Geppa

Hannah Little-Rabbit's page

39 posts. Alias of Ixos.


Full Name

Hannah Little-Rabbit

Race

Human

Classes/Levels

Bard (Duettist) 2 l HP: 17 l AC: 14 [T: 12; FF: 12; CMD: 12] l Fort: +2, Ref: +5, W: +4 l Init: +8 l Per: +5 (+7 with Herne) l Bardic Performance 10/10

Gender

Female

Size

Medium

Age

17

Alignment

NG

Deity

Shelyn

Location

Trunau

Languages

Common, Giant, Orc

Occupation

Town Mascot

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Hannah Little-Rabbit

Character Background:

As one of the many daughters of Halgra of the Blackened blades, Hannah has grown up understanding two truths. First, it takes a village to raise a child, especially when you have more than fourteen siblings. Second, it's hard to stand out in a crowd. Hannah, more than anything, loves to be part of something greater than herself, but also to stand out while doing so.

When Hannah was barely more than a toddler, she told everyone who would listen that the rock of Hopespring talked to her. Most chalked this up to a child's whimsy, but then a rock-infused hare started to follow Hannah around the town. Hannah named this rabbit, Herne, but the other townsfolk call him Herne the Hunted because he is a frequent target of hawks and owls, though they never seem able to pierce the stone around him.

Agrit Staginsdar recognized this hare as being Hannah's familiar. The older woman quickly discovered that Hannah's burgeoning magic is an outpouring of her artistic spirit rather than being grounded in intellectual pursuits. Nevertheless, Agrit values pursuing one's own path in life, and encouraged the young girl to pursue her artistic talents.

Hannah is still a common sight at Agrit's table, and she is not the only adult in town who has taken the girl under his or her wing. Jess Meeson, the owner of the general store, wove Hannah a banner with a hope knife embroidered on a field of blue. Nor is Jess the only adult who is weak to Hannah's wheedling. Jagrin Grath taught Hannah enough spear work so that she wouldn't stab herself waving that fool flag around. His oft expressed opinion though is that not-stabbing herself will probably be the girl's greatest martial accomplishment.

It would be easily forgiven if an outside observer thought that Hannah was a needy child, but as she grew she was seen as less of a pest and more as a town mascot. All children need love, and Hannah is easy to love. Sweet, gracious, and beautiful -- Hannah is the darling daughter of Trunau. Indeed, her name, "Little-Rabbit" is as much a function of her spirit touched familiar as it is her constantly being underfoot.

Hannah's search for surrogate parents is not a poor reflection on Halgra's motherhood. Halgra loves all her children, and has talked to Hannah often her father -- a traveling priest of Shelyn. Hannah's devotion to her artistic pursuits is partly a function of trying to hold onto a connection with a father whom she has never met. Halgra is happy that her daughter has found a place for herself. As she tells her children, "Trunau might not be the best place, but it is our place."

Character Description:

Height: 5' 0"
Weight: 120 lbs
Hair: Flaxen
Eyes: Pale blue

Hannah is a waif of a girl. Her coloration is that of her absent father, baring only the faintest resemblance to her darker mother. Hannah's proportions are lithe and graceful from her dance practice. Many find her brave heart to be as lovely as her goddess blessed features.

Statistics:
Female Human Bard (Duettist) 2
NG Medium Humanoid (Human)
Init +8; Senses Perception +5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex, +0 shield)
hp 17
Fort +2, Ref +5, Will +4
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OFFENSE
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Speed 30 ft.

Melee

Long Spear +1 (1d6, P, x3)

Hope Knife +2 (1d4, P/S, 19-20, x3)

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STATISTICS
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Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 13

Traits Intense Artist (Sing, Dance), Trunau Native
Feats Flag-bearer, Spirit Talker
Skills

Diplomacy: +9 (2 Rank, 3 TCS, 4 Cha)
Escape Artist: +7 (2 Rank, 3 TCS, 2 Dex)
Knowledge (Arcana): +7 (2 Rank, 3 TCS, 2 Int)
Knowledge (Local): +7 (2 Rank, 3 TCS, 2 Int)
Perception: +5 (2 Rank, 3 TCS)
Perform (Dance): +10 (2 Rank, 3 TCS, 4 Cha, 1 IA)
Perform (Sing): +10 (2 Rank, 3 TCS, 4 Cha, 1 IA) [Versatile Performance: Bluff, Sense Motive]
Spell Craft: +7 (2 Rank, 3 TCS, 2 Int)
Stealth: +7 (2 Rank, 3 TCS, 2 Dex)
Use Magic Device: +9 (2 Rank, 3 TCS, 4 Cha)

ACP -0

FCB: +1 Skill Point

Languages Common, Giant, Orc

Special Abilities:

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SPECIAL ABILITIES
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Bardic Performance (Su): 10/10 Rounds

Countersong
Distraction
Fascinate
Inspire Courage

Versatile Familiar

Spells:

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Spells
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1st (2/day) Cure Light Wounds, Saving Finale, Sleep (DC 15)

0th (at will) Dancing Lights, Daze (DC 14), Detect Magic, Message, Read Magic

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Long Spear (5 GP)
Trunau Banner (Boon Item) (+2 to Initiative checks)
Leather Armor (10 GP)
Hope Knife

Money 125 GP 0 SP 0 CP

Herne, the Hunted:
Rabbit Familiar
NG Tiny Animal
Init +3; Senses Low-Light Vision Perception +5
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DEFENSE
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AC 16, touch 15, flat-footed 13 (+3 dex, +2 Size, +1 NA)
hp 8 (2d8, Half of Hannah's)
Fort +1, Ref +6, Will +4

Improved Evasion
Damage Reduction: 5/Adamantine

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OFFENSE
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Speed 50 ft.

Melee

Bite: -2 (1d3-4)

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STATISTICS
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Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats: Alertness, Run

Skills Stealth +15; Racial Modifiers +8 Acrobatics when jumping

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SPECIAL ABILITIES
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Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.