Irabeth Tirabade

Akula the Herald's page

306 posts. Alias of Doomed Hero.

Full Name

Akula Krogan, Herald of Valthyra, First Daughter of the Steelblood, Princess of Haemil


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1


Fervor 4/4. Active Effects: Antiplague,



Special Abilities

Darkvision 60


Selfless, Merciless, Truthful, Charitable



Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Akula the Herald

Half-Orc Warpriest of Valthyra 2 (Forgepriest)
Game World Wiki

In another life, Akula would have become a queen, or perhaps an orcish Khan. Both her parents are of royal blood among their respective peoples which, predictably, caused a great many problems.

In Haemil, hostilities with the Orc clans have a long and bloody history. Orcs are proud, dedicated to their traditions, and quick to resort to violence. The Humans are opportunistic, dedicated to innovation, and quick to disregard the traditions of other peoples. These cultural values do not make for good neighbors.

Akula's mother Korah was the firstborn daughter of the Steelbood Khan. Her decision to leave her people came from overhearing her own father's prayers. The Khan was tired. He could see the writing on the wall. The destruction of his people, imminent. They were mighty, and many, but the humans had weapons and alliances, and were not bound by self-destructive traditions. The Khan prayed to the Ancestors and the Gods to give him a way to stop the fighting that would not see him lose his throne as well.

Korah gave the Khan what he sought. The next night she left, hidden by darkness, and made her way to the borderlands where she surrendered to the armies of Haemil. When her identity became known she was taken to the Capital and brought before the King. She surrendered herself as a hostage, a bargaining chip, to allow Haemil the leverage needed to keep the Orcs at bay.

It was a gamble, but it worked. The human nobility had a long history of raising the children of other Houses to ensure peace between the. This was little different. After the initial outrage from firebrands on both sides, years of outright warfare settled into a tense standoff punctuated by occasional skirmishes.

What no one expected was for crown prince Michael Krogan of Haemil to fall madly in love with the orcish princess.

They were wed over the anvil, but the secret was not to last. Pregnancies are hard to hide for long.

The public outrage was predictable and fierce. The prince renounced his claim to the throne, abdicating to his younger brother. The former crown prince instead took on the title of "Grave of Häfenóst" and moved to the borderlands.

After five years away from her people, Korah was reunited with her father, this time over a negotiating table. That was when the Khan found out that his daughter had not been kidnapped and held for ransom, but that she had left of her own free will to ensure the survival of her people. It was there, at a table full of tension and anger that she presented the savage Khan with his granddaughter. Akula, as a toddler, was instrumental in the peace talks that followed.

Akula was raised straddling two worlds. She discovered that among all the gods, only one was revered by her mother's people and her father's. Valthyra. It seemed like too much of a coincidence that the goddess of Community and Family, the same goddess who was invoked at her parent's secret wedding, would also be the only goddess beloved by both sides of her bloodline. Akula might never be a princess, but she could be a priestess.

So much of Valthyra's doctrine was reflected in Akula's own life. The forge, the fires, the Doctrine of Alloys. The strength of arms, the imperative to defend and teach. Love. Devotion. She had dealt with the pain of discrimination, and became passionately devoted to eradicating it in all it's forms.

Akula's ability to travel between the Iron Mountain clanlands and the Haemil province made her value as a courier immeasurable. Lasting peace between the warring neighbors seemed attainable for the first time ever.

Then the world ended.

Appearance and Personality:

Akula is a striking young woman. She is too soft for the standards of Orcish beauty, and too savage looking for the standards of humans. Still though, it is hard to deny that there is something about her that draws the eye.

She finds public speaking difficult. She is passionate and enthusiastic, but her aggressive pursuit of argumentation makes many people instinctively defensive. She hasn't yet learned how to temper her zeal for the ears of others.

She's aware that she often isn't listened to, which frustrates her. Instead, she has found that her actions speak for her much better than her lips do.

Her dream is to someday help build a community where all are welcome and respected, regardless of what they look like or where they are from.


