Hira of the Seven: Difference between revisions
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== Equipment == | == Equipment == | ||
Gear, Armor, Weapons: 4 stone, 3 items | |||
*Clothing: fur-lined winter cloak w/hood, dress, leather belt, low boots, gloves (20.4 gp) | |||
*Weapons: Staff, dagger (4 gp) | |||
*Belt: Waterskin, coin pouch (1.1 gp) | |||
*Backpack (3st, 78.9 gp) | |||
**3# Comfrey, 1# Goldenrod, 1# Woundwort, 1# Wolfsbane, Candle - tallow (x6), Lantern, Flask of Oil - common (x3), Flint & steel, Iron rations (1 week) | |||
Revision as of 23:49, 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: 120' exploration/running, 40' combat
- 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: 4 stone, 3 items
- Clothing: fur-lined winter cloak w/hood, dress, leather belt, low boots, gloves (20.4 gp)
- Weapons: Staff, dagger (4 gp)
- Belt: Waterskin, coin pouch (1.1 gp)
- Backpack (3st, 78.9 gp)
- 3# Comfrey, 1# Goldenrod, 1# Woundwort, 1# Wolfsbane, Candle - tallow (x6), Lantern, Flask of Oil - common (x3), Flint & steel, Iron rations (1 week)
Light Riding Horse HP 9/9, 75 gp
- Saddle & Tack, 10 gp
- Saddlebag One (305 gp): 3# Belladonna, 9# Comfrey, 6# Goldenrod, 3# Wolfsbane, 9# Woundwart
- Saddlebag Two (137 gp): 9# Birthwort, Tent, Stakes & Mallet, Blankets (x3), Standard rations - 1 week, Iron rations - 2 weeks, dress (x2)
Medium Draft Horse, 30 gp
- Saddlebag One (123.4 gp): 400' rope, 4 grappling hooks, 10 sacks - large, 8 sacks - small
- Saddlebag Two (14 gp): 30 flasks of oil - common
- Saddlebag Three (5 gp)
- Saddlebag Four (5 gp)