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Hadassah Lokrien Savet's page

326 posts. Pathfinder Society character for Akinra.

Full Name

Hadassah Lokrien Savat




Druid (2) Menhir Savant








Neutral Good






Common, Druidic


Animal Trainer

Strength 8
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 19
Charisma 12

About Hadassah Lokrien Savet

Unlike most druids, Hadassah doesn't really like animals that much, except as food. A large mammoth steak marinated in a rich red wine and sauteed in mushrooms and onions is about her favorite meal. She doesn't hate animals; she appreciates their use, especially domesticated herd animals, she just doesn't feel any special affinity towards them.

Instead, Hadassah focuses on the physical world created by Torag. The beauty of the mountains, the depths of the oceans, the work of the mighty god's hammer is what sings to Hadassah. She loves finding locations where the magic swells within her, and often wanders for weeks on end to find just the right confluence of ley lines.

Plants also seem to strike her deeply, especially old and venerable trees. In fact, due to her love of the various sentient plants, it is rare indeed that the young girl eat much by way of plant matter. Certainly she eats enough to avoid any health issues, but given the choice, she will take peppered jerky over an apple just about any day of the week.

Like many Irrisen, she has striking features, medium length fiery hair, riveting green eyes, and deep red bee stung lips dominate her unnaturally pale face.

At sixteen, the impetuous girl fled far to the south to the city at the center of the world, Absalom, to join the legendary Pathfinder's Society in order to prove her mettle. Much to her family's chagrin, the Irrisen girl proposes to return to the north, and undertake the Night Hunt's tribal rituals upon reaching her eighteenth year.

Hadassah's underlying motivation is simply to get under her parents skin. Removed from Baba Yaga by several degrees of kinship, Hadassah does not feel the Witch Queen has any real interest in her or her family. Her family, however; recalls vividly the rebellions of the former Queens, and the consequences of their disobedience. The Lokrien Savet family fears desperately for their youngest daughter's well being, especially given that if time tells true, Baba Yaga is due to return this year.

Hadassah Lokrien Savet
Female Human (Jadwiga) Druid 2
NG Medium Humanoid (human)
Init +2; Senses Perception +9
AC 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +7
Speed 30 ft.
Melee Heavy Shield Bash -4 (1d4-1/x2)
Spell-Like Abilities Light (At will)
Druid Spells Prepared (CL 2):
1 (3/day) Liberating Command, Produce Flame, Obscuring Mist, Mount
0 (at will) Stabilize, Read Magic, Guidance, Detect Magic
Str 8, Dex 14, Con 12, Int 10, Wis 19, Cha 12
Base Atk +1; CMB +0; CMD 12
Feats Augment Summoning, Spell Focus (Conjuration)
Traits Beast of the Society, Defensive Strategist
Skills Fly +7, Handle Animal +6, Knowledge (nature) +5, Perception +9, Survival +9
Languages Common, Druidic
SQ migrating herd, nature bond abilities (plains), place magic (7/day), spirit sense, spontaneous casting
Combat Gear Potion of cure light wounds, Wand of cure light wounds, Wand of Snowball; Other Gear Darkwood Armor, Darkwood shield, Pathfinder pouch (9 @ 9 lbs), Backpack, masterwork (3 @ 5 lbs), Bedroll, Blanket, winter, Canteen, Flint and steel, Holly and mistletoe, Mistletoe, Sewing needle, Signal whistle, Spell component pouch, Thread (50 ft.), Trail rations (2), Waterproof bag (3 @ 3.5 lbs), 68 PP, 2 GP, 5 SP, 9 CP
Light (At will) (Sp) - 0/0
Place Magic (7/day) (Su) - 1/7
Potion of cure light wounds - 0/2
Trail rations - 0/2
Wand of cure light wounds - 0/50
Wand of Snowball - 2/50
Special Abilities
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Beast of the Society Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Druid Domain (Plains) Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.

Domain Spells: 1st - mount, 2nd - chameleon stride**, 3rd - haste, 4th - aspect of the stag**, 5th - control
Migrating Herd (Su) Summoned herd animals gain +10' speed and double their spell's duration.
Pathfinder pouch (9 @ 9 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Place Magic (7/day) (Su) Free, +1 to caster level for 1 round.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wand of Snowball Add this item to create a wand of a chosen spell.
Wayfinder, bone (empty) (Wayfinder, Bone) Popular among rangers, druids, and necromancers, these bone-encased wayfinders are all unique, as each is crafted from a creature of the Pathfinder’s choice, be it a commonly hunted foe, a remnant of a lost loved one, or a macabre reminder of the futility of life. If you’re a druid or ranger, you can use a bone wayfinder as a divine focus.

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