a few foot long. |