Astekhu Halima of House Osriant

A noble mulhorandi priestess on the run after her husband's murder.


Background or The Story So Far…

Lady Priestess Astekhu Halima of House Osriant was, until very recently, a highly-esteemed noble of Mulhorand’s religious caste. Like many priestesses of Isis, the goddess of agriculture, marriage, and benevolent magic, she wed a priest of Osiris. Her husband, Horminuter of Osriant, was a direct descendant of the divine incarnation of Osiris.

When her husband was murdered by agents of [insert opposed political/religious faction here], during a recent political upheaval, Astekhu fled Mulhorand, in fear for her life, taking their twin newborn daughters, Iousaas and Samira, with her. Astekhu fled west, through war-torn Unther, Chessenta, the city-states of the Vilhon Reach, and on to the Dragon Coast. While her daughters were but a few weeks old when she left the city of Skuld, six months have passed since she has been running. Just two days ago she arrived in the infamous port city of Westgate, hoping to gain passage further north to Sembia or the Dalelands in hopes of evading her pursuers.

Since becoming a political fugitive, Astekhu has been forced to forsake many of the trappings of her order. She has eschewed the wigs favored by the Mulhorandi nobility and begun growing her hair out, doffed the pleated white linen dresses of the priesthood in favor of durable northern garb, and sold all of her gems and jewels to pay for black-market spell components.

The strain of constant vigilance for those that would seek to harm her, and of caring for two infants while facing the rigors of the road have begun to wear at Astekhu’s nerves, driving her to paranoia and to ever more daring (and progressively less legal) acts of adventuring to protect and feed her beloved daughters…

More Recently:

Even in her exiled state, she is still Mulhorandi. She respects the rights of priests, as (at least in Mulhorand) they are direct descendants of the gods themselves and the ruling class, above all others, and sees any act of aggression towards the priesthood (any priesthood, regardless of algnment) by non-priests as a direct affront to the gods. Conversely, because of the great devastation inflicted on Mulhorand’s neighbors by draconic deities or dragons pretending to be deities (Tiamat, the “Nemesis of the Gods”, in Unther and Tchazzar in Chondath), she is highly suspicious of anyone who would claim to worship a draconic deity…


Race: Human, Female
Homeland: Mulhorand, Skuld
Class: Multi-class Skyweaver (specialty priest of Isis)1 / Conjurer
Kit: Wizard of the Old Empire (Mulhorand)2
Alignment: Neutral Good (leaning Chaotic)
Religion: Isis
Level: 2nd / 2nd
Experience: ~2500 (earn +10% in both classes)
Next Level: 4000 / 5000
Max Level: Unlimited

Ability Scores:

Str 14 Weight Allowance 55 Max Press 170 Open Doors 8 BB/LG 7%
Dex 13
Con 16 Hit Points +2 System Shock 95% Resurrection 96%
Int 17 Spell Level 8th Chance to Learn 75% Spells/Level 14 Bonus Paths +3
Wis 17 Magical Defense +3 Bonus Spells 1st x2, 2nd x2, 3rd Spell Failure 0%
Cha 11 Max Henchmen 4 Loyalty +0 Reactions +0


  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 16
Armor Class: 5 (6 from armor spell, +1 single-weapon style)
THAC0: 20

  • Paralyzation/Poison/Death: 10
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 13
  • Breath Weapon: 15
  • Spells: 12 (10% magic resistance)
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Type
Dagger 1 +0 1d4 1d3 2 melee P
Mace 1 +0 1d6+1 1d6 7 melee B

Thief Skills: (no armor)

PP HS 40%
OL HN 15%
F/RT CW 45%
MS 50% RL

Non-Weapon Proficiencies: General, Priest, Wizard

Ancient Languages (Mulhorandi) [B] 17 Agriculture® 17
Modern Languages (Common) [B] 17 Herbalism® 15
Ancient Languages (Untheric) [B] 17 Spellcraft® 15
Reading/Writing (Mulhorandi) [B] 18 Weather Sense® 16
Religion (Mulhorandi) [B] 17 Healing4 15
Ancient History (Mulhorand) [B] 16 Prayer5 17
Riding, Land-based 20 Fire-building 16
Heraldry 17 Looting 13
Etiquette 11 Direction Sense 18
Boating 18

Weapon Proficiencies:

  • Dagger
  • Footman’s Mace
  • Single-Weapon Style Specialization (If the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon for which he has proficiency. He doesn’t get the bonus if he carries a shield or weapon in his off-hand.)

