Editing Hira of the Seven
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== Rank == | == Rank == | ||
− | * | + | *L5 Antiquarian Witch (Sibyl) |
− | *XP: | + | *XP: 27498/32000 |
*Neutral Alignment | *Neutral Alignment | ||
*Henchman of the PC [[Karag Two-Blades]] | *Henchman of the PC [[Karag Two-Blades]] | ||
*Titles/Holdings: none | *Titles/Holdings: none | ||
− | *Age: | + | *Age: 24 |
Assigned to Karag's dominion a decade ago by her family, the witch-woman Hira of the Seven keeps account of the raider's victories, caring for those in his command and making peace with the mystical entities stirred up by his conquering passage. While no crone, her hair is snow white, making her appear ageless. | Assigned to Karag's dominion a decade ago by her family, the witch-woman Hira of the Seven keeps account of the raider's victories, caring for those in his command and making peace with the mystical entities stirred up by his conquering passage. While no crone, her hair is snow white, making her appear ageless. | ||
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*General Proficiencies | *General Proficiencies | ||
**'''Adventuring''' | **'''Adventuring''' | ||
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**'''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 | **'''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 | ||
+ | **X | ||
*Class Proficiencies | *Class Proficiencies | ||
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**'''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. | **'''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. | ||
− | **'''Brew potions | + | **'''Brew potions''' |
**'''Cure Moderate Wounds''' (2d6) once per 8 hours (takes 10 minutes) | **'''Cure Moderate Wounds''' (2d6) once per 8 hours (takes 10 minutes) | ||
**'''Familiar''' | **'''Familiar''' | ||
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== Combat == | == Combat == | ||
*AC 0 | *AC 0 | ||
− | *HP | + | *HP 16 |
*Movement Rate: 120' exploration/running, 40' combat | *Movement Rate: 120' exploration/running, 40' combat | ||
*Initiative Modifier: +0 | *Initiative Modifier: +0 | ||
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**Secondary Melee Attack: Dagger 10+, 1d4-1 | **Secondary Melee Attack: Dagger 10+, 1d4-1 | ||
**Primary Ranged Attack: Dagger 9+, 1d4 | **Primary Ranged Attack: Dagger 9+, 1d4 | ||
− | *Saves (+3 WIS bonus vs spells and magic items | + | *Saves (+3 WIS bonus vs spells and magic items): |
**Petrification & Paralysis 11+ | **Petrification & Paralysis 11+ | ||
**Poison & Death 8+ | **Poison & Death 8+ | ||
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== Spells == | == Spells == | ||
− | *First Level: 3/day | + | *First Level: 3/day |
**Cause Fear | **Cause Fear | ||
**Command Word | **Command Word | ||
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**Salving Rest | **Salving Rest | ||
**Trance | **Trance | ||
− | *Second Level: 3/day | + | *Second Level: 3/day |
− | ** | + | **Augury |
− | ** | + | **Bane |
− | ** | + | **Charm Animal |
− | ** | + | **Chameleon |
− | ** | + | **Choking Grip |
− | ** | + | **Delay Poison |
− | ** | + | **Enthrall |
− | ** | + | **Hold Person |
− | ** | + | **Locate Object |
− | ** | + | **Magic Mouth |
− | ** | + | **Resist Fire |
− | ** | + | **Speak with Animals |
− | ** | + | **Sleep |
− | ** | + | **Ventriloquism |
− | ** | + | **Unseen Servant |
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== Equipment == | == Equipment == | ||
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*Weapons: Staff, dagger (4 gp) | *Weapons: Staff, dagger (4 gp) | ||
*''Medallion of ESP'': The medallion allows the wearer to read the thoughts of any creature within 30' after concentrating for one round. The wearer may move at half speed, but is unable to cast spells or attack while concentrating. There is a 1 in 6 chance (roll 1 on 1d6) that, unknown to the user of the medallion, his thoughts are heard by all beings within 30' instead of the usual effect. The creature whose mind is read may make a saving throw versus Staffs to negate the effect if it suspects it is being spied on. | *''Medallion of ESP'': The medallion allows the wearer to read the thoughts of any creature within 30' after concentrating for one round. The wearer may move at half speed, but is unable to cast spells or attack while concentrating. There is a 1 in 6 chance (roll 1 on 1d6) that, unknown to the user of the medallion, his thoughts are heard by all beings within 30' instead of the usual effect. The creature whose mind is read may make a saving throw versus Staffs to negate the effect if it suspects it is being spied on. | ||
− | *Belt: Waterskin | + | *Belt: Waterskin, coin pouch (1.1 gp) |
*Backpack (3st, 141.6 gp) | *Backpack (3st, 141.6 gp) | ||
**3# Comfrey, 1# Goldenrod, 1# Woundwort, 1# Wolfsbane, Candle - tallow (x6), Lantern, Flask of Oil - common (x3), Flint & steel, Iron rations (1 day) | **3# Comfrey, 1# Goldenrod, 1# Woundwort, 1# Wolfsbane, Candle - tallow (x6), Lantern, Flask of Oil - common (x3), Flint & steel, Iron rations (1 day) | ||
− | Wealth: | + | Wealth: 4498.43 gp (kept safe with Mr. Hand), 111.23 gp on person |