Curthew

Hetta Smallbrow's page

191 posts. Alias of pat512.


Full Name

Hetta Smallbrow

Race

Halfling

Classes/Levels

Druid 2

Gender

Female

Size

Small (2'11", 33#)

Age

20

Special Abilities

Spontaneous Casting, Wild Empathy (+1), Favored Enemy (Animal)

Alignment

NG

Strength 6
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 18
Charisma 10

About Hetta Smallbrow

Initiative (27-Aug): Hetta init (1d20 3=23, 1d20 3=21, 1d20 3=21, 1d20 3=17, 1d20 3=21, 1d20 3=8, 1d20 3=18, 1d20 3=5, 1d20 3=6, 1d20 3=18)Hugh init (1d20 2=8, 1d20 2=8, 1d20 2=8, 1d20 2=10, 1d20 2=16, 1d20 2=10, 1d20 2=13, 1d20 2=18, 1d20 2=8, 1d20 2=11)

HP: 13 (2d8+2) Current: 13
AC: 18 (+3 DEX, +4 WIS, +1 Size); Touch: 18; Flatfooted: 15
Initiative: +3
Speed: 20'
Fort: +5 / Reflex: +4 / Will: +8
BAB: +1 / Grapple: -5
Melee: 0 / Ranged: +5

Attacks:
Dagger 0 melee / 1d3-2*P/S
Dagger +6 thrown / 1d3-2*P/S / 10'

Skills:
Handle Animal: 5 + 0 + 1 = +6(+10 for animal companion)
Knowledge (Local): 4 + 1 = +5
Knowledge (Nature): 5 + 1 + 2 + 2 = +10
Knowledge (Religion): 4 + 1 = +5
Listen: 3 + 4 + 2 = +9*
Ride: 5 + 3 + 2 = +10
Spellcraft: 1 + 1 = +2
Spot: 1 + 4 = +5*
Survival: 5 + 4 + 2 = +11*

*+2 against animals

Languages:
Common, Halfling, Druidic, Sylvan

Feats:
Spell Focus (Conjuration), Spontaneous Healer, Track

Traits:
Cautious (+1 AC fighting defensively/total defense; -1 save vs. fear [+1 after halfling bonus])
Uncivilized (+1 Handle Animal; -1 Bluff, Gather Information)

Equipment:
Dagger*, bedroll, 5 chalk*, 3 fishhooks*, flint/steel*, torch*, 3 oil, belt pouch*, 50' rope, 2 needles*, whistle*, tent, 2 waterskins, sunrod*, 3 tinderwigs*, holly and mistletoe*, bit/bridle, exotic riding saddle, MW studded leather barding, 2 rations, 2 feed

16gp, 12sp, 15cp

Carrying capacity: 15/30/45

*Weight carried: 3.625 + coin

Spells Prepped:

Spoiler:
Level 0 (DC14): Dawn, Light, Create Water, Stabilize
Level 1 (DC15): Aspect of the Wolf, Faerie Fire, Produce Flame

XP: 1000 (23-May-08)

Hugh (Riding Dog Animal Companion)

Spoiler:

STR 15 DEX 15 CON 15 INT 2 WIS 12 CHA 6

HP: 13 (2d8+4) Current: 13
AC: 19 (masterwork studded leather barding); Touch: 12; Flatfooted: 17
Initiative: +2
Speed: 40'
Fort: +5 / Reflex: +5 / Will: +1
BAB: +1 / Grapple: +3
Melee: +3

Attacks:
Bite +3 melee / 1d6+3P/S/B

Skills:
Listen: 2 + 1 + 2 = +5
Spot: 2 + 1 + 2 = +5
Swim: 1 + 2 = +3

Feats:
Alertness, Track

Special Abilities:
Scent, Low-light, Trip, Link, Share Spell

Tricks:
Attack, Come, Defend, Down, Guard, Heel, Track

Hetta the

Spoiler:
Wolf:

Aspect of the Wolf form

STR 13 DEX 15 CON 15 INT 12 WIS 18 CHA 10

HP: 13 (2d8+2)
AC: 14; Touch: 12; Flatfooted: 12
Initiative: +2
Speed: 50'
Fort: +5 / Reflex: +2 / Will: +7
BAB: +1 / Grapple: +2
Melee: +2

Attacks:
Bite +2 melee / 1d6+1P/S/B

Special Abilities:
Scent, Low-light, Trip

Hugh's Aspect of the Wolf form (for Share Spell)

STR 13 DEX 15 CON 15 INT 2 WIS 12 CHA 6

HP: 13 (2d8+4)
AC: 14; Touch: 12; Flatfooted: 12
Initiative: +2
Speed: 50'
Fort: +4 / Reflex: +4 / Will: +1
BAB: +1 / Grapple: +2
Melee: +2

Attacks:
Bite +2 melee / 1d6+1P/S/B

Special Abilities:
Scent, Low-light, Trip

Hetta's story:

Spoiler:
Hetta comes from a happy and large halfling family in one of the small hamlets around Daggerford. As the youngest of seven children, she was always a "spare" -- not really needed in the farmwork (nor strong enough to be much help) -- and she spent much of her childhood in the fields and woods around home, often in the company of her same-age cousin Rollins from a neighboring settlement.

Hetta's talents with the natural world came to her easily and naturally. In fact, it was the customs of halfling civilization that were difficult for her to learn and remember. Her proudest moment was the day she mastered the ritual to take the shape of the wolf and run through the woods.

Rollins became nervous about Hetta's growing abilities, and started spending less time with her, his feeble excuses feeding Hetta's frustration with village life and especially the villagers. Finally, she snuck off early one morning with her few possessions and her new best friend -- the husky, Hugh -- and headed into Daggerford, a somewhat naive, but determined, runaway. She spent most of her coin on tack for Hugh (not feeling righ about stealing one from the family) and a few days' lodging in the local halfling roominghouse.