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[sblock=Herriman] Herriman Shadowatcher
Herriman
Neutral Good Male Halfling Rogue 2/Incarnate 4/Umbral Disciple 3
Patron Deity: Olidimmara
EXP: 40,500
(36 POINT-BUY, MINIMUM 10)
Strength 12 (+1) (6 points - 2 racial)
Dexterity 21 (+5) (10 points + 2 racial + 1 level + 2 item)
Constitution 18 (+4) (8 points + 1 level + 2 item)
Intelligence 12 (+1) (4 points)
Wisdom 14 (+2) (6 points)
Charisma 10 (+0) (2 points)
Size: Small
Age: 28
Height: 3’1”
Weight: 35 lbs.
Eyes: Dark Green
Hair: Light Brown
Skin: White
[sblock=Appearance] Herriman Shadowatcher is a nondescript Halfling, and he likes it that way. His clothing is always plain, with his chain shirt hidden underneath a lumpy, large cloak. Most of his items appear, at first glance, to be either old and worn, or second-hand. His small size makes it even easier for him to avoid notice.
His face is usually serious or blank, even while his eyes are glittering with amusement or excitement. Herriman has a tendency not to care about his appearance, with his hair in a mess and his clothes usually wrinkled and lumpy, though he does maintain an average level of hygiene. [/sblock]
Total Hit Points: 90 (12+24+18+36)
Speed: 20 feet
Armor Class: 21 (22-24) = 10 + 6 [armor] + 5 [dexterity] (+ 1, 2, or 3 [deflection, essential])
Touch AC: 15 (16-18)
Flat-footed: 16 (17-19)
Meldshaper Level: 4
Soulmeld DC: 10 + Essentia Invested + 2 (Wis)
Initiative modifier: + 9 = 5 [dexterity] + 4 [Improved Initiative]
Fortitude save: + 13 = 0 [Rog base] + 4 [Inc base] + 1 [UmD base] + 4 [constitution] + 1 [racial] + 3 [resistance]
Reflex save: + 16 = 3 [Rog base] + 1 [Inc base] + 3 [UmD base] + 5 [dexterity] + 1 [racial] + 3 [resistance]
Will save: + 13 = 0 [Rog base] + 4 [Inc base] + 3 [UmD base] + 2 [wisdom] + 1 [racial] + 3 [resistance]
Attack (handheld): + 7 (or +11) = 5 [base] + 1 [strength] (or +5 [dexterity] + 1 [size]
Attack (missile): + 11 = 5 [base] + 5 [dexterity] + 1 [size]
Grapple check: + 1 = 4 [base] + 1 [strength] - 4 [size]
Weapon proficiency: All simple, plus hand crossbow, rapier, sap, short bow and short sword. Proficient with light armor, medium armor and shields. (Rogue and Incarnate proficiencies.)
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-99 lb.
Lift over head: - 99 lb.
Lift off ground: - 198 lb.
Push or drag: - 495 lb.
Languages: Common, Halfling, Elven
[sblock=Feats]
Improved Initiative
Dodge
Weapon Finesse
Bonus Essentia (Magic of Incarnum, page 35)
[/sblock]
[sblock=Skills]
Skill points: 36+42 (8 base + 1 Int mod.)x4
Skill points per Rogue level: 9 (8 base + 1 Int mod)
Skill points per Incarnate level: 3 (2 base + 1 Int mod)
Skill points per Umbral Disciple level: 7 (6 base + 1 Int mod)
Skill points max ranks: Class: 12 Cross-class: 6
Appraise + 1 = 1 [Int]
Balance + 7 = 5 [Dex] + 2 [synergy]
Bluff + 0 = 0 [Cha]
Climb + 3 = 1 [Str] + 2 [racial]
Concentration + 8 = 4 [base] + 4 [Con]
Craft + 1 = 1 [Int]
Diplomacy + 0 = 0 [Cha]
Disguise + 0 = 0 [Cha]
Escape Artist + 9 = 4 [base] + 5 [Dex]
Forgery + 1 = 1 [Int]
