Machine Gunner

Eldhír's page

7 posts. Alias of Lessah.

Full Name

Eldhír Uðrrúna


HP 33/33 ⎢ AC 17/12/15 ⎢ CMD 14 ⎢ Fort +5 Ref +3 Will +7 ⎢ Init +5 ⎢ Per +11, Darkvision


| Status: Resonance (+2 Dex, +1 Cha checks), Lucky Number








Alseta, The Godess of Doorways


Common, Skald, Giant, Sylvan

Strength 8
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Eldhír

Inquisitor (Relic Hunter) 5; VMC: Wizard (Enchanter)
N Medium Humanoid (Changeling [Issian/Ulfen])
Init +5 Senses Perception +11, Darkvision


AC 17, touch 12, flat-footed 15 (Armour +4, Dex +2, Natural +1)
hp 33 (5d8+5)
Fort +5, Ref +3, Will +7


Speed 30 ft.
Melee 2 Claws +6 (1d4+4)
or Shortsword +5 (1d6 19-20x2)

Ranged Heavy Repeating Crossbow +5 (1d10 19-20x2, 120' range increment)

Magic (CL 5, Concentrate +8)
0- Brand, Daze
1st (5/day, DC 1) - Disguise Self, Litany of Sloth, Lucky Number
2nd (3/day, DC 1) - Bloodhound, Hold Person, Silence

Implements & Focus Pool (8p)

Focus Distribution
Enchantment - 3
Illusion - 2
Transmutation - 3

Resonance powers:
Enchantment - Glorious Presence (Su)

The implement invokes the presence of those who have worn it in the past. The implement's wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Illusion - Distortion (Sp)

The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn't increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.

Transmutation - Physical Enhancement (Su)

The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Focus Powers:
Enchantment Cloud Mind (Su)

As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.

Obey (Sp)

As a standard action, you can issue a command to one living creature by expending 1 point of mental focus.

This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw.

Illusion Minor Figment (Sp)

As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.

Unseen (Sp)

As a standard action, you can expend 1 point of mental focus to become invisible, as invisibility. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you. You must be at least 3rd level to select this focus power.

Transmutation Legacy Weapon (Su)

As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.


Str 8, Dex 15, Con 12, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +2/5; CMD 14
Feats: Mother's Gift (Claws), [VMC], Escape RouteTB, Weapon Finesse
Skills: Bluff (5) +9, Climb (1) +3, Diplomacy (1) +5, Disguise (1) +5, Intimidate (5) +11, Know (1: Arcana, Dungeoneering, Nature) +5, Linguistics (1) +2, Perception (5) +11, Profession (Merchant 1) +7, Sense Motive (5) +13, Spellcraft (1) +5, Survival (1) +7, Stealth (5) +10, Use Magic Device (5) +6
Bonuses not included: +Wis (3) to identify monsters, +2 to track; Resonance Powers

ACP: -1
Languages Common, Skald, Giant, Sylvan

Implements (Transmutation, Enchantment, Illusion), Focus Power (2), Focus Pool (8), Monster Lore, Stern Gaze (+2), Cunning Initiative, Detect Alignment, Track (+2), Solo Tactics, Bonus Teamwork Feat


Worn gear (light load =< 33 lbs., medium load 34-66 lbs., current: 25+1+1.5+2+~3 =32.5)
Spell component pouch, belt pouch, couriers outfit, water canteen, quiver (10 arrows: durable, cold iron), Amulet of Mighty Fists: Agile, Masterwork Chain Shirt, Heavy Repeating Crossbow, Shortsword

In pouches and pockets
Compass, Small steel mirror, twine, Flint and steel, Chalk, Potion of Cure Light Wounds, Trail ration, Candle, Alchemist's fire x2, Flash-Freeze Oil

Stashed (on light combattrained horse)
Bedroll, Hammock, Soap, Fish hook, torches x10, Trail Rations x9, dandy brush, 2 days worth of horse-food, Cold-Weather outfit, Cleats, Perfume x2, 8 pints of oil, Blanket, Animal Glue, Heatstone, Silk rope (50 ft.), Bullseye Lantern, Candles x5, Waterskin, Kits: maintenance, grooming, mess, Journal, vial of ink, inkpen, Bolts x30 (durable, cold iron), Bolts x20, Armour Ointment, Weapon blanches: Ghost salt & Silver

In waterproof bag
Journal, 5 sheets of paper, Scrolls of Cure Light Wounds x3, Vocal Alteration, Comprehend Languages, Tireless Pursuit

Worn by said horse
Bit and bridle, riding saddle, saddlebags
Stashed (home)
Spare clothes: Scholars, Artisan, Tabard, Uniform, Perfume (common) x3,

gold spent:

3450 gp
Horse & gear -110 - 16.2 -0.1
Clothes -30 -14 -5 -10
Misc. -0.71 -0.1 -.5 -10 -20 -10 -10 -0.01 -12 -.15 -.4 -10 -8 -6.2 -25 -1 -10 -10 -0.01 -8.1 -2 -.5 -8
Amulet -2000
Weapons -400 -81 -10
Armour -250
Scrolls -150
Alchemical items -30 -80 -20 -5

The youngest child of Theore and Míri Uðrrúna, Eldhír was different from her older siblings. While she manages to match their length, she was always thinner - always half their size. It didn't help that she was five years junior to the second youngest child, and seven years apart from her only sister. And all the others where blonde and blue-eyed too. Her hair was dark as the winter sky - and, well - she had one blue eye at least. The other was dark brown. She had seen the layout in a few of the families dogs - but never in another human.

