Baron Hannis Drelev

Herral Hinn's page

296 posts. Alias of French Wolf.


Race

Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

About Herral Hinn

"A smile and a stranger makes a friend, trust and a willing ear keeps him."

Background
Child of Brastlewark
Brastlewark is a chaotic place with many examples of public art and extreme architecture. There are a large number of gnomes, alchemists and mages adding to the busy town and so the need for small slaves to "work the pipes" or clean the chimneys is vital. Smoke and sulphur need a good deal of ventilation so by his tweens, Herral was one such chimney rat. His parents were indentured to the great "Gnome King", Drum Thornfiddle, as undercooks. Well fed and relatively well cared for, they hoped Herral would one day knuckle down and make a proper chef for the King.

Unfortunately Herral was working inside the narrow chimney of one Maginnis Boodlenips when something went terribly wrong with an experiment. The gnome had deliberately mixed several potions, warning the halfling with a giggle that everyone "would rue the day they did not let him join the College of the Philosophers Stone!"
An explosion wrecked several homes in the terrace. The town guard found the noble sorcerer immediately but it was many hours before anyone bothered to search for the Hinn's son despite their protestations. By the end of that night, the poor boy was thoroughly terrified, his parents just glad to see him alive, despite the nightmares that followed. Drawback: claustrophobia in tunnels five foot wide or less.

The destruction and deaths caused by Maginnis led to a major court case, with Herral called to testify against the reckless gnome. The verdict came too late since Maginnis had already fled for his life; heading east into Andoran. Meanwhile his son was given a different job after several failed attempts to keep him in chimneys. Luckily Herral fell on his feet, becoming a runner for the merchant, Kinte Listangar. The tween grew up in those happy years, making friends all over town, learning the ropes as a budding merchant, dealing with the artisans, craftsmen and poorer workers. Kinte was pleased with his pet halfling, and rarely beat him despite his talent for taking too long over a delivery. Merchant and Successful Shirker traits.

Escape!
Behind the scenes, Herral's parents had been contacted by the Bellflower Network after the court case and a deal had been struck to free the entire family once their son was old enough. So two days after his thirtieth birthday, the Farmer's agent stole everyone away, father, mother, two sisters and Herral. The agent sweet-talked a town guard captain which impressed the hell out of the Hinn boy as he listened from under the wagon. A two day horse ride later and they entered the lands of Andoran. The agent, a female gnome of Brastlewark, explained little along the way, but it was clear many risks and a great deal of expense had been taken on the Hinn's behalf. In return Herral's father provided a complete schematic of the gnome king's castle and routines. Although they never found out why.

Riverford
Upriver of the Andoran capital, Almas, this small town also boasts a large contingent of gnomes and halflings. The Hinn's were welcomed and soon merged into the local community. They made a fine dwelling by the river, both parents drew many compliments for their spiced pies and stews, leading to a small business and the reputation of "Hinny Pies" is growing along the River. The daughters slotted into the work quickly finding husbands and even a child before they knew it. Herral found Riverford dull after Brastlewark, until eventually he fell in with the elderly conman, Drevuth Hotenshard. Fishing by the river Andoshen, the old gnome waxed lyrical about cons, marks and stupid people he had robbed blind. But all this had the reverse effect on Herral the ex-slave, making him more determined to help those in need and protect the meek of Andoran. Since then whenever Herral has a problem he looks for a river and a rod to help ease out a decision.

The Faith of Liberty
One day, Herral found an outlet for his newfound zeal, when he heard the bard, Algerno Sergreve talk of Desna, the little known faith of free spirits, journeys towards greater fortune and individuality. Bells rang out inside the young Hinn boy and they fell into talking. Soon after the pair left for Almas and other towns with the blessing of Herral's family. They have returned several times, in particular for one memorable coming of age party. Five years of spreading the word, have given Herral the opportunity to test his faith and understand how strong in good worship the land is. But while Algerno professes that Desna cam best grow from relative obscurity as a fine example to all, Herral has seen enough of Cheliax and Dervuth to believe that evil lurks in the shadows just waiting for a chance to slip in. Five weeks ago there was an emotional farewell in Oregent as the two Desnans parted company with a hug. Algerno was heading south west with a pathfinder band going to explore the Norgortha Necropolis while Herral traveled north along with an alchemist, aiming for the murk and wilderness of the Darkmoon Vale - a place where Herral expects to find more than darkness in the shadows. Faith trait - Fate's Favored

Description
Herral is a slim, brown-haired, young halfling with a ready smile and eyes that sparkle. It takes a sharp eye to notice the wisdom and intelligence behind that facade. His boots and walking stick look well used while the rest of his clothes and equipment are in good condition.
He sometimes enters town with his red hood raised, hiding his visage to help draw attention to his arrival, people seem to pay more attention to the one with his hood up.

