Hillow Buttercone

A very unfit Halfling that smells of pumpkin pie.


Hillow The Halfling has just arrived in New Phlan (aboard his fully laden donkey cart) after a long perilous journey from Tassledale. Having packed up his cart with all his worldly possessions (Food, mostly) he left hearth home and burrow to find a good plot of land to purchase. The Sembians have taken up all the good farmland in Tassledale, and Halflings aren’t exactly welcomed in and around Hillsfar. Yulash was scary, and Zhentil Keep is… not an option. So he just kept on travelling down the road. Finally he got to Phlan, where apparently anyone can purchase a plot of land!

Phlan should be a good place to start fresh. Born to kindly Yondalla-revering parents, Hillow was raised on the farm. Like every youth of a certain age, he was conscripted and trained in the military (part of a crack-unit of Halfing scouts tasked with sneaking behind the enemy’s lines, locating, breaking into, and then looting their food stores. Very dangerous, very hush hush.) Life after service wasn’t very kind to Hillow. He was not suited for militia duty (though the kitchen work was a welcomed respite from the field exercises) . The apprenticeship with the baker didn’t quite work out (you can’t just eat the bread, nor give it to any hungry urchin who comes calling). Neither did his time with the Cheesemaker, nor with the brew-master, nor at the leather tanner. Finally the vintner took him in for a time, but that didn’t end well either. Unable to stand the shame of simply living in his parent’s burrow at this age, he struck out on his own. Word is the City of Phlan will sell a farm at rock bottom prices to anyone with the gold. As well, it’s rumored ‘The Secret Recipe’, a legendary formula of ultimate culinary delight (and Halfling myth), has been unearthed in the region. Also, there was something about a ‘Pool of Radiance’, whatever that is…

Hillow has a pecular set of ethics, at least where food is concerned. He is adamant that no one should ever go hungry, least not himself. He makes a point to never miss a meal, and isn’t above snatching a freshly baked pie off a windowsill when the opportunity presents itself. In fact, he’s committed a spree of such petty crimes across the Moonsea coast. Raiding apple barrels, pig-pens, grain vaults, even a nobleman’s own dinner table has been the height of excitement and delight for Hillow. Food just tastes better when it’s purloined! He’ll never take from the hungry, just those with some, or far too much, to share. And whatever’s left over, well he donates that to whom he deems in need of nourishment.

Appearance: Bright green eyes, a ruddy complexion and numerous freckles mark his glowing face. Topped by a thick mop of unruly bright auburn hair (he cuts it himself), Hillow is curious, good natured and nearly always smiling or smirking, and generally people are happy to meet him (A halfling farmer, how much harm could he be?) Dressed in autumn tones of bright golden yellow, orange, red and green, carrying a shepherd’s crook (used as a walking stick, or to coral a stray goat) and smoking a small pipe. He’s followed about by his similarly well-fed tabby cat, “Mr. Pumpkinpie”


Race: Halfling
Homeland: Tasseldale
Class: Cleric / Thief
Kit: Settler
Alignment: Neutral Good
Religion: Chauntea (Yondalla to the Wee-folk)
Level: 6th / 6th
Experience: 38,500 / 38,500
Next Level: 55,000 / 40,000
Max Level: 9th / Unlimited

Height: 45 Inches
Weight: 63 Pounds
Age: 26 Years


  • Endure Cold cast during blizzard
  • Steep Soma-Juice: +1 to Health/Fitness, Immune to non-magical disease.