Gather Information + 0 = 0 [Cha]
Heal + 2 = 2 [Wis]
Hide + 20 = 11 [base] + 5 [Dex] + 4 [size]
Intimidate + 0 = 0 [Cha]
Jump - 1 = 1 [Str] - 6 [speed] + 2 [racial] + 2 [synergy]
Knowledge (Arcana) + 5 = 4 [base] + 1 [Int]
Knowledge (Religion) + 5 = 4 [base] + 1 [Int]
Listen + 15 = 11 [base] + 2 [Wis] + 2 [racial]
Move Silently + 23 = 11 [base] + 5 [Dex] + 5 [item] + 2 [racial]
Open Lock +13 = 4 [base] + 5 [Dex] + 2 [circumstance/MWK tools] + 2 [insight, +2E]
Ride + 5 = 5 [Dex]
Search + 5 = 4 [base] + 1 [Int]
Spot + 8 = 6 [base] + 2 [Wis]
Sense Motive + 2 = 2 [Wis]
Spellcraft + 1 = 1 [Int]
Survival + 2 = 2 [Wis]
Swim + 1 = 1 [Str]
Use Rope + 5 = 5 [Dex]
Tumble + 16 = 11 [base] + 5 [Dex]
[/sblock]
[sblock=Soulmelds]
Currently Shaped Soulmelds: Armguards of Disruption (Arms), Theft Gloves (Hands), Strongheart Vest (Heart), Crystal Helm (crown, BOUND)
Total Soulmelds Shaped: 4
Essentia Pool/Max Essentia Capacity: 8/2 (3 for Incarnate soulmelds)
Chakra Binds: 1, crown, feet and hands chakras available
[/sblock]
[sblock=Level Advancement]1: Rogue 1
HP: 6+4
Disable Device +4, Escape Artist +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Search +4, Spot +4, Tumble +4,
Sneak Attack +1d6, Trapfinding
Feats: Improved Initiative, Nimble Fingers (bonus)
2: Incarnate 1
HP: 6+4
Concentration +2, Knowledge (arcana +1)
Aura of Good, Detect Opposition (evil), meld shaping (soulmelds: 2, essentia pool: 1)
3: Incarnate 2
HP: 6+4
Conentration +2, Knowledge (arcana +1)
Chakra Bind (crown) (soulmelds: 3, essentia pool: 2, chakra binds: 1)
Feats: Dodge
4: Incarnate 3
HP: 6+4
Knowledge (arcana +1), Knowledge (religion +2)
Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day (soulmelds: 3, essentia pool: 3, chakra binds: 1)
5: Rogue 2
HP: 6+4
Hide +4, Listen +4, Move Silently +1
Evasion
6: Umbral Disciple 1
HP: 6+4
Hide +1, Listen +1, Move Silently +4, Tumble +1
Sept Knowledge, Step of the Bodiless, +1 essentia (soulmelds: 3, essentia pool: 4, chakra binds: 1)
Feats: Weapon Finesse
7: Umbral Disciple 2
HP: 6+4
Hide +1, Listen +1, Move Silently +1, Tumble +4
Sneak Attack +1d6 (total 2d6)
8: Umbral Disciple 3
HP: 6+4
Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +2
Embrace of Shadow, +1 essentia (soulmelds: 3, essentia pool: 5, chakra binds: 1)
9: Incarnate 4
HP: 6+4
Knowledge (arcana) +1, Knowledge (religion) +2
Chakra bind (feet, hands) +1 soulmeld, +1 essentia (soulmelds: 4, essential pool: 6+2 (feat), chakra binds: 1)
Feats: Bonus Essentia (Magic of Incarnum, page 35)
[/sblock]
[sblock=Halfling]* Small: As Small creatures, Halflings get a +1 size bonus to Armor Class, +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use and lifting and carrying limits are three-quarters of those of a Medium character
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saves against fear. Stacks with racial bonus
* +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Language: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Rogue. A multiclass Halfling’s rogue class does not count when determining whether it takes an experience point penalty for multiclassing.