Specialty Priest Abilities:

  • Armor Allowed: No armor or shields.
  • Weapons Allowed: All Bludgeoning weapons, plus Dagger, Dart, Knife, Lasso, and Net
  • Magical Items: As Wizard or Priest
  • All specialty priests of Isis receive Religion (mulhorandi), Reading/Writing (mulhorandi), and Modern Languages (Common) as bonus non-weapon proficiencies. As Mulhorandi, they know Ancient Languages (mulhorandi) as their native tongue.
  • All Skyweavers must be multiclasses wizard/priests; Isis’s human clergy are a special exception to the restriction on multiclassed humans. The wizard class can be a mage or any type of specialist except necromancer.
  • Skyweavers receive the combined weapon and nonweapon proficiencies of both their classes (rather than the better of the two). They use the most beneficial saving throws from either their wizard or priest class.
  • Skyweavers receive a d8 for hit points as clerics do, when they gain a new priest level, rather than averaging hit points between their wizard and priest classes as normal multiclass characters.
  • Skyweavers receive the wizard spell Read Southern Magic when entering into the priesthood.
  • Skyweavers begin at 1st level with a 5% innate magic resistance. They gain an additional +5% per each experience level they gain (to a maximum of 50%).
  • At 3rd level, skyweavers can cast Charm Person once per tenday.
  • At 5th level, skyweavers can Dispel Magic once per day.
  • At 7th level, skyweavers can cast Air Walk or Magical Vestment once per day.
  • At 9th level, skyweavers can cast Regenerate once per tenday.
  • At 10th level, skyweavers can Control Weather once per tenday.
  • At 13th level, skyweavers never fail a saving throw against a magical attack, whether it be caused by a spell, scroll, potion, magical item, or whatever. They always succeed their save and take the results of a successful save.

Conjurer Abilities:

  • Opposition Schools: Greater Divination, Invocation/Evocation
  • A specialist can memorize and cast one additional spell per spell level, provided the additional spell is taken in the specialist’s school. Thus, a 1st-level illusionist could have two spells-one being any spell he knows and the other limited to spells of the illusion school.
  • Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school.
  • Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.
  • When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same.
  • When a conjurer reaches 17th level, he no longer requires any material components to cast conjuration and summoning spells.
  • When a conjurer reaches 20th level, he gains the ability to instantly dispel creatures conjured by an opponent who has used a monster summoning spell or its equivalent. The conjurer can dispel up to 10 Hit Dice worth of creatures with this ability; only creatures with 5 HD or fewer are affected (therefore, the conjurer could dispel two 5 HD creatures or ten 1 HD creatures, but not a 6 HD creature). The conjurer can use this ability up to three times per day by pointing at the creatures to be affected and concentrating.

Kit Abilities:

  • Even when they are unable or do not desire to use their spells, these wizards can easily evade pursuers. Like rogues, the wizards of Mulhorand are able to Hide in Shadows and Move Silently. The percentage chance that they will succeed at such endeavors is 25% plus 5% per experience level. So a 5th-level wizard can hide in shadows 50% of the time while a 10th-level wizard is successful 75% of the time. The maximum chance of success is 95%, which the wizard reaches at 14th level. Normal modifiers for race, Dexterity, and armor apply.
  • Wizards of Mulhorand are also the masters of the spells of concealment. At the very least, these include blindness, blur, change self, improved invisibility, invisibility, invisibility (10’ radius), mass invisibility, mirror image, misdirection, mislead, screen, sequester, vacancy, veil, wraithform. Other spells can be added to this list as the DM desires. For the purposes of learning and casting these spells, Mulhorandi wizards treat them as if they were one level lower than listed in their spell descriptions. Thus, wraithform, normally a 3rd-level spell, is treated as 2nd-level magic. All 1st-level spells are unaffected.

Special Restrictions:

  • As fugitives, the wizards of Mulhorand have been forced to deal with the criminal elements of society in their efforts to obtain spell components and the other materials required to practice magic. Even lawful good wizards have little choice but to swallow their pride and deal with the black market.
    In game terms this is reflected in a “tax” that must be paid for the use of magic. Rather than requiring the player to keep careful track of everything that his character purchases and expends, each spell has a set fee associated with it. At the end of each game session, the player must deduct from his character’s monetary wealth a number of gold pieces equal to 50 per spell level cast during the adventure.
    If the wizard does not have enough money to cover his spellcasting debts, the remaining liability is paid with experience points. This is a last resort, however, and the player cannot opt to substitute XPs for gold. Dungeon Masters should be careful to veto any attempt by the player to circumvent this requirement.

Priest Spells: as 1st-level Priest

1st 2nd 3rd 4th 5th 6th 7th
4 0

Major Spheres: All, Astral, Animal, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Plant, Protection, Necromantic, Numbers, Sun, Weather
Minor Spheres: Time

Spell List:

