Difference between revisions of "Hira of the Seven"

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(Rank)
(Rank)
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== Rank ==
 
== Rank ==
 
*L3 Antiquarian Witch (Siren)
 
*L3 Antiquarian Witch (Siren)
*XP: 4291/8000
+
*XP: 4456/8000
 
*Neutral Alignment
 
*Neutral Alignment
 
*Henchman of the PC [[Karag Two-Blades]]
 
*Henchman of the PC [[Karag Two-Blades]]

Revision as of 11:36, 18 November 2015

The Wilderlands of Absalom

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.

Rank

  • L3 Antiquarian Witch (Siren)
  • XP: 4456/8000
  • Neutral Alignment
  • Henchman of the PC Karag Two-Blades
  • Titles/Holdings: none
  • Age: 24

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.
    • Brew potions
    • Cure Moderate Wounds (2d6) once per 8 hours (takes 10 minutes)

Combat

  • AC 0
  • HP 9
  • Movement Rate: 120' exploration/running, 40' combat
  • Initiative Modifier: +0
  • Attacks
    • Primary Melee Attack: Staff 11+, 1d4-1/1d6-1 (two-handed)
    • Secondary Melee Attack: Dagger 11+, 1d4-1
    • Primary Ranged Attack: Dagger 10+, 1d4
  • Saves (+3 WIS bonus vs spells and magic items):
    • Petrification & Paralysis 12+
    • Poison & Death 9+
    • Blast & Breath 15+
    • Staves & Wands 12+
    • Spells 11+ (includes WIS bonus)

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, 73.6 gp)
    • 3# Comfrey, 1# Goldenrod, 1# Woundwort, 1# Wolfsbane, Candle - tallow (x6), Lantern, Flask of Oil - common (x3), Flint & steel, Iron rations (1 day)


Coriander, Medium Riding Horse HP 17/17, 40 gp

  • Saddle & Tack, 10 gp
  • Saddlebag One (305 gp): 9# Comfrey, 3# Wolfsbane, 9# Woundwart, 9# Birthwort
  • Saddlebag Two (58.2 gp): Iron rations - 1 week, Stakes & Mallet, Blanket (x3), dress (x2), waterskin - full (x2), cloak - hooded, 3# Goldenrod


Rosemary, Medium Draft Horse, HP 13/13 30 gp

  • Saddlebag One (117.8 gp): 400' rope, 4 grappling hooks, 6 sacks - large
  • Saddlebag Two (12 gp): Tent, Iron rations - 1 week
  • Saddlebag Three (12.6 gp): 4 sacks - large, 8 flasks of oil - common
  • Saddlebag Four (68.6 gp): 12 flasks of oil - common, 3# Belladonna, 3# Goldenrod