Mystic Theurge

Hiram Spindlewood's page

5 posts. Alias of Therenger.


Full Name

Hiram Spindlewood

Race

Human

Classes/Levels

Slayer 1

Gender

M

Size

M

Age

35

Alignment

CG

Deity

The Green Faith

Languages

Common

Occupation

Gardener/Herbalist

Strength 14
Dexterity 16
Constitution 13
Intelligence 11
Wisdom 10
Charisma 15

About Hiram Spindlewood

Hiram Spindlewood is tall by most standards, and lean but muscular. It is the kind of figure that would cause a trained soldier to look twice at him except that his demeanor is calm and casual. He is generous with coin and enjoys the fellowship of friends or strangers. All of this is a facade of a kind to deflect attention from his past, which he is not quite able to forget.

In the Party Hiram is a comfortable Face, and he has acquired rougish skills in addition to his prowess with his twin blades. Going forward, he could pick up the Trapfinder Slayer talent at level 2 and replace any need for a rogue entirely.

Hiram's Story, A Father's Blood:
A Father’s Blood

In the twilight hues of Crystalhurst, amongst the ancient oaks and whispering firs, a boy found himself lost to a nightmare. Only twelve, he witnessed his world crumble into darkness as a horde of hobgoblins ambushed his father's hunting party. The silent serenity of the forest betrayed them, turning into a cacophony of screams and death. His father, a man of strength and compassion, fell to the wicked creatures, leaving the boy alone, cradling the blades that bore the blood of his lineage.

Leaving Crystalhurst was a decision marred by pain and necessity. The murder of his father shattered the dream that the druids' teachings had built—that their village was hidden and immune to the horrors of the larger world. He could no longer find solace in the myths that once cradled his youth. The anguish of leaving his mother and younger sister behind was a crushing burden, but he realized he had to distance himself from the disillusion. It was like being startled awake from a dream, and the village no longer held the magical comfort of a childhood home.

The Wanderer's Path

The journey through the wilds of Fangwood was a tale of survival and solitude, a boy becoming a man amidst the shadows of towering trees and the songs of nocturnal creatures. The forest became his mentor, its rangers and hunters teaching him the ancient arts of tracking and trapping, of silent steps and swift strikes. As time passed, he forgot his given name, for he had no need of it. He became a man of the wild, silent and steady, moving like a shadow among trees. He took comfort in the tenets of the Green Faith, finding them to hold true against the façade of forgotten Crystalhurst. But eventually his mind and body tired of the rigor of the wood, and he desired companionship.

A New Dawn in Phaendar

The village of Phaendar, with its cobbled streets and humble abodes, offered the wanderer a sanctuary he scarcely believed he deserved. The townsfolk welcomed him, not knowing the specters of his past that followed him like silent shadows. To them, he was simply a wanderer looking for a place to call home. He chose as his name Hiram Spindlewood, a new identity for a new life. They saw a gardener in him—a man who, like the plants he tended, desired roots and a sense of belonging. His produce stand in the market thrived, a small testament to his new life. Hiram, the gardener, found a semblance of belonging.

Quiet Life in Phaendar

Hiram's quiet life in Phaendar was marked by the bonds he formed with the townsfolk. There was Jet, the innkeeper, who admired his resilience and shared stories of her own hardscrabble life. Among his other produce, Hiram grew hops to sell to the local Brewmeister, whose ales were a flowed by the tankard through the Taproot. Jet’s inn became a second home to Hiram, a place where he could find warmth and companionship.

He had formed a friendship with Vane Oreld, the town herbalist, and Hiram would often make extra money running errands into the Fangwood looking for the ingredients to Vane’s remedies. Vane could be prickly, but he was honorable and the two men shared a mutual respect for the forest and for one another.

And there was Aubrin the Green, a cleric who had once been a ranger, who saw a broken reflection of herself in Hiram. They shared many evenings by the hearth; sharing stories of lost youth in a world that seemed as far away as the moon.

Yet, amidst this newfound peace, Hiram never let go of his past entirely. The twin kukris, symbols of his father's legacy, were always ready. He kept them sharp, a ritual that bridged his two lives—the gardener and the hunter. The feel of the blades in his hands was a reminder of the violence he had witnessed and the possibility that it could return. He lived with the fear that one day, the tranquility of Phaendar might be shattered, and he would have to wield his father’s blades to protect his new home.

Hiram Spindlewood remains a man divided by his past and his present. As seasons change and life moves on, he finds solace in friendships, each one a thread in the tapestry of his new life. He stands as a testament to survival and adaptation, ever watchful, ever resolved, ready to defend the peace he had come to cherish.


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Defense
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AC 17, T13, FF14
HP 12 (1d10+1+1FCB)
Fort +3, Ref +5, Will +0
Armor: Lamellar (Leather)

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Offense
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Speed 30'
Initiative +5
BAB +1, CMB +4, CMD 17
Class: Studied Target, +1/+1 and special
Melee: Two-Weapon Fighting + Weapon Focus
- Kukris, 1d20+4+1-2, 1d4+2, 18-20/x2, slashing

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Feats
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Two Weapon Fighting
Weapon Focus, Kukri
Power Attack/Piranha Strike (EitR)
Weapon Finesse (EitR)
Agile Maneuvers (EitR)
Combat Expertise (EitR)

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Traits
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Reactionary
Unbreakable Survivor (Campaign)

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Skills
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Class Skills:
Ranks/lvl: 6+1 (Skilled), +2 *Background
(Ranks+Ability+Class+Special)
7 (1+3+3+0) Acrobatics
0 (0+0+0+0) Appraise
6 (1+2+3+0) Bluff
2 (0+2+3+0) Climb
0 (0+0+3+0) Craft
6 (1+2+3+0) Diplomacy
0 (0+3+0+0) Disable Device
2 (0+2+3+0) Disguise
3 (0+3+0+0) Escape Artist
3 (0+3+0+0) Fly
0 (0+0+0+0) Handle Animal
0 (0+0+0+0) Heal
6 (1+2+3+0) Intimidate
5 (0+0+3+0) Knowledge (dungeoneering)
4 (0+0+3+1) Knowledge *(geography)
0 (0+0+3+0) Knowledge (local)
4 (1+0+3+0) Perception
0 (0+0+0+0) Perform
4 (0+0+3+1) *Profession (Gardener/Herbalist)
3 (0+3+3+0) Ride
0 (0+0+3+0) Sense Motive
0 (0+0+3+0) Spellcraft
7 (1+3+3+0) Stealth
4 (1+0+3+0) Survival
2 (0+2+3+0) Swim

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Equipment
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Starting Gold: 210
Kukri (2), 16 gp, 4 lbs
Lamellar (Leather), 60 gp, 25 lbs
Ranger's Kit, 9 gp, 28 lbs
Explorer's Outfit, n/a, 8 lbs

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Class Abilities
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Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Studied Target (Ex) [Errata] A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.