Zahra al-Nouri

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Zahra al-Nouri, Hathari Mystic, 24 years old, played by Koren n'Rhys

  • Class: Priest 1, XP: 0
  • Action dice: 3d4
  • Recent changes to sheet:

Stats[edit]

  • STR 10 (+0) / DEX 12 (+1) / CON 14 (+2)
  • INT 16 (+3) / WIS 14 (+2) / CHA 14 (+2)

Combat

  • Init: +1 (0 Priest + 1 Dex)
  • BAB: +0 / Melee +0 / Ranged +1
  • Defense: 13 (10 + 2 Priest + 1 DEX)
  • DR: 0
  • Fort: +3 (1 +2 Con) / Ref: +1 (0 +1 Dex) / Will: +3 (1 +2 Wis)
  • Vitality Points: 11 / Wound Points: 14

Common Attacks/Defences/Actions:

  • Quarter Staff: 1d8 Subdual Damage; Threat 20; Double, Trip; Hard 2
  • Sling: +1 To Hit; 1d4 Subdual Damage; Threat 20; Range 60' x 6; Load 1; Soft 1
  • Mend: (Medicine DC 15 (1d20+7) Heals 2d6 (Crit Success Heals 4d6; Crit Failure does 1d6 Lethal Dam)

Social, Interests & Religion[edit]

Social:

  • Lifestyle: 2 (Panache 1 [+0 Appearance; Income 10 silver] / Prudence 1 [20% savings])
  • Legend: +1
  • Reputation: 10
  • Renown: Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Alayan
  • Language: Sird
  • Literate: Alayan
  • Study: Alayan Culture
  • Study: History of the Saurian Domination
  • Study: Saurian Mystic Symbolism & Tattoo Magic
  • Alignment: Saurian Mysticism

Religion:

  • Saurian Mysticism
    • Initiates of the Saurian Mysteries seek to find Oneness with their Gods through rediscovery of the lost arts of the ancient Saurian overlords. They continually search for any clues which will further their knowledge and power. In particular, they strive to recreate the symbolic and tattoo-based sorceries of the Saurians, yet strive to keep these arts hidden from those who do not understand their work and would interfere in their quest for Illumination.
    • Skills: Crafting (Inscription), Disguise, Investigation, Search
    • Paths: Knowledge, Magic
    • Ritual Weapon: Quarter Staff
    • Avatar: Naga
    • Opposed Alignment: ??

Abilities, Feats & Proficiencies[edit]

  • Hum: Reach 1, Speed 30’
  • Hum: Gifted: +2 CHA, -2 STR
  • Hum: Fearie Heritage: +1 CHA, when target of Sense Motive checks, DC is increased by 4, always have enough food/water is within 10 mi of nature
  • Hum: Fey: Natural animals refuse to attack and often flee, unless trained to hunt fey, does not age
  • Hum: Basic Skill Mastery (Investigator): +2 insight bonus & threat range of 19-20 with Investigate & Search
  • Hum: Limited Proficiencies: Begin play with 2 fewer proficiencies
  • Hum: Origin Skill: Choose 1 additional Origin skill
  • Hum: Sharp Mind: 1 additional skill point per level
  • Mys: Attribute Training: +1 CHR
  • Mys: Inquisitive Mind: 2 additional Interests
  • Mys: Paired Skills: When gaining ranks in Investigate, Medicine increases the same amount, may not increase beyond max rank
  • Mys: Sharp Mind: 1 additional skill point per level
  • Mys: The Gift: May know and cast a number of Level 0 spells equal to INT modifier with a Casting Level of 1. Automatically cast these spells a number of times per scene equal to starting action dice
  • PrC: Devout: When failing an attack check with ritual weapon, or skill check with a Priest skill and don't suffer an error, may spend an action die to re-roll
  • Pr1: Acolyte: 1st step along an Alignment Path, gain Alignments ritual weapon at no cost, may not be sold, of lost/destroyed, is replaced at next Downtime lasting 1 day or more
  • Lvl 1: Literacy: Able to read & write
  • Lvl 1: Blessed: 1st step along the Alignment Path from birth month
  • Align(Curses I): Black Cat: Once per scene as free action may raise a targets error range by 2 for rest of scene, may use number of times per session equal to number of Chance feats
  • Align(Magic I): Subtle and Quick to Anger: May purchase skills in Spellcasting skill, learn spells from any School, and cast known Level 0 spells
  • Align(Magic I): Spell Points: additional spell points equal to 4*magic step at start of each scene


  • Proficiencies: Blunt Weapons, Hurled Weapons

Skills (ranks/stat/misc)[edit]