(Rolls: 13,5,12,10,10,7,7,12,15,10,9,15)

Ability Scores:

Stamina 13 Weight Allowance: 55lbs Movement Bonus +0
Muscle 4 Max Press 25 lbs Attack -2 Damage -1 Feat of Strength 2%
Aim 13 Missile Attack +0
Balance 10 Surprise +0 AC +0
Health 10 System Shock 60% Poison Save +0 PSPs +0 Regeneration 0
Fitness 7 Resurrection 55% Hit Points +0 / level
Reason 7 Max Spell Level 3rd Max Spells/Level 9 PSPs +0 Illusion Immunity: none
Knowledge 12 Bonus Profs 3 Bonus Paths 1 Learn Spell 50%
Intuition 16 Spell Failure 0% Bonus Runes 2 Bonus Spells 2/2 Earned XP +10%
Willpower 10 Mental Save +0 PSPs +0 Spell Immunity: none
Leadership 9 Max Henchmen: 4 NPC Loyalty +0
Appearance 15 NPC Reactions +3


  • NPC Reaction: +3
  • Surprise: +0
  • Initiative: +0
  • Movement:9

Combat Statistics:
Hit Points: 30 – 26 Current
Armor Class: 12 (2 Leather Armor) (4 Snailplate) (Leather Helm)
Base Attack Bonus: +3

Saves: (+2 Vs. Magic and Poison Saves, from Halfling Health)

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 13
  • Fear: 12
  • Horror: 13
  • Madness: 16
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Kitchen Knife (melee) 3/2 /round +4 1d3+2 1d2+2 2 melee Spec.
Kitchen Knife (thrown) 3 / round +5 1d3 1d2 2 10/20/30 Spec.
Halfling Shepard’s Crook 1/ round +3 1d5 1d3 7
Thresher 1/ round +3 1d4+1 1d4 6 melee I will turn you into a Hobbit
---- *Non-Weapon Proficiencies:*
  • Allowed Groups: Detection, Larceny, Social, Spiritual, Pastoral, and Craft
Proficiency Proficiency Score Notes
Modern Languages (Cormanthan) 12 Bonus (Homeland). Social.
Modern Languages (Common) 12 Bonus (Race). Social.
Modern Languages (Luiric) 12 Bonus (Race). Social.
Modern Languages (Daelic) 12 Required
Agriculture 9 Reason Bonus +2
Diagnostics 15 Intuition -1 Bonus
Herbalism 10 Knowledge-2 Bonus
Religion 16 Intuition Bonus
Carpentry 13 Stamina Bonus
Haggling 10 WIllpower Bonus
Literacy 13 Knowledge+1 Bonus
Heraldry 12 Knowledge Bonus
Persuasion 9 Leadership Bonus
Pick Pockets 11 Aim-2 1 Slot
Looting 13 Aim 1 Slot
Locksmithing 13 Aim 1Slot
Hiding 6 Reason-1 2 Slots
Cooking 7 Reason 1 Slot
Brewing 7 Reason 1 Slot
Cheesemaking 7 Reason 1 Slot
Winemaking 12 Knowledge 1 Slot
Epicure 14 Knowledge +2 2 Slots
Modern Lang. Tharian 12 1 Slot
Cartography 12 Knowledge 1 Slot
Prayer 10 Willpower 2 Slots
(15 Open Slots)

(+8 Thief +2 Tassledale, +3 Knowledge +3 Thief Levels

Weapon Proficiencies: (2 Initial, +1 Leveling)

  • Grain Flail (Take that grains!)
  • Shephard’s Crook
  • Knife, Specialized (Settler Bonus)
  • Bonus Weapon Proficiencies: Shortsword (Anathema to Chauntea)


Priest Spells: Caster level 6th
(Half of spells must be from Plant Sphere. Plant spells are doubled in Power!)
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
| 5+P | 5+P |2+P | 0 | 0 | | |

Major Spheres: All, Combat, Creation, Earth, Fire, Plant, Sun, Water
Minor Spheres: Healing, Protection

Spell List:

  • Orisons:
    Aspiration, Benediction, Bless Meal, Ceremony: Oath,
    Consecrate, Freshen, Petition, Stone, Candle, Chill, Warm, Elemental Shield, Flamefinger, Smokeball, Cure Minor Wounds,
    Disinfect, Remove Pain, Cause Rash, Drywood,
    Edible Plant, Heal Rash, Holly Dart, Liven,
    Ripen, Test Soil, Mark Path, Canticle, Polish,
    Preserve, Shine, Warding, Dry, Parch, Quench,
    Elemental Shield
  • 1st level:
    ALL: Beneficence, Bless, Ceremony, Cleanse, Combine
    Detect Magic, Om, Orison, Purify Food & Drink, Purify Self, Sanctify Ghi
    COMBAT: Magical Stone, Weapon Bless, Leaf into Dagger, Petrify Wood
    PLANT: Allergy Field, Entangle, Heal Plants, Magic Creeper, Nectar, Pass Without Trace, Puffball,
    Recover Trail, Reed Staff, Ripen, Shillelagh,
    EARTH: Elemental Bonding, Sense Direction,
    FIRE: Elemental Bonding, Banish Flame, Firelight, Log of Everburning
    SUN: Spark of Blinding, Seeking Mote
    WATER: Create Water, Precipitation, Purify Water
    HEALING: Cure Light Wounds, Regenerate Light Wounds,
    PROT.: Deflection, Endure Cold/Heat, Protection from Evil, Protection from Prime,
    Protection from Silver, Rainshield, Resist, Ring of Hands, Waterfloat
  • 2nd level:

ALL: Chant, Mystic Transfer, Protection from Orisons
COMBAT: Enhance Turning, Gloom, Touchsickle,
CREATION: Holy Symbol
EARTH: Earth Anchor,
FIRE: Clues of Ash, Heat Metal, Produce Flame
PLANT: Barkskin, Favor of the Goddess, Firebreak, Goodberry, Grassdart, Ripen Plant, Sharpleaf, Trip, Warp Wood,
SUN: Create Mirage,
WATER: Clear Water, Create Spring, Crystallize, Hailstone, Speak with Water, Spring, Water Witch, Watery Fist, Wave
HEALING: Cure Moderate Wounds, Fortifying Stew, Slow Poison,
PROTECTION: Death Prayer, Priest Lock, Protection from Spirits, Resist Acid and Corrosion, Resist Fire/Cold, Steep Soma-Juice, Withdraw,

  • 3rd level:

ALL: Bestow Minor Curse, Dispel Magic, Remove Curse,
COMBAT: Castigate, Dismiss Undead, Frenzy of the Celts, Prayer, Reverse Fossilization, Unearthly Choir, Exaltation, Wheat into Blade,
CREATION: Ability Alteration, Create Food and Water,
EARTH: Conjure Lesser Elemental (Earth), Dust Shield ,Earthenair, Meld into Stone, Oil Spray, Phantom Plow, Sand Spray, Stone Shape, Stoneiron, Magma Jet, Protection from Earth, Bramblestaff
FIRE: Conjure Lesser Elemental (Fire), Flame Walk, Protection from Fire, Pyrotechnics,
PLANT: Chatterbark, Pass Without Trace, 10-ft. Radius, Plant Growth, Polymorph Plant, Ranike Cloud, Shape Wood,
Slow Rot, Snapdragon, Snare, Spike Growth, Splinter Wood, Stonewood, Tree, Wood Rot
SUN: Sunblade, Warmth
WATER: Circle of Life,Water Walk, Conjure Lesser Elemental (Water)
HEALING: Repair Injury, Hold Poison,
PROTECTION: Fostered Protection, Hold Undead, Inkjet
Invisibility to Spirits, Line of Protection,
Magical Vestment, Protection from Amorphs, Resist Injury, Wind and Rain Protection

  • Prepared Spells:
    • 1st: Puffball, Puffball, Puffball, Seeking Mote, Seeking Mote, Endure Heat/Cold
    • 2nd: Heatmetal, Goodberry, Goodberry, Fortifying Stew, Heatmetal, Touchsickle
    • 3rd: Meld into Stone, Snare, Splinterwood