[/sblock]
[sblock=Equipment]
Masterwork Sap 1 lb. 301 gp
+1 Rapier 1 lb. 2,320 gp
+2 Mithral Chain Shirt 6.25 lbs. 5,100 gp
Traveler’s Outfit (weight not counted, free)
Ring of Sustenance 0 lb. 2,500 gp
Amulet of Health +2 0 lb. 4,000 gp
Boots of Elvenkind .5 lb. 2,500 gp
Gloves of Dexterity +2 0 lb. 4,000 gp
Handy Haversack 2.5 lb. 2,000 gp
Cloak of Resistance +3 .5 lb. 9,000 gp
4 belt pouches 1 lb. 4 gp (total)
3 bottles of silversheen 0 lb. 750 gp (total)
Wand of Cure Light Wounds (CL 1, 50 charges) 750 gp
4 potions of Cure Light Wounds (CL 1) 200 gp (total)
1 potion of Cure Moderate Wounds (CL 3) 300 gp
Wand of Light (CL 1, 50 charges) 375 gp
2 Elixirs of Truth 1,000 gp (total)
Bedroll 2.5 lbs. 1 sp
2 bags of caltrops 1 lb. 2 gp (total)
Rope, silk (50 ft.) 2.5 lbs 10 gp
Signal whistle 0 lb. 8 sp
Everburning Torch .5 lb. 110 gp
3 flasks of Acid 1.5 lbs. 30 gp (total)
2 vials of Antitoxin 0 lb. 100 gp (total)
2 tanglefoot bags 1 lb. 100 gp (total)
Masterwork Thieves’ Tools 1 lb. 100 gp
_____
Total: 26,552 gp and 9 sp, 13 lb (Bolded items are in the Handy Haversack, negating weight)
GP on person: 43 pp 13 gp, 11 sp (total 447 gp, 1 sp) (in Handy Haversack pocket)
Starting gold 27,000
[/sblock]
[sblock=Background]
Herriman grew up on the street. His father, a small-time sculptor, was killed in an accident, when a statue he was in the process of carving tipped over and fell on him, crushing him beneath its weight. Little Herriman was 5 at the time. Herriman’s mother had never learned a real profession and so the family was forced onto the street as they couldn’t support themselves any more. Herriman was the eldest of 4, with two little sisters (Rosie and Bella) and a slightly younger brother (Frederic), and so it fell to him to help his mother the most. Of course, with no money and no apprenticeships really possible, Herriman took to the life of a street rat, snatching purses and coins when he could, or sneaking into locked places and stealing a handful of baubles to sell.
His “profession” led to a number of troubles. He got caught every so often, spending some time in the city jail, which made it even harder for his family. During one of his stays in prison, his mother contracted an illness and soon died. After release, Herriman went back to his family’s lean-to in one of the alleys, only to find the place abandoned. He searched the city for them, eventually finding his younger brother who told Herriman just what had happened, and that his sisters had run away in their grief.
The young man sank into a depression, coming down with a bad fever soon after. In one of his dreams, lying in an alley, his mother spoke to him, telling him to find a different path, and that she would always be with him. Soon after that, the fever died down and Herriman left. He apologized to his brother for what had happened, as Herriman blamed himself for not being there when his mother had died, and promised to find his sisters and send them back, while he sought out a new calling.
Soon after he started traveling, Herriman learned of the rare power of incarnum. The still-grief-stricken Halfling immediately saw it as a way to connect and hold onto his departed mother, and so he sought out a far-off school that was rumored to have knowledge of the strange power, abandoning his quest to find his sisters. It took him some time to reach the college, and he ended up using what little money he had (stolen elsewhere) to fund his education. He was a devoted student, quickly learning and retaining the methods and binding his first soulmeld in near-record time.
After he left the school, Herriman remembered his promise to his brother. Frantic now, he raced to the nearest large city and chartered passage back to his homeland. Of course, after such time had passed, his sisters’ trails had gone cold long ago…
Herriman traveled ever since, not daring to return to his brother, but still trying to find his sisters. His continued to focus on meld shaping as he wandered. He took on small odd jobs to pay for food, even joining a few mercenary groups in need of someone with light fingers. Over time, he settled for a little while in a larger city, convinced he would never find his sisters. And he went back to his original habits, even joining a small thieves’ guild…
With the help of his unusual soulmelds, and his own natural talents (in addition to his previous experience), he became somewhat successful. But then one of his heists went out of control. Herriman had been sent to steal a few things from a jewelry shop and the shop owner had caught him in the act. Rather than call the guards, the owner tried to stab Herriman. The Halfling thief fought back, killing the older human. He had never taken a humanoid’s life before, had always ran when caught. And what scared him more was that he thought he had enjoyed it… The Halfling ran, leaving the thieves’ guild and the murder behind.
As he hurried out of the city, he realized that what he had done was wrong, even though it had felt good. He thought about this on the road and came to the realization that such urges must be controlled, put to a better use, along with his skills. He would learn to use the darkness outside to protect himself and the darkness inside to protect others. Since then, Herriman has been going where it sounded like people needed help, using the abilities he has garnered and cultivated to assist wherever he can. And when he heard the whisperings about the Valley of the Dead, he took his assortment of possessions and left for there.