Akula dresses in rugged finery. Everything in her wardrobe is clearly high-quality and expensive, but made for functionality rather than ostentation. She favors greys and reds. The great blade she carries on her back has a thick crossguard stylized to look like a blacksmith's hammer.

When on the road or on official business, she wears a pennant that rises off of her back to display her colors and station.

Current Quests:

1. secure the King's property holdings in The Estates within the Vale of Talanor. (Father provided a map f the holdings)

===== Defense =====


HP: 20 (16, +4 con)

20 AC (+9 Full Plate, +1 dex)
.....+4 Shield spell

CMD 15 (10 base, +1 Bab, +3 str, +1 dex)

+7 Fort (+2 con, +3 warpriest, +2 racial)
+3 Ref (+1 dex, +2 racial)
+8 Will (+3 wis, +3 warpriest, +2 racial)



Init +1

BaB +1, CMB +4

...-1 attack, +1 AC to all adjacent allies (no penalty on first attack of round)
.....-1 attack, +2/+3 damage (power attack)
.....+2 attack, +2 damage (divine favor)

Greatsword +5, 2d6+3, 19-20/x2 crit (weapon focus, sacred weapon)
.....+1 damage on first hit of combat (whetstone)

Sawback shortsword +4, 1d6+2, 19-20/x2 crit
.....+1 damage on first hit of combat (whetstone)

Dagger +4, 1d4+3, 18-20/2 crit, 10' range inc.
.....+1 damage on first hit of combat (whetstone)

Javelin, +2, 1d6+2, x3 crit, 30' range (10)

Pillum, +2, 1d8+2, x3 crit, 20 feet, (3)

=====Traits and Feats=====


Fate's Favored: Add +1 to any Luck bonus received.
Princess: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
Self Sacrificing: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Family Ties: (drawback) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day.

Power Attack (bonus)
Weapon Finesse (bonus)

Endurance (racial bonus)
Weapon Focus: Swords (warpriest bonus)
Divine Fighting Technique (warpriest bonus) If you use Combat Expertise while wielding a greatsword, you may apply the AC benefits to all allies within your reach instead of yourself. When at least one ally is within your reach and you are using the Combat Expertise feat, you do not suffer the penalty to melee attacks rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Diehard (1st)

Weapon: Simple, Martial, Orcish
Armor: Light, Medium, Heavy, Bucklers, Shields.

(planned for later: Deific Obedience)



Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha).

[2 warpriest, 2 background*, +1 knowledge bonus, +1 haemil lore] x2
Total: 12

ACP: -5 (masterwork fullplate)

...+1 guidance on any any skill check when I can cast before rolling

+7 Perception (1 rank, +3 wis, +3 class)
+9 Survival (1 rank, +3 wis, +3 class, +2 circumstance)
+4 Intimidate (1 rank, -1 cha, +3 class, +1 trait)
+4 Diplomacy (1 rank, -1 cha, +3 class, +1 trait)
+9 Heal (1 rank, +3 wis, +3 class, +2 circumstance)
.....+2 with heal kit use
+3 Sense Motive (0 rank, +3 wis)
+4 Knowledge: Religion (1 rank, +0 int, +3 class)
+5 Knowledge Engineering (2 rank*, +0 int, +3 class)
+7 Lore: Haemil Nobility (2 ranks, +0 int, +3 class, +2 level)
+8 Craft: Blacksmith (2 rank*, +0 int, +3 class, +1 forge priest, +2 circumstance)

=====Spells and Consumables=====


Spells added to Class List: 1st—jury rig, shield; 2nd—heat metal, shatter; 3rd—keen edge, quench, versatile weapon; 4th—wreath of blades; 5th—fabricate, major creation; 6th—mage’s sword.