  • 85 gold (35 Silver pieces remaining)


Worn and Carried:
  • Knife 5 sp (1/2 lb) x6
  • Halfling-sized Shephard’s Crook (A thick branch treated with Shape Wood spell) 5lbs
  • Rare green rose that doesn’t wilt for an entire year
  • Holy Symbol of Yondalla (Cornucopia)
  • Cloak, Gnomish * 12 gp
  • Leather Armor 5gp 15 lbs
  • Leather helm 1gp 2 lbs
  • Pouch, Large Belt 1 lb 1 gp
  • Pouch, Small Belt 1/2 lb 7 sp
  • Sheath, Knife 3 cp x6
  • Gnomish-Pipe
  • Pipe-weed
  • Wineskin, 1-gallon 1 lb 8 sp
  • Backpack, Basket 1 lb 5 sp
  • 72 ounces of Sanctifying Ghi in Wineskin
  • 70 ounces of Steep Soma-Juice Bottled
  • Buckle, Common 1 gp
  • Belt 3 sp
  • Breeches 2 gp
  • Cap 1 sp
  • Cape, Woolen 4 lb 7 sp
  • Doublet 1 sp
  • Drawers 4 sp
  • Hose 1 sp
  • Jerkin, Wool 1 gp
  • Liripipe 5 sp
  • Mittens 3 sp
  • Muffler, Wool 1 sp
  • Scarf, Solid Color 1 sp
  • Shirt, Linen 1 sp*
  • Pantaloons 1 sp
    (26.86 Gp cost)
    (27.5 lbs)
Aboard the Donkey Cart:
  • Donkey 8 gp
  • Cart 30 gp
  • Bridle, with bit 3 lbs 15 sp
  • Harness, Single 10 lbs 3 gp
  • Shortsword Free
  • Spoon, Ladle * 5 sp
  • Spoon, Brass * 4 cp
  • Bowl, Wooden Soup * 8 cp
  • Mug, Brass 1/2 lb 8 cp
  • Pot, Iron 2 lbs 5 sp
  • Pencil, Lead * 3 cp
  • Sack, Large 1/2 lb 2 sp
  • Pillow, Rag 1 lb 5 cp
  • Blanket, Wool 3 lbs 2 gp
  • Goose 5 cp x2
  • Guinea hen 2 cp x10
  • Goat 1 gp x 2
  • Chicken 2 cp x4
  • Cat 1 sp
  • Wine, Saerloon Topaz, Keg 26 lbs 48 cp
  • Cider, Knee-Cracker, Cask 100 lbs 4 sp
  • Ale, Luiren’s Best, Barrel 50 lbs 1 gp
  • Honey (pint) 1 1/2 lbs 1 sp
  • Mustard (per oz) * 5 sp
  • One very large pumpkin
  • Several variety of squash
  • Decorative ears of corn
  • Bread, Blackbread (loaf) 1 lb. 25 cp x5
  • Bread, Tarts (dozen) 2 lbs. 15 sp
  • Candied Cherries (per oz) * 5 sp
  • Cheese, Farmer’s Cheese (per lb) 1 lb. 3 sp
  • Cheese, Pepper Cheese (per lb) 1 lb. 5 sp
  • Cheese, Holed Cheese (per lb) 1 lb. 4 sp
  • Salt (per lb.) 1 lb. 1 sp
  • Seasoning, Chives (per oz) * 2 cp
  • Preserves, Bramble Jam (pint) 1 lb. 2 sp
  • Preserves, Elderberry Jam (pint) 1 lb. 7 sp
  • Preserves, Crabapple Jelly (pint) 1 lb. 3 sp
    (84.42 GP cost total)
  • Deed to a house in the Old Slums, right off Kuto’s Well Road, the one with a ‘lawn ornament’ A magical picture of Hillow affixed to one corner which updates in real-time so that there can be no question as to the identity of the owner.
  • Transit and Citizenship papers from the City of New Phlan. Includes magical photo ID.
  • Hastily drawn map, indicating location of Hillow’s House.