[/sblock]
[/sblock]
Herriman
Neutral Good Male Halfling Rogue 2/Incarnate 4/Umbral Disciple 3
Patron Deity: Olidimmara
EXP: 40,500
(36 POINT-BUY, MINIMUM 10)
Strength 12 (+1) (6 points - 2 racial)
Dexterity 21 (+5) (10 points + 2 racial + 1 level + 2 item)
Constitution 18 (+4) (8 points + 1 level + 2 item)
Intelligence 12 (+1) (4 points)
Wisdom 14 (+2) (6 points)
Charisma 10 (+0) (2 points)
Size: Small
Age: 28
Height: 3’1”
Weight: 35 lbs.
Eyes: Dark Green
Hair: Light Brown
Skin: White
[sblock=Appearance] Herriman Shadowatcher is a nondescript Halfling, and he likes it that way. His clothing is always plain, with his chain shirt hidden underneath a lumpy, large cloak. Most of his items appear, at first glance, to be either old and worn, or second-hand. His small size makes it even easier for him to avoid notice.
His face is usually serious or blank, even while his eyes are glittering with amusement or excitement. Herriman has a tendency not to care about his appearance, with his hair in a mess and his clothes usually wrinkled and lumpy, though he does maintain an average level of hygiene. [/sblock]
Total Hit Points: 90 (12+24+18+36)
Speed: 20 feet
Armor Class: 21 (22-24) = 10 + 6 [armor] + 5 [dexterity] (+ 1, 2, or 3 [deflection, essential])
Touch AC: 15 (16-18)
Flat-footed: 16 (17-19)
Meldshaper Level: 4
Soulmeld DC: 10 + Essentia Invested + 2 (Wis)
Initiative modifier: + 9 = 5 [dexterity] + 4 [Improved Initiative]
Fortitude save: + 13 = 0 [Rog base] + 4 [Inc base] + 1 [UmD base] + 4 [constitution] + 1 [racial] + 3 [resistance]
Reflex save: + 16 = 3 [Rog base] + 1 [Inc base] + 3 [UmD base] + 5 [dexterity] + 1 [racial] + 3 [resistance]
Will save: + 13 = 0 [Rog base] + 4 [Inc base] + 3 [UmD base] + 2 [wisdom] + 1 [racial] + 3 [resistance]
Attack (handheld): + 7 (or +11) = 5 [base] + 1 [strength] (or +5 [dexterity] + 1 [size]
Attack (missile): + 11 = 5 [base] + 5 [dexterity] + 1 [size]
Grapple check: + 1 = 4 [base] + 1 [strength] - 4 [size]
Weapon proficiency: All simple, plus hand crossbow, rapier, sap, short bow and short sword. Proficient with light armor, medium armor and shields. (Rogue and Incarnate proficiencies.)
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-99 lb.
Lift over head: - 99 lb.
Lift off ground: - 198 lb.
Push or drag: - 495 lb.
Languages: Common, Halfling, Elven
[sblock=Feats]
Improved Initiative
Dodge
Weapon Finesse
Bonus Essentia (Magic of Incarnum, page 35)
[/sblock]
[sblock=Skills]
Skill points: 36+42 (8 base + 1 Int mod.)x4
Skill points per Rogue level: 9 (8 base + 1 Int mod)
Skill points per Incarnate level: 3 (2 base + 1 Int mod)
Skill points per Umbral Disciple level: 7 (6 base + 1 Int mod)
Skill points max ranks: Class: 12 Cross-class: 6
Appraise + 1 = 1 [Int]
Balance + 7 = 5 [Dex] + 2 [synergy]
Bluff + 0 = 0 [Cha]
Climb + 3 = 1 [Str] + 2 [racial]
Concentration + 8 = 4 [base] + 4 [Con]
Craft + 1 = 1 [Int]
Diplomacy + 0 = 0 [Cha]
Disguise + 0 = 0 [Cha]
Escape Artist + 9 = 4 [base] + 5 [Dex]
Forgery + 1 = 1 [Int]
Gather Information + 0 = 0 [Cha]
Heal + 2 = 2 [Wis]
