Hira of the Seven

From RPGnet
Revision as of 16:23, 2 September 2015 by 71.214.94.233 (talk) (Equipment)
Jump to: navigation, search

The Wilderlands of Absalom

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
      • Waterskin, 6 sp
      • Coin pouch, 5 sp
    • Backpack, 2 gp
      • 3# Comfrey, 20 gp
      • 1# Goldenrod, 10 gp
      • 1# Woundwort, 10 gp
        • Candle, tallow (x6), 12 sp
      • Lantern, 10 gp
      • Flask of Oil, common (x3), 9 sp
      • Flint & steel, 8 sp
      • Iron rations, 1 week, 4 gp
    • Light Riding Horse, HP 9, 75 gp
      • Saddle & Tack, 10 gp
      • Saddlebags, two, 10 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
        • Tent, 20 gp
        • Stakes & Mallet, 3 gp
        • Blankets (x3), 6gp
        • Standard rations, 1 week, 2 gp
        • Iron rations, 2 weeks, 8 gp
    • Medium Draft Horse, 30 gp
      • Saddlebags, four, 20 gp
        • 400' rope, 8 gp
        • 4 grappling hooks, 100 gp
        • 10 sacks, lg, 8 gp
        • 10 sacks, sm, 3 gp
        • 20 flasks of oil, common, 6 gp