Friday, April 18, 2014

Alysa Priestess of Ianuaria


Here's an NPC healer that I intend to insert into the party.  She could show up whenever is most useful, such as ASAP, since the party is pretty beaten up.  Originally I had thought to have her rescued by the PCs, but without serious healing, that is unlikely to work.  I'm also happy to have her used by anyone else running DF for us.  I think Ianuaria is generic enough as a healing deity to be inserted into most games without much effort as a minor goddess.

Alysa Priestess of Ianuaria                         125 points
Alysa is a priestess of Ianuaria, a healing deity.  She’s built using the Initiate template from GURPS Dungeon Fantasy 15: Henchmen, taking advice from the Customization Notes to make a “Hospitaler” character.  The only change to the template was that Riding was switched with Boating (Sail or Unpowered) to be more consistent with the region.  The spell list came from DF 7: Clerics using a healing deity as a template.  The only change to the template was that Riding was switched with Boating (Sail or Unpowered) to be more consistent with the region.
    Ianuaria is taken from a Burgundian deity of the classical age associated with healing.  Her shrine was located at a healing spring.  The two water spells are consistent with the healing spring theme.  Her ostensible reason for traveling to the Lonely Coast was a search for a healing spring which she would dedicate to Ianuaria, though in truth she seeks to be a wandering healer, fighting the forces of evil and spreading the cult of her deity.
    She’s built as a pure healer, though she has some skill with the staff and is at least somewhat competent in the wilderness.  Her gear comes straight out of DF 13: Loadouts (for the Healing Cleric).
Attributes:
ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics:
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.00 [-10]; Basic Move 5 [0].
Advantages:
Clerical Investment [5], Power Investiture 2 [10].
Disadvantages:
Compulsive Generosity (6) [-10], Disciplines of Faith† (Ritualism) [-5], Sense of Duty† (Adventuring companions) [-5], Stubbornness [-5], Vow† (Chastity) [-5], Vow (No edged weapons) [-10].
Quirks:
TBD
Skills:
Boating (Unpowered) (A) DX [2]-11, Climbing (A) DX-1 [1]-10, Diagnosis (H) IQ-1 [2]-12, Esoteric Medicine (Ianuarian) (H) Per-1 [2]-12, First Aid IQ [1]-13, Fishing (E) Per [1]-13, Hiking (A) HT-1 [1]-11, Pharmacy (Herbal) (H) IQ-1 [2]-12, Religious Ritual (Ianuaria) (H) IQ-1 [2]-12, Scrounging (E) Per [1]-13, Staff (A) DX+3 [12]-14, Stealth (A) DX [2]-11, Surgery (VH) IQ-2 [2]-11, Survival (Woodlands) (A) Per-1 [1]-12, Swimming (E) HT [1]-12, Theology (Ianuaria) (H) IQ-1 [2]-12.
Spells (All at 12):
Aura, Awaken, Body-Reading, Clean, Create Water, Final Rest, Healing Slumber, Light, Major Healing, Might, Minor Healing, Purify Food, Purify Water, Recover Energy, Relieve Sickness, Resist Disease, Resist Pain, Resist Poison, Stop Bleeding, Test Food.
Gear:
$897.50,46 lbs.
• Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
• Fine Quarterstaff (p. B273) [Torso] Damage sw+2 (1d+2) cr, thr+2 (1d) cr. $30, 4 lbs. Parry 10.
• Healer’s Kit (1, p. 26) [Sack or Backpack] $200, 10 lbs.
• Heavy Leather Leggings (p. B283) [Legs] DR 2. $60, 4 lbs.
• Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
• Holy Symbol (1, p. 26) [Sack or Backpack] $50, 1 lb.
• Holy Water ×3 (1, p. 26) [Sack or Webbing] $22.50, 3 lbs.
• Mail Shirt (p. B283) [Torso] DR 4/2*. $150, 16 lbs.
• Minor Healing Potion (1, p. 29) [Sack or Webbing] Heals 1d HP. $120, 0.5 lb.
• Ordinary Clothing (p. B266) [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
• Paut (1, p. 29) [Sack or Webbing] Restores 4 FP lost to magic. $135, 0.5 lb.

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