Hide + 20 = 11 [base] + 5 [Dex] + 4 [size]
Intimidate + 0 = 0 [Cha]
Jump - 1 = 1 [Str] - 6 [speed] + 2 [racial] + 2 [synergy]
Knowledge (Arcana) + 5 = 4 [base] + 1 [Int]
Knowledge (Religion) + 5 = 4 [base] + 1 [Int]
Listen + 15 = 11 [base] + 2 [Wis] + 2 [racial]
Move Silently + 23 = 11 [base] + 5 [Dex] + 5 [item] + 2 [racial]
Open Lock +13 = 4 [base] + 5 [Dex] + 2 [circumstance/MWK tools] + 2 [insight, +2E]
Ride + 5 = 5 [Dex]
Search + 5 = 4 [base] + 1 [Int]
Spot + 8 = 6 [base] + 2 [Wis]
Sense Motive + 2 = 2 [Wis]
Spellcraft + 1 = 1 [Int]
Survival + 2 = 2 [Wis]
Swim + 1 = 1 [Str]
Use Rope + 5 = 5 [Dex]
Tumble + 16 = 11 [base] + 5 [Dex]
[/sblock]
[sblock=Soulmelds]
Currently Shaped Soulmelds: Armguards of Disruption (Arms), Theft Gloves (Hands), Strongheart Vest (Heart), Crystal Helm (crown, BOUND)
Total Soulmelds Shaped: 4
Essentia Pool/Max Essentia Capacity: 8/2 (3 for Incarnate soulmelds)
Chakra Binds: 1, crown, feet and hands chakras available
[/sblock]
[sblock=Level Advancement]1: Rogue 1
HP: 6+4
Disable Device +4, Escape Artist +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Search +4, Spot +4, Tumble +4,
Sneak Attack +1d6, Trapfinding
Feats: Improved Initiative, Nimble Fingers (bonus)
2: Incarnate 1
HP: 6+4
Concentration +2, Knowledge (arcana +1)
Aura of Good, Detect Opposition (evil), meld shaping (soulmelds: 2, essentia pool: 1)
3: Incarnate 2
HP: 6+4
Conentration +2, Knowledge (arcana +1)
Chakra Bind (crown) (soulmelds: 3, essentia pool: 2, chakra binds: 1)
Feats: Dodge
4: Incarnate 3
HP: 6+4
Knowledge (arcana +1), Knowledge (religion +2)
Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day (soulmelds: 3, essentia pool: 3, chakra binds: 1)
5: Rogue 2
HP: 6+4
Hide +4, Listen +4, Move Silently +1
Evasion
6: Umbral Disciple 1
HP: 6+4
Hide +1, Listen +1, Move Silently +4, Tumble +1
Sept Knowledge, Step of the Bodiless, +1 essentia (soulmelds: 3, essentia pool: 4, chakra binds: 1)
Feats: Weapon Finesse
7: Umbral Disciple 2
HP: 6+4
Hide +1, Listen +1, Move Silently +1, Tumble +4
Sneak Attack +1d6 (total 2d6)
8: Umbral Disciple 3
HP: 6+4
Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +2
Embrace of Shadow, +1 essentia (soulmelds: 3, essentia pool: 5, chakra binds: 1)
9: Incarnate 4
HP: 6+4
Knowledge (arcana) +1, Knowledge (religion) +2
Chakra bind (feet, hands) +1 soulmeld, +1 essentia (soulmelds: 4, essential pool: 6+2 (feat), chakra binds: 1)
Feats: Bonus Essentia (Magic of Incarnum, page 35)
[/sblock]
[sblock=Halfling]* Small: As Small creatures, Halflings get a +1 size bonus to Armor Class, +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use and lifting and carrying limits are three-quarters of those of a Medium character
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saves against fear. Stacks with racial bonus
* +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Language: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Rogue. A multiclass Halfling’s rogue class does not count when determining whether it takes an experience point penalty for multiclassing.