So she wasn't particularly surprised when her parents told her she was adopted. Left at the doorstep of the family house at midwinter eve. Luckily, the Uðrrúna family had both the means and the heart to take in another child. Growing up, she was well treated by her brothers and sister. They quickly realized that their youngest sibling had a knack for getting around unseen and talk her way out of things if caught, so she was frequently conscripted into their pranks and tricks. Combined with long winter days spent together in the families house, she felt like an Uðrrúna - despite the obvious differences.

But as always, life has a funny way to test such beliefs. A few months after her thirteenth birthday, which they celebrated at midwinter eve, she started to have strange dreams. Visions of dancing across frozen lakes and moors, illuminated by the northern lights and the stars. Lucid, waking dreams of deep forests and strange rites. She felt a strange but oddly familiar pull - as if some other part of herself called out for her. Soon the dreams were accompanied by sleepwalking and restlessness. Frequently, she woke up exhausted and worn out. Her family noticed too - they tried all they could to help. The sleeping drugs the village healer prescribed didn't help, even thought they could fell a grown bear. The meagre spells and blessings he could only stave off the dreams for short durations. Soon, not even those helped and the visions invaded her waking hours too. Eldhír frequently lost all contact with reality and stared into nothing for minutes or even hours at a time.

Theore, distraught and confounded by the spell threatening to steal his daughter away, travelled to a wise druid several villages away - troughs the coldest of winter. To manage the perilous journey, he brought his three sons with him. Both snow and blizzard they braved until they found her - and finally, an explanation. The druids expression turned grim and worried as Theore spoke. "The Hags don't give they children away. They merely loan them to others to raise." she spoke. She explained the origin of Changelings to Theore and his sons. As soon as she finished, she urged them to hurry back. She would follow them closely - first she would have to gather materials for an amulet to shield Eldhírs mind. But, she warned - Hags are not to trifle with and more then a match for most men.

The company raced back trough day and night, barely stopping to feed the hounds or sleep for a few hours. They arrived back home at the edge of dawn. The sun wasn't due for hours, but the first light started to creep over the horizon. They rushed inside, eager to bring the news the rest of the family. But when they entered, they found only two sleeping women - Rin and their eldest daughter. Of Eldhír, only the open back-door and her small footprints trailing into the forest remained. The call had finally entrapped her well and truly, dragging her out of her safe haven and into the forest against her will.

A grim silence came over the family as they remembered and retold the druids words. But, as they looked to each other - they knew what they had to do. No-one steals away our sister. No-one takes our daughter in the dark of the night. They dressed themselves in their thickest winter clothes and leather aprons from the blacksmith - a feeble precaution against the claws of a Hag, but better then nothing. Armed with spears and lantern, they set out - the six family members soon accompanied by the other people of the village. They too were unwilling to let the creatures of the deep forests have one of them without a struggle.

They searched for hours. At first it was easy - her tracks was plain as day in the glittering snow. But soon the forest grew too thick and the ground grew bare. The sun had nearly climbed to it's low top when Eldhír was spotted. It was her youngest brother, Fhârn whom found her - and he cried out for the others to come. Eldhír stood in a clearing, clad in only her nightgown. Next to her was a hulking, horrifying crone. The crones fingernails were sharp and curved, like a southerners knife. Her hair and cloth were unkempt and in tatters - but her eyes, those were the most fearsome part. The crone turned her inhuman, hungering eyes towards the young blacksmiths apprentice. He could feel his blood icing - his heart slowing and spirit waning. But as he glanced on his sister, he felt a fire inside burning away the doubt and fear. He glared back at the hag and advanced, his spear held high - the lantern discarded into a patch of snow.

Eldhír recalls this scene with clarity. It was her first truly clear memory she had from those weeks. The memory of meeting her brothers eyes, seeing her other kin and friends advancing into the clearing and the spell melting away as her spirit finally decided where she belonged. With her family. After that, she didn't remember much more. The Hag had fled, she had been told. No doubt sensing that her prize was lost - and not wanting to face all the spears of the village. Herself, she had suffered from one of the worst colds of her entire life. No doubt from running barefoot in the snow. But her fevered dreams were blessedly empty of Hags, rites and northern lights.

The druid arrived later that evening, having gathered all the materials required - without needing to use them now that the Hag was gone. Instead, she could tend to Eldhírs fever and help her recover swiftly. But the druid still handed the unfinished amulet to the Changeling - as a memento and reminder of where she belonged. It was a simple wooden charm, but it represented her family - her most treasured possession.

Life vent on relatively eventless after that. When Fhârn started to study magic, he let her read his books and showed her his tricks. To her smug satisfaction, she could actually reproduce some of them. But she couldn't fully shake the feelings of unease and broken branches of destiny when she worked the spells, so she didn't throw herself into the studies as whole hearted as her brother. And soon Fhârn left to travel with Destor and she was left without someone to practice with, not to mention her favourite brother.

Luckily, he returned frequently and brought her titbits of the greater world. But then he left again - off to another adventure with his party. And then he came back and left and back and ... No matter how much she nagged both him and her mother, she was to young to accompany him - and, well - they had a point.

But now, he left to the south for some new 'Kingdom' a few months ago. And judging by his letter - he might stay there a while. And her mother was finally relenting - Eldhír could already beat both her oldest brothers and most of the village men at archery and swordplay. She had a few more tricks up her sleeve to protect herself with too. Besides, her brother would be there to shield her from harm too.

And he might need a hand over here!

Even with her brother hastily leaving, it is clear that the siblings doesn't look that similar. Eldhír does not seem to have inherited any of the ruggedness associated with northerners. Instead she is quite small of statue, her heavy coat looks at least one size too large, and her features are sharper. Most peculiar are her eyes deep blue instead of pale, with one tinted almost towards green.

With a grin almost oozing friendliness she offers each and every partymember a handshake as a greeting. Her nails are long and carefully painted, another stark contrast to her casual everyday wear.