Hira of the Seven

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Revision as of 16:36, 2 September 2015 by 71.214.94.233 (talk) (Equipment)
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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: 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, 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, dress (x2), 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