ST60 IQ17 DX17 EN60 MV12, AR-4, DM 3d6+3 via bow or 5d6 via spear
Herne rolls 3 dice in any tests and is immune to fear, sleep, paralyze and any immobilizing magics.
Herne the Hunter is a spirit of justice, order and fair play. He is associated with forests, elves, rangers, druids and is seen as a protector of forest dwelling creatures. Herne appears a tall (7') burly wildman with heavy beard, braids in hair and stags antlers sprouting from the sides of his head.
Herne walks the woods without leaving tracks or making noise and deems any who enter the woods as subject to his judgement. Herne rarely aides those who request it, instead Herne judges on his own when his help is necessary to restore balance, order, or to right a wrong and deliver justice. Nature takes its course and those who seek to interfere with that path or twist it for their own needs are subject.
Followers of Herne
Those who seek to follow the same path as Herne often dress in forest colored hues of green and brown and shun settlements larger than small villages and farms. They will not ventures out into areas more than a days ride away from a forest. Followers favor bows, spears and short swords or long knives as weapons. They wear nothing heavier than studded leather armor, and do not use shields. Followers of Herne are experts with bows and do +1 damage when they hit with a bow.
A group of followers of 7 or more will have a leader often known as "The Hood." The Hood is the one who will often receive communications with Herne but is also held to the highest standards of justice and fair play.
Herne's Favor
Herne is known to speak to favorites in their dreams often rewarding them with special knowledge to aid them in righting wrongs or even superior classed (though not magical) weapons.