DC: 10 +3, + level of spell
Concentration: +5

-Spells Memorized-

--0th (4 per day, at will)--
Detect Magic
Detect Poison
Create Water

--1st (2 per day, +1 bonus)--
Divine Favor (cast)
Divine Favor
Shield (cast)

Healing Kit 10/10

=====Race Abilities=====


Favored Class Bonuses-
1) +1/6 of a new combat feat
2) +1/6 of a new combat feat

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

=====Class Abilities=====


Sacred Weapon (Su) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

Fervor (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Forge Mastery (Ex) A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons. (This benefit is gained from the altered version of blessings, above.)



Armor: Masterwork Fullplate
Neck: Holy Symbol
Ring: Royal signet
Ring: Clan signet

-Worn/In Pouches/On belt-
Sawback Shortsword (masterwork survival tool)
Skinning knife
Signal Horn
Smelling Salts

-In Pack-
Small tent
Tailor's kit
2 weeks trail rations
Masterwork Medical kit
Masterwork Smithing Tools (double as religious foci)
Velum and ink
Sealing wax
Signet rings
collapsible flag pole
Flagpole harness for armor


Background Notes:

1. The family name of the current line of Kings of Haemil is Krögen. Your father, Michael Krögen, was the first born of King Helluddar Krögen XVIII. Upon his death in 7973 E.C., Michael abdicated the throne. His younger brother, Bérengar was crowned King Helluddar Krögen XIX. Your father was named Grave of Häfenóst. You have spent much of your time at your father's castle in the south.

2. Before you left Earthenwork, your father relayed a request from the King to ask you to secure the King's property holdings in The Estates within the Vale of Talanor. Once secured, he expects the Royal Court, including Princess Anelei Krögen, Lady Giseila Krögen, Didrik Krögen-Gilkort, Lieselle Daelbrück, Fabianne Daelbrück, and Reinharn Daelbrück, to reside there along with the King's Guard. Gunther Krögen, the 3rd Apprentice of the Proven in the Bright Tower, may move there at his discretion. Your father provided you a map of the district indicating the location of their holdings. (I only have a hand-drawn map at this time. I will make a prettier one for you prior to the time that you would be able to access that area of the Vale.)

3. Yesterday, Gunther requested that you and his sister, Giseila Krögen, join him in his chambers within the tower. There you saw Thomas Thorne, a young priest of Teysura, who you do not recall seeing in Earthenwork as the capital city was evacuated to Talanor. You have met Thomas before at court in Earthenwork. Thomas is the son of Alessandra Thorne, the Captain of the 1st Calvary of Haemil, who died during the defense of Earthenwork from the gnolls a few days ago. During your visit, you noticed that Gunther looked rather pale and sickly since the last time you saw him in Haemil over three years ago. This was before he left to apprentice with the Hazard of Talanor. In the aftermath of the Shaping, Gunther received a letter, that was sent prior to the Shaping, from his mother telling him that his older brother, Wehnzel, had died during a battle against a band of humanoids below Whitefalls Keep and that his oldest brother, Waltemar, died in his sleep at their home in Castle Wülfshöhle. Today he just learned of his mother's death during the Shaping, and he learned from Arrington, the 1st Apprentice of The Proven, that the Hazard also received a letter from the same messenger that warned the Hazard that assassins may have been hired to kill Gunther. He didn't seem frightened, but was concerned for the safety of all the nobility of Haemil, especially the Royal Court related to the Krögens. Gunther and his sister have always liked and trusted you as a cousin and a faithful priestess of Valthyra.

4. You are familiar with the names of all of the nobility that have found their way to the Vale of Talanor. You have also noticed that many of the families patriarchs have remained in Earthenwork to fight against the gnolls and the ice giants with the noted exception of Baron Clovis Rühle whose family this Dukes family gained nobel status in the last 60 years. The Baron is a large man with no fighting prowess of his own and has no standing army. For purposes of the Kingdom of Haemil, you will gain Knowledge (Noble) as a class skill and gain 1 bonus to this skill equal to your character level. For any nobility knowledge outside of Haemil, you will need to spend background skill points and do not count this as a class skill.