Halfling

Miro Hetlind's page

3 posts. Alias of Thamori.


Full Name

Miro Hetlind

Race

Halfling

Classes/Levels

Oracle of Nature 1

Gender

Male

Size

Small

Age

23

Alignment

Neutral

Location

Southern Brevoy

Languages

Common, Halfling, Elven

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 8
Charisma 19

About Miro Hetlind

Height 3' 0"
Weight 36 lbs

Backstory:
Born into a family of horse merchants, Miro Hetlind had an enjoyable if busy childhood. Living on the borders of the Stolen Lands, the young halfling has had to be aware of the threat of bandits, as well as dangers both natural and supernatural.

While involving a large amount of travel and no small amount of danger moving the family's horses around, one of the largest influences in Miro's life came at the age of 24. While taking an otherwise unremarkable ride out with Sunshine, one of the horses his family was keeping, Miro ended up being attracted by a group of fey.

He does not remember exactly what happened when he met with the fey that had called for him, although a look of pleasant nostalgia does cross his face when he tries. A few weeks later he rode back onto his family's land, mostly unaware, with a shattered leg and a far-off look in his eye. For the next few years, he remained quiet, especially about his time away, and spent most of his free time with the horses.

A few years later, Sunshine had a child who Miro would later name Ranger, and that was the first time that Miro spoke with a horse. It wasn't a particularly long or complex of a conversation, but surprised Miro into the present for one of the first times since he had disappeared. After that, however, Miro and Ranger began talking almost every day, with another horse or two coming in infrequently.

Miro's parents worried, as he would frequently spend whole days out with the horses, skipping meals and often sleeping with them. When they noticed that the horses seemed to be eating less as well, they made sure to have both the horses and Miro checked out by clerics when they came by next. To their surprise, both seemed to be healthy, although Miro's leg seemed to be resistant to any healing. While the leg was strong enough to stand on, no magic that they had available was able to restore it to its former strength.

A few weeks ago, a customer came to get a horse and mentioned a call going around for adventurers, Miro was quite excited. Figuring that his time spent on the border would allow him to help others and a desire to see wherever it was that he was taken once again, Miro took Ranger and set out to aid in the exploration of the Stolen Lands.

Stats:
Init +1; Senses Perception +1

Defense
AC 16, touch 12, flat-footed 15 (+1 Dex, +1 size, +3 armor, +1 shield)
HP 9 (1d8+1)
Fort +2, Ref +2, Will +2 (+4 vs. fear)

Offense
Speed 20' (30' overland)
Melee Morningstar +2 (1d6+1)
Ranged Sling +2 (1d3+1)

Statistics
Base Atk +0; CMB +0; CMD 11
Feats Extra Revelation
Skills Diplomacy +8, Handle Animal +5, Knowledge (geography) +2, Knowledge (nature) +6, Ride +6, Survival +3

Child of Nature (religion trait) Miro gains a +2 trait bonus to Survival checks to find food and water.
Fey-taken (drawback) Miro has a -2 penalty to saves against disease, illusions and poison, as well as against the spells, spell-like abilities and supernatural abilities of fey.
Friend to the Animals All Summon Nature's Ally spells are on Miro's spell list, although he must learn them normally. Animals with 30 feet of Miro receive a +4 bonus to all saving throws.
Oracle's Curse [Lame] Miro's speed is never reduced due to encumbrance.
Pioneer [Ride] (campaign trait) Miro begins the game with a horse.
Speak with Animals [Horse] Miro is able to converse with the listed animals as if under the effects of Speak with Animals. For every 3 oracle levels, he adds an additional kind of animal to the list.
Wanderlust (social trait) Miro adds +10 feet to his base land speed when determining his overland speed.

Spells per day: 7 1st level
Spells known-

  • Detect Magic (0th level)
  • Guidance (0th level)
  • Light (0th level)
  • Purify Food and Drink (0th level)
  • Cure Light Wounds (1st level)
  • Dream Feast (1st level)
  • Summon Nature's Ally (1st level)

Equipment:

44gp
Morningstar
Sling
-20 regular bullets, 10 groaning
Wooden Armor
Wooden Shield, Light
Explorer's Outfit
Backpack, Common
Belt Pouch
Waterskin
Compass
Brush, Dandy

Horse (Ranger)

  • Leather Barding
  • Riding Saddle
  • Saddlebags
  • Bedroll (S)
  • Blanket (S)
  • Blanket (L; Quadruped)
  • Cot (S)
  • Rope, 50' hempen

Ranger, the horse:
Light Riding Horse
N Large animal
Init +2; Senses low-light vision, scent, Perception +6

Defense
AC 13, touch 11, flat-footed 11 (+2 Dex, -1 size, +2 armor)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

Offense
Speed 50'
Melee 2 hooves -2 (1d4+1)
Space 10', Reach 5'

Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ Docile