Halthorne the Wise
reroll 1/day (Luck domain), spontaneous casting (domain spells), traits (Detached & Farsighted), turn undead 5/day (+4, 2d6+14, 12th), weapon familiarity and other mad gnome racial traits.
Appraise +13 (+15 w/ alchemical items or stone items, +17 w/ metalworks), Craft (alchemy) +23, Craft (metalworking) +25, Craft (stoneworking) +8, Concentration +6, Disable Device +8, Hide +5, Knowledge (arcana) +16, Knowledge (architecture & engineering) +13, Knowledge (religion) +21, Open Lock +3, Profession (merchant) +8, Search +4 (+6 to find secret doors), Spellcraft +8, Spot +3.
Academic Priest, Astrological Forecasting, Craft Magic Arms and Armor, Craft Wondrous Item, Martial Weapon Proficiency (gnome hooked hammer).
Common, Gnome, Khurish, Ergot, Elven, Ogre
Cleric Spells Prepared: (CL 12th, melee touch +8, ranged touch +11)
6-animate objects, forbiddance, greater dispel magic
+1/+1 returning gnome hooked hammer of throwing ("Triple Threat") +9/+4 melee or +12 ranged (1d6-1/x3, 10-foot range, bludgeoning) or +9/+4 melee or +12 ranged (1d4-1/x4, 10-foot range, piercing) or +5/+0/+0 melee as double weapon.
bracers of armor +4, periapt of wisdom +2, headband of intellect +2, ring of protection +1, steel medallion of faith (Reorx), spell component pouch, artisan's clothes, backpack, 5 days of trail rations, flint and steel, bedroll, tent, masterwork metalworking tools, alchemist's lab, magnifying glass, merchant's scale, masterwork drafting tools (+2 to Knowledge [architecture and engineering]), various alchemical and metalworking wares.
Old, even for a gnome, Halthorne the Wise, despite failing eyesight, sees more than most would credit. He is short with white wispy hair and a white beard. Dressed in a work man's apron, he is never far from his tools. Strapped to his side is his pride and joy, a gnome hooked hammer, called "Triple Threat".
Halthorne the Wise seems detached and distant at first meeting. But a patient person will find him a vast font of knowledge and understanding, should they be able to piece together his ramblings. He is pleasant and cordial in discussing business matters. Though his clothes and workspace all seem disheveled, there is a subtle order and logic to the placement of each item.
Originally named "Statisticalanamolythatprovestherule..." or "Stat" for short, Halthorne was born into Mt. Nevermind's prestigious Heuristics and Statistical Analysis Guild. As a young gnome he started to question the principles and laws of gnomish science. When asked the probability of a coin toss coming up heads, the young Halthorne would reply, "Yes." His questioning came to climax as a result of an encounter with a gambling dwarf named Duncan Redhammer. The young "Stat" had been sent to Ergoth on a diplomatic mission, to take part in a symposium on the "return of the gods". Stat was the lone holder of the position that the "Gods" had returned. The rest of the gnomish delegation believed that while there was not any scientific proof that the gods didn't exist, no experiment could prove that they did exist.
The day before Stat was scheduled to give a lecture entitled, "The Gods: Truth, Myth, Or Improvable Theorem", a lecture forced upon him by the delegation's leader, "Proveitorlooseit..", a flamboyant dwarf appeared in Stat's room. After a long discussion and debate pertaining to the laws of probability in gambling, they reached an impass or the idea that "every hand can win and every hand can loose". Duncan agreed to give Stat the proof he needed during his lecture the next day. In the middle of his speech Stat asked an audience member to take out a coin and tossed it in the air. "We all know that there is a 50% chance this coin will be heads and 50% chance it will come up tails." He looked at it and saw that it was heads. "But, I offer this as proof of the Gods return..one of the Gods of old, named Reorx, was a God of Luck and Probability. I invoke his name and ask his blessing on this coin."
After a pause, Stat continued, "Go ahead and continue to flip the coin. It will be heads every time, defying probability, proof of the miracles of the Gods!" The audience member flipped the coin twenty times, getting heads each time, before the remaining gnomish delegation confiscated the coin to examine it for evidence of tampering.
"Proveitorlooseit.." immediately banished Stat, taking his credentials, branding him a heretic, and barring him from returning to Mt. Nevermind. Stat, for his part, did not mind. He changed his name to Halthrone and caught the next ship out of port, which happened to be bound for the Khurish lands.
Once in the lands of the Khur, Halthorne wandered for a long time, offering his services as tinker, alchemist, smith, inventor, and seer. Finally, just before the Chaos Wars, Halthorne ended up in Pashin.
The theft of the world and resultant loss of divine contact did not faze Halthorne. He filled his time learning to make his own luck (utilizing the power of the heart to produce changes in probability). When asked where Reorx went, Halthorne would reply, "Every coin has two sides. Reorx's just on the flip side right now. The coin will be flipped again. And perhaps His Head will turn up."
Reorx did return and Halthorne continued his business venture. He can be found today in Pashin, selling wares and offering divinely inspired advice to all who would deign to listen.
Holy Orders of the Stars (spontaneous domain spellcasting rule, p. 63)
In Your Campaign:
Halthorne is an NPC in Key of Destiny by Christopher Coyle. For details on his role in the adventure, please see p. 16 of the module.
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