| Full
Name |
Herral Hinn |
|
| Race |
Halfling |
|
| Classes/Levels |
Cleric of Desna 2 |
|
| Gender |
Male |
|
| Size |
Small |
|
| Age |
44 |
|
| Alignment |
CG |
|
| Deity |
Desna |
|
| Location |
Taldor |
|
| Languages |
Common, Halfling, Elven |
|
| Strength |
9 |
|
| Dexterity |
16 |
|
| Constitution |
12 |
|
| Intelligence |
12 |
|
| Wisdom |
14 |
|
| Charisma |
16 |
|
About Herral Hinn
Male Halfling Cleric 2
CG Small Humanoid
Init +3; Senses Perception +4
Defense
AC 22/20, touch 14, flat-footed 19/17
(Breastplate +6, shield +2, size +1, Dex +3)
hp (2d8+2(Con)) = 15
Current hps 15,
Fort +5, Ref +4, Will +6; +2 save vs fear
Offense
Speed 20ft
Melee +1 dagger (1d3-1/19-20)
Ranged +6 mwk heavy crossbow (1d8/19-20)
Statistics
Str 9, Dex 16, Con 12, Int 12, Wis 14, Cha 16
BAB +1, CMB -1, CMD 12
Feats Extra Channel
Skills - (ACP=-6/-4) Diplomacy +9, Heal +7, Sense Motive +7, Stealth +1/+3, Use Magic Device +9
Languages Common, Halfling, Elven
Traits
Regional - Chivalrous: Herral was raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
Magic - Dangerously Curious: He has always been intrigued by magic, possibly because he was the child of two magicians. He often snuck into your parent’s laboratory to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for them as a result. Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Domain Powers of Desna
Luck
Bit of Luck: Touch someone 5 times a day, for the next round the target may roll a D20 twice and take the more favourable result.
5,
Travel - +10 base foot speed
Agile Feet: as a free action, Herral gains increased mobility for 1 round, ignoring all difficult terrain and not taking any penalties for moving through it. This can be used 5 times per day.
5,
Clerical Spells of Desna (italics indicated a cast spell)
0 - detect magic, light, guidance, resistance
1 - obscuring mist, protection vs evil, shield of faith, true strike*
Channel healing energy 8 times/day; 8,
Gear - Herral can manage up to 60lbs for a medium load
Weapons and Armour
2 daggers (4gp, 0.5lb)
mwk heavy crossbow (335gp, 4lb)
20 bolts (2gp, 1lb)
starknife of Desna (24gp, 1.5lb)
breastplate (200gp, 15lb)
shield, heavy wooden (7gp, 5lb)
Adventurer's Gear
backpack (2gp, 1lb)
wooden holy symbol (1gp)
2 sunrods (4gp, 2lb)
bedroll (1sp, 2.5lb)
winter blanket (5sp, 1.5lb)
map case (1gp, 0.5lb)
ink (8gp)
2 inkpens (2sp)
4 flasks of oil (4sp, 4lbs)
belt pouch (1gp)
4 days trail rations (2gp, 2lb)
signal whistle (8sp)
half wineskin of fine elderberry vintage (6gp, 2lb)
Magicks
Scroll of Hide from Undead
Scroll of Cause Fear (DC11 Will Save)
Scroll of Comprehend Languages
Background
Herral Hinn is distantly related to the world famous halfling mage, Hamadan Darksinger, or so his Taldor clan tell him. The mage travelled extensively and the clan took the opportunity to convince Herral to do the same. His parents are in fact mages too, makers of wands and potions and scrolls. But they have seen Herral's curiosity destroy some of their best items, he understands the need for care and in most aspects of life is a master of common sense and wisdom, but not where magic is concerned. His fingers begin to twitch and lips dry.
Worse still Herral is a firm believer in if at first you don't succeed, try, try again, with spectacular results.
The elders of the Hinn clan paid for him to sign up for the nearby church of Desna, the only one that would take him, and he found expression for his free and easy nature. Also the divine will of Desna showed Herral how best to spread his curious nature and travel far and wide.
Now Herral is on a mission, the mission changes daily and the infectious Herral treats each new experience as a wonder for one and all to enjoy. He has travelled south to see the Mwangi Expanse in all its glory.
XP
1400