(6+Int(3) = 9/lvl) Max 4 Total (9+1+1)*4 = 44

  • Acrobatics 1 (0/1Dex/0)
  • Athletics 0 (0/0Str/0)
  • Blend 2 (0/2Dex/0)
  • Bluff* 5 (3/2Cha/0)
  • Crafting (Inscription) 7 (4/3Int/0)
  • Disguise 4 (2/2Cha/0)
  • Haggle 2 (0/2Wis/0)
  • Impress 6 (4/2Cha/0)
  • Intimidate* 4 (2/2Cha/0)
  • Investigate 8 (4/2Wis/2 Threat 19-20)
  • Medicine 7 (4/3Int/0)
  • Notice 6 (4/2Wis/0)
  • Prestidigitation 1 (0/1Dex/0)
  • Resolve 6 (4/2Con/0)
  • Ride 1 (0/1Dex/0)
  • Search 9 (4/3Int/2 Threat 19-20)
  • Sense Motive 6 (4/2Wis/0)
  • Sneak* 2 (1/1Dex/0)
  • Spellcasting 7 (4/3Int/0)
  • Survival 2 (0/2Wis/0)
  • Tactics 3 (0/3Int/0)

One asterisk = Origin skills
Paired Skills: Investigate/Medicine and Investigate/Search

Spells[edit]

  • Spell Points: 4 per scene
  • 0 Level
    • Detect Secret Doors
    • Expeditious Retreat
    • Glow I
    • Read Magic
  • 1st Level
    • Detect Magic
    • Magic Scribe I
    • Magic Missile
    • Natures Ally I
    • Ray of Enfeeblement
    • Unseen Servant
  • 2nd Level
    • Hold Animal
    • Hold Person
    • Insanity I
    • knock
    • Locate Object
  • 3rd Level
    • Bestow Curse
    • Fireball
    • Glyph of Protection I
    • Natures Ally II
    • Neutralize Poison
    • Quench
    • See Invisible
    • Tongues I
  • 4th Level
    • Geas
    • Mage Scribe II

Gear[edit]

Base Loads: Light <50 lbs, Heavy 51-150 lbs, Overloaded 151+ lbs. Loads w/ Pack: Light <70 lbs, Heavy 71-210 lbs, Overloaded 211+ lbs. Carried: 44 lbs

Stake: 110s (100 + 10 Panache)

  • Weapons:
    • Quarter Staff - 7 lbs, Free (Ritual Weapon)
    • Sling - 1 lb, 1s
    • Dagger - unskilled (-4 To Hit, Error Range Inc by 2) - 2 lbs, 15s

=10 lbs, 16s

  • Misc Gear:
    • Mage's Pouch - 4 lbs, 20s
    • Scribe's Kit - 2 lbs, 20s
    • Doctors Bag - 2 lbs, 20s
    • Backpack - +2 STR Carrying Capacity, 5 lbs, 10s (Actually a messenger/shoulder bag)
    • Pouch - 50 cn capacity, 2s
    • Bedroll - Cold Resistance 4, 5 lbs, 5s
    • Canteen - 5 lb(full), 5s
    • Rations(2) - 5 lb each, 5s each = 10 lbs, 10s
    • Candles(10) - 30'r Faint Light, .25 lbs per 5, 1s per 5 = .5 lbs, 2s
    • Firesteel/Tinderbox - .5 lb, 8s

=34 lbs, 102s

  • Treasure and Loot:
    • Magical Staff w/ Shrunken Goblin Head- it appears to carry within it a bound demon or spirit that is burning with hatred. Perhaps it is the spirit of the goblin whose head has been shrunk. Whether or not this is true, he concludes that the item was constructed for the sole purpose of beating goblins or, as was apparent earlier, ogres.
  • Coin:
    • 8s

History[edit]

Born: 7th day of the month of Malik and Miska, 11th month of 474

From a very young age, odd things began to happen to those around Zahra al-Nouri - troubling things. By the age of eight, her parents, unable to control her and no longer able to protect her, gave Zahra into the care of the mystical Order of ???, renown for their knowledge of Saurian mysticism. Under their strict tutelage, she slowly found the keys to controlling the dark urges she felt and silencing the whispers which spoke to her in the darkest hours of the night. Zahra grew into the flower of her womanhood, embracing the teachings of the Order and when she finally came of age, eagerly underwent the Rites of Initiation. She proudly bears the Mark of the Order, a sunburst tattoo on her left temple, and continues her studies in earnest as she fights the darkness that still tugs at her soul and hopes to find salvation and peace through Enlightenment.

Notes[edit]

Images[edit]

Young Zahra
Future, Dark Zahra