(OOC: At the end of the week he should have created/modified the following materials:
Polish Orison -Smoothes and Brings luster to wood, metal, stone up to 1000 sq ft.
Straighten Wood (Reverse of Warp) Plant L2
Shapewood – Plant L3 – 30 cu.ft x 6 = 180 cu. ft.
Stone Shape – Earth L3 – 9 cu. ft 54 cu ft
Santifying Ghi All L1 – 12oz per casting = 72oz
Steep Soma-Juice – Prot L2 – 12 oz per casting = 72 oz )


Base Speed: 9

Total Weight of Gear: 25.5 lbs. (Unemcumbered)

Unencumbered Light Moderate Heavy Severe
Weight 55 lbs. – lbs. lbs. lbs. 55+ lbs.
Movement 9 1 1 1 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3

Special Powers:


Racial Limitations

Homeland Limitations

Kit Limitations

Advancement Notes

  • Armor Allowed: Leather, No shield
  • Weapons Allowed: Tools
  • Clerics of Chauntea are immune to all plant-based poisons and gain a +1 bonus on saving throws vs. all other poisons.
  • A Cleric of Chauntea may attempt a Diagnostics check to identify any poison or disease afflicting a subject, simply by taking 1 round to observe the symptoms. If successful, the cleric can attempt to brew a curative or antidote for that specific malady. This requires an Herbalism proficiency check and takes 11 rounds minus the cleric’s level. Naturally, the cleric must have access to plants and herbs used for the antidote’s ingredients.
  • Chauntea’s clerics are granted one additional spell per spell level from the Plant sphere. In addition, spells from the Plant sphere are doubled in terms of duration, range, area of effect, and damage when cast by a cleric of Chauntea.
  • Clerics of Chauntea can brew any potion, elixir, or salve that deals with healing or plants, once they reach 6th level. The basic cost of creation is halved, and for every level of the cleric above 6th level, the base chance of success goes up by two percent.
  • If a Cleric of Chauntea personally works a field of crops for at least one day, the land will be blessed to produce 150% its normal yield the next time it is harvested.
    *Clerics of Chauntea may freely use magic items normally restricted to Druids. In the hands of a cleric of Chauntea, a Staff of the Woodlands also gains the additional abilities of a Staff of Striking.
    Special Disadvantages:

*Clerics of Chauntea cannot turn undead.
*When selecting spells, at least half of the granted spells of any given level must come from the Plant sphere.

Racial Advantages

Special Abilities:

  • Halfling infravision enables them to discern gradients of heat within 30 feet in darkness. In addition, an halfling’s keen senses allow him to purchase Detection Proficiencies for the normal cost, regardless of his class.
  • By nature, halflings are nonmagical this gives a bonus to halflings’ saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3½ points of Health score. These bonuses are summarized on the Dwarf page.
    Similarly, halflings have exceptional resistance to toxic substances. All halfling characters make saving throws against poison with the same bonuses that they get against magical attacks.
  • Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings.
  • A halfling can gain a bonus to surprise opponents, but only if the halfling is not in metal armor. Even then, the halfling must either be alone, or with a party comprised only of characters with similar abilities (such as elves, bugbears, or other halflings), or 90 feet or more away from his party to gain this bonus. If he fulfills any of these conditions, he causes a -4 penalty to opponents’ surprise rolls. If a door or other screen must be opened, this penalty is reduced to -2.
    Special Restrictions:
    *Halflings are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
    *As small-sized creatures, halflings have 2/3 the carrying capacity of a human of equal strength.

