Hanequin The Jackal Slayer, Priest of Darokin    (Human Male Cleric)
Character Information   
Name: Hanequin The Jackal Slayer, Priest of Darokin XP/Next lvl: 10001 / 12501
Class: Cleric HP:curr/max 22 / 22
Alignment: Law AC:reg/rear/no shield 1 / 3 / 2
Race: Human Level: 4
Age: 34 Height: 5'10'
Weight: 194 Gender: Male
Encumbrance: - Movement: 30'
Languages: Common & Alignment
Ability Scores   
STR: 13 (+1 ToHit & Dmg. and forcing doors)
INT: 9 ( - Able to read and write)
WIS: 12 ( - )
DEX: 15 (-1 AC, +1 Missile Attack, +1 Initiative *optional)
CON: 17 (+2 HP/Lvl)
CHR: 11 ( 0 Reaction Adj. 4 Retainers, 7 Retainer Morale)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
11 14 12 16 15

Notes:

Description and Background   
Description:
Hanequin is a devilishly handsome man whose upbringing has made him a loyal, dedicated man. His passion for good people is only superseded by his love for his god. Every decision is met with integrity and an attempt to always do the right thing. He hates no creature, but will vanquish those who seek to do evil.

Background:
Hanequin, The Jackal Slayer, Priest of Darokin Growing up, Hanequin's family made a meager living raising small livestock for sale on the open market for both, pets and food industry. The greatest hurdle to success and major profit for the family was shrinkage of livestock due to the high population of Jackals that would sneak out of the southwestern forest and foothills into the edge of town, where Hanequin's family/farm resides, and savagely decimate any unprotected stock. Unfortunately for the family, their means were insufficient to expand their protective structures for the stock, so only a percentage could be safeguarded. Hanequin's parents sheltered him from their woes because they wanted to provide a carefree childhood for their son. But, Hanequin was observant and saw his family's need for a solution. When he turned 16 his parents gifted him his only request, for his birthday, of a sling. The reason for his request was that he realized that it costs a lot of money to build protection for the livestock, but a weapon and time is all it takes to reduce the threat to his family's livelihood. Starting that night, Hanequin set out to stop any Jackals sneaking toward their farm and dispense his own justice upon these scavenging thieves. It took a few attempts to get the hang of the sling, but he quickly became proficient with it. He also realized that his sling was good to stun and slow the Jackals, but that a larger, blunt instrument would finish the job most quickly. So, he fashioned a large club from a thick tree branch. By Hanequin's 17th birthday, there was a noticeable difference in the frequency of Jackals stalking their livestock and an even greater difference in the profits that the family was raking in. By his 18th birthday there was enough money to build up an enclosure that protected all of their assets and Jackals were no longer lingering around the farm. He found himself feeling remiss without battling the Jackals, so he set out into the forest and foothills to finish off the Jackals to


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Mace 1 - - d6(+2)/d6(+2) n n +1 magical weapon, and +1 strength bonus
Hammer, light 1 - - d4(+1)/d4(+1) n n In Backpack, +1 strength bonus
Bullet/Stone, Sling 1 40/80/160 d4/d4 n n
Holy Water 1 10/30/50 - / n n Pouch/Waist
Oil 1 10/30/50 - / n n In Backpack
Equipment
Qty Item Location
1 Plate mail (AC3) Worn
1 Shield (-1AC) Carried
1 +1 Mace (d6+2) Waist
1 Sling Pouch
20 Stones/Bullets, Sling (d4) Pouch
2 Holy Water, Flask Pouch
1 Silver Holy Symbol Worn/Neck
1 Flint & Steel Pouch
1 Backpack Worn/Back
1 Rope, Hemp, 50' Backpack
1 Grappling Hook Backpack
10 Trail Rations Backpack
2 Water/Wine Skins Backpack
10 Torches Backpack
3 Oil Flasks Backpack
1 Bedroll Backpack
2 Sacks, Large Backpack
1 Sack, Small Backpack
1 Hammer, light (d4) Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 43 0 0 0
Magic Items
Qty Item Location
1 +1 Mace Worn / Held
1 Potion of Gaseous form Pouch
1 Scroll ~ Protection from Evil 10' Radius Pouch


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Turn Undead ~ 2d6 *consult table

Level 1
Cure Light Wounds ~ touch (1d6+1, or Paralysis)
Cure Light Wounds ~ touch (1d6+1, or Paralysis)
Cure Light Wounds ~ touch (1d6+1, or Paralysis)
Detect Evil ~ 120' magical glow on being or object w/evil intent
Detect Magic ~ 60'/2T object or creature enchanted or under spell
Light ~ 120'/12T bright as torch 15' radius
Prot. from Evil ~ touch/12T -1AC/+1Saves & Total Prot. vs Summoned/Created creatures
Purify Food/Drink ~ 10' spoiled/rotten/poisonous/etc 6qts or 1 trail rat. or 12 human sized 'unpreserved' meals
Remove Fear ~ touch/2T magic induced fear target receives saving throw and bonus of +1/lvl of Cleric
Resist Cold ~ 30'/6T unharmed by freezing, +2 bonus save vs magical cold attacks & -1pt dmg per die of dmg

Level 2
Bless ~ 60'/20'x20' Ally gains +1 ToHit & Dmg, +1 Morale
Bless ~ 60'/20'x20' Ally gains +1 ToHit & Dmg, +1 Morale
Find Traps ~ 30'/2T centered on caster, trapped object or area w/in range glows blue, includes magical traps
Hold Person ~ 180'/9T d4 beings frozen (not ogre sized/undead) & silenced if failed save/if 1 target save is at -2
Know Alignment ~ 10'/1R know being, place, or magic item's alignment
Resist Fire ~ 30'/6T unharmed by intense heat, +3 bonus save vs magical fire attacks & -1pt dmg per die of dmg
Silence 15'R ~ 180'/12T Complete silence 30' diameter, noise can enter not exit
Snake Charm ~ 60' make snakes indifferent for d4+1T/snake HD = Cleric's Lvl. Snakes in melee only d4+1R
Speak w/Animals ~ 30'/6T communicate w/animals & doesn't necessarily make it friendly/cooperative, animal type decided when cast


Spell Book


Level 1
Cure Light Wounds ~ touch (1d6+1, or Paralysis)

Level 2
Bless ~ 60'/20'x20' Ally gains +1 ToHit & Dmg, +1 Morale


Notes