Personality
Herral is a halfling on a mission to spread the word of Desna and root out evil in this paradise called Andoran. He maintains the persona of a good merchant and faith healer as he travels, while keeping an eye out for anything untoward. Genial, patient and a lover of fishing, people often mistake Herral for a harmless bumpkin. Possibly a story feat for the future of Fearless Zeal (Ultimate Campaign 68)

Darkmoon Vale
He has heard many tales of werewolves, hags and spooks in the Vale, so now he plans to bring faith to the wilderness. No matter what hostility he may face, Herral will overcome with guile and stealth. There are always clues to the mischiefmakers as Algerno used to say.
By developing a reputation for honesty and support, he hopes to find favor for Desna - perhaps even culminating in a Swallowtail Festival.

Friends and Enemies
1) Maginnis Boodlenips is somewhere in Andoran, with a grudge against Herral and a dangerous approach to magic.
2) Algerno is a good friend but he is headed for a Necropolis, who knows how that will affect him?
3) Elsie the Donkey is Herral's closest friend and companion now. (stats below)
4) However the Bellflower Network used the information about the gnome king's palace, he may work out who was responsible and retaliate against Herral or his family.
5) The Martel son, Tinkin, married Herral's sister, Violar, and they all met at the two day wedding. His large family of halflings live in a riverside burrow near Falcon's Hollow. Violar has the pie recipes of Herral's mother and will set up a sort of medieval franchise in the Vale. Herral intends to act as a pie trader as he travels the villages.

DM Notes:

Spoiler:
Str 11(3pts), Dex 16(5pts), Con 12(2pts), Int 12(2pts), Wis 14(5pts), Cha 15(3pts)

Male Halfling Inquisitor (Infiltrator) 1
NG Small Humanoid
Init +3; Senses Perception +10

----------------Defense-----------------
AC 19, touch 14, flat-footed 16
(+3 armor [studded leather], +2 wooden shield, size +1, Dex +3)
hp (1d8+1(Con))= 9
Current hps 9
Fort +4, Ref +4, Will +5; +2 save vs fear

---------------Offense------------------
Speed 20ft
Melee +1 morningstar (1d6)
Ranged +4 light crossbow (1d6/19-20)
SA Judgement 1/day

---------------Statistics---------------
Str 11, Dex 16, Con 12, Int 12, Wis 14, Cha 15
BAB +0, CMB -1, CMD 12
Feats Alertness
Skills - (*ACP=-3/-1) Appraise +5, Bluff +8, Diplomacy +8(+10 to gather info), Disguise +6, Perception +10, Sense Motive +8, Stealth +11(*armor not shield too), Survival +6
Languages Common, Halfling, Gnome
SQ misdirection, guileful lore

-------------Traits-------------
Faith - Fate's Favored
Racial - Successful Shirker
Social - Affable
Drawback - Claustrophobia (1/Day)

------------Luck Domain of Desna--------
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.
5,4

Inquisitor Spells of Desna (2x1st)
[U] 0th - daze (Will DC12), light, guidance, sift
[2] 1st - cure light wounds, divine favor

Gear- 150gp
Herral carries 36.5/38lbs for a medium load

---------Weapons and Armour----------
morningstar (8gp, 3lb)
light crossbow (35gp, 4lb)
10 bolts (1gp, 0.5lb)
studded leather armor (25gp, 10lb)
shield, heavy wooden (7gp, 5lb)

---------Adventurer's Gear-----------
backpack (2gp, 1lb)
wooden holy symbol (1gp)
sunrod (2gp, 1lb)
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)

Donkey (8gp)
Animal Harness (2gp)
Pack saddle (5gp)
Medium Piecage (15gp)
Saddle bags (4gp)
Feed (5sp, 100lbs)
Cleaning kit (2gp)

------------Wealth----------
Gold 18
Silver 29
Copper 10

------------Magicks---------
Potion of Cure Light Wounds 2,

Elsie the Donkey
Donkeys are stolid in the face of danger, hardyu, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or mule is willing (though not eager) to enter dungeons and other strange or threatening places. Elsie has a soft spot for alcohol in her meal, especially wine. It makes her bray and whinny out loud though.

N Medium animal
Init +1; Senses low-light vision, scent; Perception +5

---------DEFENSE---------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0

---------OFFENSE--------
Speed 40 ft.
Melee 2 hooves –3 (1d3)

----------STATISTICS--------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Perception +5
SQ docile

--------SPECIAL ABILITIES-------
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.


XP