Hira of the Seven: Difference between revisions
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***Belt pouch, 5 sp | ***Belt pouch, 5 sp | ||
**Backpack, 2 gp | **Backpack, 2 gp | ||
*** | ***3# Belladonna, 30 gp | ||
*** | ***9# Birthwort, 90 gp | ||
*** | ***9# Comfrey, 90 gp | ||
*** | ***6# Goldenrod, 60 gp | ||
*** | ***3# Wolfsbane, 30 gp | ||
*** | ***9# Woundwart, 90 gp | ||
***Candle, tallow (x6), 12 sp | ***Candle, tallow (x6), 12 sp | ||
***Lantern, 10 gp | ***Lantern, 10 gp |
Revision as of 23:04, 2 September 2015
Rank
- L3 Antiquarian Witch (Siren)
- XP: 4000/8000
- Neutral Alignment
- Henchman of the PC Karag Two-Blades
- Titles/Holdings: none
- Assigned to Karag's dominion by her family, the witch-woman Hira keeps account of the raider's victories, caring for those in his command and making peace with the mystical entities of the wilds stirred up by his passage.
- Age: 37
Attributes
- STR 8 (-1)
- INT 13 (+1)
- WIS 18 (+3)
- DEX 12
- CON 14 (+1)
- CHA 9
Skills
- Languages
- Common
- Faery
- General Proficiencies
- Adventuring
- Healing III on 14+ can neutralize poison, cure disease, or cure serious wounds (2d6+3) once per day per patient; 11+ to identify if a disease is magical or mundane and diagnose mundane diseases; supervise six patients for an extra 1d3 natural healing per day
- Class Proficiencies
- Beast Friendship She can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). She gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
- Class Abilities
- Brew potions
- Cure Moderate Wounds (2d6) once per 8 hours (takes 10 minutes)
- proficiency in Healing added to General Proficiencies, above
Combat
- AC 0
- HP 9
- Movement Rate
- Initiative Modifier: +0
- Attacks
- Staff: attack throw 11+, 1d4-1/1d6-1 (two-handed)
- Dagger melee: attack throw 11+, 1d4-1
- Dagger ranged: attack throw 10+, 1d4
- Saves:
- Petrification & Paralysis 12+
- Poison & Death 9+
- Blast & Breath 15+
- Staves & Wands 12+
- Spells 14+
Spells
- First Level: 3/day
- Cause Fear
- Command Word
- Cure Light Wounds* (1d6+1)
- Delay Disease
- Detect Magic
- Detect Poison
- Faerie Fire
- Light*
- Locate Animal or Plant
- Predict Weather
- Protection from Evil*
- Purify Food and Water*
- Read Languages
- Resist Cold
- Salving Rest
- Trance
Equipment
- Gear, Armor, Weapons:
- Weapons
- Staff, 1 gp
- Dagger, 3 gp
- Belt, leather, 4 sp
- Waterskin, 6 sp
- Belt pouch, 5 sp
- Backpack, 2 gp
- 3# Belladonna, 30 gp
- 9# Birthwort, 90 gp
- 9# Comfrey, 90 gp
- 6# Goldenrod, 60 gp
- 3# Wolfsbane, 30 gp
- 9# Woundwart, 90 gp
- Candle, tallow (x6), 12 sp
- Lantern, 10 gp
- Flask of Oil, common (x3), 9 sp
- Light Riding Horse, HP 9, 75 gp
- Saddle & Tack, 10 gp
- Saddlebags, two, 10 gp
- Medium Draft Horse, 30 gp
- Saddlebags, four, 20 gp
- Weapons