[/sblock]
[sblock=Equipment]
Masterwork Sap 1 lb. 301 gp
+1 Rapier 1 lb. 2,320 gp
+2 Mithral Chain Shirt 6.25 lbs. 5,100 gp
Traveler’s Outfit (weight not counted, free)
Ring of Sustenance 0 lb. 2,500 gp
Amulet of Health +2 0 lb. 4,000 gp
Boots of Elvenkind .5 lb. 2,500 gp
Gloves of Dexterity +2 0 lb. 4,000 gp
Handy Haversack 2.5 lb. 2,000 gp
Cloak of Resistance +3 .5 lb. 9,000 gp
4 belt pouches 1 lb. 4 gp (total)
3 bottles of silversheen 0 lb. 750 gp (total)
Wand of Cure Light Wounds (CL 1, 50 charges) 750 gp
4 potions of Cure Light Wounds (CL 1) 200 gp (total)
1 potion of Cure Moderate Wounds (CL 3) 300 gp
Wand of Light (CL 1, 50 charges) 375 gp
2 Elixirs of Truth 1,000 gp (total)
Bedroll 2.5 lbs. 1 sp
2 bags of caltrops 1 lb. 2 gp (total)
Rope, silk (50 ft.) 2.5 lbs 10 gp
Signal whistle 0 lb. 8 sp
Everburning Torch .5 lb. 110 gp
3 flasks of Acid 1.5 lbs. 30 gp (total)
2 vials of Antitoxin 0 lb. 100 gp (total)
2 tanglefoot bags 1 lb. 100 gp (total)
Masterwork Thieves’ Tools 1 lb. 100 gp
_____
Total: 26,552 gp and 9 sp, 13 lb (Bolded items are in the Handy Haversack, negating weight)
GP on person: 43 pp 13 gp, 11 sp (total 447 gp, 1 sp) (in Handy Haversack pocket)
Starting gold 27,000
[/sblock]
[sblock=Background]
Herriman grew up on the street. His father, a small-time sculptor, was killed in an accident, when a statue he was in the process of carving tipped over and fell on him, crushing him beneath its weight. Little Herriman was 5 at the time. Herriman’s mother had never learned a real profession and so the family was forced onto the street as they couldn’t support themselves any more. Herriman was the eldest of 4, with two little sisters (Rosie and Bella) and a slightly younger brother (Frederic), and so it fell to him to help his mother the most. Of course, with no money and no apprenticeships really possible, Herriman took to the life of a street rat, snatching purses and coins when he could, or sneaking into locked places and stealing a handful of baubles to sell.
His “profession” led to a number of troubles. He got caught every so often, spending some time in the city jail, which made it even harder for his family. During one of his stays in prison, his mother contracted an illness and soon died. After release, Herriman went back to his family’s lean-to in one of the alleys, only to find the place abandoned. He searched the city for them, eventually finding his younger brother who told Herriman just what had happened, and that his sisters had run away in their grief.
The young man sank into a depression, coming down with a bad fever soon after. In one of his dreams, lying in an alley, his mother spoke to him, telling him to find a different path, and that she would always be with him. Soon after that, the fever died down and Herriman left. He apologized to his brother for what had happened, as Herriman blamed himself for not being there when his mother had died, and promised to find his sisters and send them back, while he sought out a new calling.
Soon after he started traveling, Herriman learned of the rare power of incarnum. The still-grief-stricken Halfling immediately saw it as a way to connect and hold onto his departed mother, and so he sought out a far-off school that was rumored to have knowledge of the strange power, abandoning his quest to find his sisters. It took him some time to reach the college, and he ended up using what little money he had (stolen elsewhere) to fund his education. He was a devoted student, quickly learning and retaining the methods and binding his first soulmeld in near-record time.
After he left the school, Herriman remembered his promise to his brother. Frantic now, he raced to the nearest large city and chartered passage back to his homeland. Of course, after such time had passed, his sisters’ trails had gone cold long ago…
Herriman traveled ever since, not daring to return to his brother, but still trying to find his sisters. His continued to focus on meld shaping as he wandered. He took on small odd jobs to pay for food, even joining a few mercenary groups in need of someone with light fingers. Over time, he settled for a little while in a larger city, convinced he would never find his sisters. And he went back to his original habits, even joining a small thieves’ guild…
With the help of his unusual soulmelds, and his own natural talents (in addition to his previous experience), he became somewhat successful. But then one of his heists went out of control. Herriman had been sent to steal a few things from a jewelry shop and the shop owner had caught him in the act. Rather than call the guards, the owner tried to stab Herriman. The Halfling thief fought back, killing the older human. He had never taken a humanoid’s life before, had always ran when caught. And what scared him more was that he thought he had enjoyed it… The Halfling ran, leaving the thieves’ guild and the murder behind.
As he hurried out of the city, he realized that what he had done was wrong, even though it had felt good. He thought about this on the road and came to the realization that such urges must be controlled, put to a better use, along with his skills. He would learn to use the darkness outside to protect himself and the darkness inside to protect others. Since then, Herriman has been going where it sounded like people needed help, using the abilities he has garnered and cultivated to assist wherever he can. And when he heard the whisperings about the Valley of the Dead, he took his assortment of possessions and left for there.
[/sblock]
[/sblock]
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