  • 1st level: Allergy Field, Analyze Balance, Animal Friendship, Animal Sanctuary, Astral Celerity, Beastmask, Bless, Blood Bond, Calculate, Call Animal or Bird, Calm Animals, Ceremony, Cleanse, Combine, Create Water, Cure Light Wounds, Curse of Tongues, Deep Breath, Deflection, Detect Disease, Detect Evil, Detect Magic, Detect Poison, Detect Snares and Pits, Dispel Fatigue, Empathy, Endure Cold/Heat, Entangle, Faerie Fire, Find Water, Firelight, Heal Plants, Hibernate, Invisibility to Animals, Invisibility to Undead, Know Age, Know Time, Light, Locate Animals or Plants, Log of Everburning, Magic Creeper, Magical Stone, Nectar, Orison, Pass Without Trace, Personal Reading, Petrify Wood, Precipitation, Predict Weather, Protection from Evil, Puffball, Purify Food & Drink, Purify Self, Rainshield, Regenerate Light Wounds, Remove Fear, Ring of Hands, Ripen, Sacred Guardian, Sanctify Ghi, Sanctuary, Scribe, Sense Direction, Shillelagh, Spark of Blinding, Speak with Astral Traveler, Sunscorch, Waterfloat, Weapon Bless, Whisperward, Wind Column

Prepared Spells:

Spell Level Casting Time Effect
Cure Light Wounds 1 5 Heal 1d8 hit points.
Cure Light Wounds 1 5 Heal 1d8 hit points.
Pass Without Trace 1 1 round 1 turn per level. When this spell is cast, the recipient can move through any type of terrain—mud, snow, dust, etc.—and leave neither footprints nor scent.
Sanctuary 1 4 2 rounds + 1 round per level. Any opponent attacking the caster must roll a save vs. spell or lose track of the caster, ignoring them for the duration. Those not attacking the caster are unaffected.

Already Active Spells:

Spell Level Casting Time Effect
Hibernate 1 1 round 2 medium or 3 small creatures enter into hibernation for up to 1 week per level. While in this state, the creature’s need for food, water, and air are negligible. The creature can be awakened, but will go back to sleep when no longer interrupted unless it makes a save vs. spell. When the spell expires, the creature will awaken intensely hungry.
Sacred Guardian 1 1 The priest becomes instantly aware if the recipient of the spell (1 touched creature) is in danger, regardless of distance, even across planes for 1 day per level.

Conjurer Spells: as 1st-level Wizard

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 + C 0

Paths Known: The Genie’s Path, The Knight’s Road, The Servant’s Path, The Skulking Path, Thoth’s Path,

Spell Book: 3

  • Scrolls and Spellbooks written by a wizard with Thoth’s Path can only be read using the read southern magic spell (read magic does not work).
  • 1st level: Armor ©, Barrier, Elemental Burst ©, Invisibility, Mount©, Read Southern Magic, Silence 15-ft. Radius, Unseen Servant ©, Ward

Prepared Spells:

Spell Level Casting Time Effect
Invisibility 1 2 Touched creature and everything carried is invisible. Items dropped or put down become visible. Lasts until dispelled, until the target attacks a creature, or until 24 hours have passed.
Mount 1 1 turn Summon a mule or light horse for 2 hours, +1 hour per level.
Barrier 1 1 Creates a transparent solid wall of force, 10-ft. high in a 10-ft. radius around the caster for 2 rounds per level. The barrier blocks all physical forces and damaging effects. The wall has AC 5 and 5 hit points per caster level.

Already Active Spells:

Spell Level Casting Time Effect
Armor 1 1 round Force armor grants AC 6, with no weight or encumbrance. Lasts until dispelled, or user takes 10 points of damage.


Item Weight
2 6-month-old babies ~14 lbs each
Dark Blue Linen Shirt
Soft Leather Vest
Leather Bracers
Dark Blue Canvas Breeches
Footpad’s Boots
2 1-gallon Wineskins (filled with water) 8 lbs each
Spellbook (bundle of papyrus scrolls) 3 lbs
Silver Holy Symbol of Isis (miniature ceremonial flail) 1 lb
Leather Baby Sling
Wicker baby carrier (mounts onto backpack)
Frame Backpack (shifts encumbrance down 1 category) 5 lbs
Bedroll & Sleeping Bag 8 lbs
Several yards of linen cloth (swaddling/diapers) 5 lbs
2 Quill pens
Bottle of Ink
Iron Dagger 1 lb
Footman’s Mace 10 lbs
2 bags of Caltrops 1 lb each
Survival Kit
Black-Market Spell Components (15 uses)
2oz Holy Ghi (made from her own milk, as holy water or heal 1d3 hit points)


221 1


Base Speed: 12
Total Weight of Gear: 79 lbs. (unencumbered, due to frame pack)

Unencumbered Light Moderate Heavy Severe
Weight 0 – 55 lbs. 56-85 lbs. 86-115 lbs. 116-145 lbs. 146-170 lbs.
Movement 12 8 6 4 1


1 “Powers and Pantheons”, pg 116

2 “Wizards and Rogues of the Realms”, pg 62

3 All spells appear in the “Wizards Spell Compendium” (Volumes 1-4)

4 Successful Healing check restores 1d3 hit points if first aid is applied within 1 round of wounding. Can be done no more than once per character per day.

5 1 round of prayer and successful Prayer check heals 1d4 hit points to a single creature. Can affect multiple targets by taking -2 per additional creature, with a single check applying to all targets. Once used successfully, Prayer cannot be used to heal again for 8 hours.


Astekhu Halima of House Osriant

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