Homeland Advantages

  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Every Tasseldalesman starts out with a free choice of a pike, short sword, or light crossbow, and a corresponding bonus weapon proficiency.
    Special Disadvantages:

*The people of Tasseldale have a natural thirst for knowledge and information that rivals even the most inquisitive of bards. Whenever such a character encounters a mystery or intriguing puzzle, he must make a Willpower check. On a failed check the character is compelled to pursue the mystery and won’t abandon it without very good cause. This doesn’t mean that he will go racing off into the night at the first hint of an enigma, only that once he begins an investigation of some sort he will be dogged and relentless in his efforts to solve it.
*Militia duties may recall an adventurer from anywhere in the Realms back to Tasseldale, but the likelihood is only 5% every three months. In this case, it is a major threat to the Dale, which has prompted the Mairshars—Tasseldale’s constables—to send out the assembly call to all active or retired militiamen. Aided by the concerted effort of Tasseldale’s priests and mages, the Call, when it comes, instantly teleports the Tasseldalesman back to the mustering grounds no matter where in the Realms he might be. This does not cross planar boundaries however.

Kit Advantages

  • Regardless of class, a Settler can specialize in any tool that can also double as a weapon (Awl, Woodsman’s Axe, Maul, Sickle, etc). In addition, he receives a bonus weapon proficiency slot at 1st level which must be used to specialize in such a weapon (he must pay the initial weapon proficiency, but the specialization is at no cost).
    When fighting to defend his or her family, the settler gains a +2 bonus to attack and damage rolls. To gain this bonus the attacker must be in a position to physically harm the settler’s kin.
  • The Settler gains a +1 bonus to attack and damage when defending his homestead (once established). In addition, he gains a +2 bonus on all proficiency checks when in a village or homestead that he has established.
  • Once the settler establishes a homestead and a village, the locals of that village respect the settler highly and provide him with information about happenings in the area. He receives a +2 reaction bonus from people and domestic animals in the village. In addition, an established village effectively guarantees that the settler will be supported in a middle-class lifestyle (so long as he sticks around and doesn’t set off to establish a new settlement).
  • If a village or homestead established by the Settler expands into a Polity of its own, the Settler increases the bonuses he provides for any Leadership Role by 1. This stacks with all other leadership bonuses and can allow the Settler to reach a total bonus of up to +11.
    Special Disadvantages:
  • Once a settler has established a village, he doesn’t have a lot of free time. Locals ask him for help with all their problems, ranging from bandit raids to a child lost in the woods. In addition, the settler, as the village founder, must spend at least one day each week attending to village matters: listening to grievances, mediating disputes, finding lost livestock, tending animals, offering advice on crops, etc. If he misses a week, his reaction bonus drops by 1 point (minimum 0) and his income declines a step (from middle class to poor to squalid) as people become less willing to deal with him. The settler can avoid these penalties if he arranges with someone else to look after the village in his absence. *Obviously, the settler can always just leave and forgo both the benefits and the disadvantages associated with running a village.
    Tool-like Weapons
  • Here is a complete list of tools that can also be used as Weapons (and are thus eligible for the settler’s bonus specialization). In general these weapons tend to be slower, heavier, or deal less damage than their counterparts that were specifically designed for use in warfare (often all three), but are cheaper and easier to manufacture and more easily obtained. In trained hands (like the settlers) however, they may be wielded with deadly efficacy.
  • Augur, Awl, Woodsman’s Axe, Bill, Branding Iron, Shepherd’s Crook, Grain Flail, Winnowing Flail, Elephant Goad, Claw Hammer, Smith’s Hammer, Stone-setting Hammer, Hatchet, Hoe, Knife, Machete, Mallet, Cording Mallet, Sledge, Meat Hook, Net, Ice Pick, Miner’s Pick, Pitchfork, Razor, Riding Crop, Scythe, Shovel, Sickle, Snuffing Bell, Torch, Weeding Claw, or Weeding Rake

Hillow Buttercone

Ruins of Adventure Brand_Darklight Curufin_The_Elf