Matthew Hopkins

Appearance: rather clerk-looking man in a silk robe, covering leather armor, on a war horse. He is sort of short, but behaves like an archbishop himself.

Prehistory: religion is his career. Matthew Hopkins is one of the heroes of the land - in the sense that his name rings a bell to many a person. He has come to power through constant fight of witches and necromancers. One of the many secrets around him is that many of his slain or hung or burned enemies were at best putative witches. Being a charismatic and fast-talking chap, he easily persuaded common folk into believing whatever he said. Along with real low-level witches, many a herbalist were put to death - and their deaths were reported to the High Church Council where Hopkins got his new award or appointment. He's ruthless. He tries to stay away from the fight - his cherished maneuver is organising commoners into fighting gangs and leading them (or rather instructing them, 'cause he stays behind) "to fight the evil". This in a certain way accounts for his popularity. If battle gets dire, he can unleash his dogs - but usually not in order to gain victory, but to secure escape for himself. He makes profit of witches, warlocks and insignificant mages. His oratory skills are extreme. He never fights with his bare hands. One of the most well-known things about him is his dogs - 6 of them: 4 war ones and 2 trackers. He's got well-established connections with the Thieves Guild and probably with the assassins, who sometimes run the tasks for him (such as putting his rivals to final rest).

Statistics: 10/9 Cleric/Thief       Half-Elf      Male

STR 16
DEX 17
CON 14
WIS 17
INT 16
CHA 14
CLM 8
PIE 17
STA 13

Alignment: NE
Armor Class: 3
Hit Points: 50
THAC0: 14

Weapon Proficiencies: Heavy X-bow(sp), Short Sword, Mace, Mounted Combat, Marksmanship.
Non-Weapon Proficiences: Trade, Iron Will, Survival City, Forest, Rope Use, Riding Land-based, Oratory, Writing/Reading, Law, Appraising, Crowd Working, Healing, Observation, Toxicology, Somatic Concealment, Religion, Ceremony, Animal Training, Running.

Spheres:
Major: Animal, Healing, Plant, Charm, Divination, Summoning, Guardian
Minor: Sun, Elemental, Protection.

Belongings: Holy Water, Silver Bolts, Poisoned Bolts (stunning 2d6), Greek Oil, Scroll of Creeping Doom, Scroll of Confusion, 2 Scrolls of Emotion Control, Scroll of Transmute Metal to Wood, Scroll of Sunray, Scroll of Dispel Good, Potion of Clairaudience, Bracers of X-bow Shooting.

My notes:
I played him as an Inquisitor 4/4 - and it was gorgeous. I personally think, that his character leaves a vast space for roleplaying. It might be only mine weird feature, but I get a bang out of playing scoundrels of his kind. So if you find him too huge to fit your aims, it's rather easy to downgrade him.

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