Linnorm-Slayer

Elise of the Red Hill's page

973 posts. Alias of Lessah.


Full Name

Elise of the Red Hill

Race

Human (Ulfen) | Status: |

Classes/Levels

Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Gender

Female

Size

Medium

Age

26

Alignment

N

Languages

Common, Draconic, Elven

Strength 18
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 10
Charisma 11

About Elise of the Red Hill

-----------------------------
Elise of the Red Hill
-----------------------------
Human Bloodrager 6/ Champion 4
N Medium humanoid (human)
Init +5 [+7]; Senses Perception +9
-----------------------------
Defence
-----------------------------
AC 18, touch 11, flat-footed 17 (+7 armour, +1 Dex)
[AC 18, touch 9, flat-footed 17 (+7 armour, +1 Dex, -2 Rage, +2 Natural)]
HP 99 [117] (6d10, +36 [+51] Con, +20 MT, +5 favoured)
Fort +12 [+15], Ref +4 [+5], Will +3 [+5]; +2 vs sleep, paralysis
Fire Resistance 10
Defensive Abilities - Improved Uncanny dodge, Blood Sanctuary
-----------------------------
Offence
-----------------------------
Speed 40 (30 in armour) ft.
Melee +12/7 Bardiche (1d10+7 [+10] 19-20x2)
[+15 Claws (1d8+9)]
Ranged +7 Sling (1d4+5 [+7] 50 ft.)
Special Attacks - Bloodrage (20/day)
Powerattack -2 +6/9

1/day - Breath of Fire: 10d6 fire, 30' cone, DC 21[24] ref for half

Colour Magic [Intermediate Red, CL 6, Concentration +12, Cast mod: Con]

Pool Size: 6

Virtues: Breath of Speed (1sp to downgrade action: Standard -> Swift -> Free)

Leaf barrier: Summon a swirling set of leaves around you that deal 1d3 damage to any enemy that starts its turn adjacent to you. This lasts for a number of rounds equal to your character level. If you spend a spell point you may summon the leaves as a swift action and they deal 1d6 damage instead.

Roots beneath the earth: Choose an enemy within close range and make a ranged touch attack. If you succeed they are entangled for 1d3 rounds. If you spend a spell point they are entangled for 3 rounds and take 3 points of force damage at the end of each of your turns.

The plants are alive: You may choose a tree or a branch (that may be unattached) to be the target of thise spell within close range. If it is a tree one of its branches is animated and attacks enemy targets within 10ft at the end of each of your turns. It attacks at your attack bonus and the following damage roll: 1d10+8 /x2. If the target is a branch it floats and may move 30ft during your turn before it attacks, it also attacks with your attack bonus but the damage roll is 1d6+4 /x2. The animation lasts for class level rounds. You may use a spell point as a free action on your turn to have the animation end in an explosion of leaf shards. Creatures within 10ft of the animated tree or branch take 1d6 damage per level and are entangled. If they pass a reflex save they only take the damage.

Spells (CL 6, Concentration +6)
1st level - 1/day, DC 11: Shield, True Strike, Bladed Lash
-----------------------------
Statistics
-----------------------------
Str 20 [24], Dex 12, Con 22 [28], Int 10, Wis 10, Cha 11
Base Atk +6; CMB +11 [+13]; CMD 22
Feats - Combat Expertise B, Power Attack, Raging Vitality, Eschew Materials B, Feral Heart*, Blood Tap BL, Barroom Brawler, X
*Goal: Slay "Dragon"
Traits - Snowstride, Blood of Dragons (+2 vs sleep, paralysis)
Skills - Acrobatics (1) +5 [+7], Climb (1) + 9 [+13], Handle Animal (1) +4, Intimidate (3) +11 [+15], Know Arcana (1) +4, Linguistics (3) +3, Perception (6) +9, Ride (1) +5 [+7], Spellcraft (1) +4, Survival (6) +9, Swim (1) +9 [+13]
ACP with Magic Breastplate is -3
Languages Common, Draconic, Elven
SQ fast movement, Bloodline: Draconic; Claws (1d8, magic), Dragon Scales, Uncanny Dodge, Improved Uncanny Dodge, Blood Sanctuary, Bloodline Feat (1)
-----------------------------
Mythic
-----------------------------
Tier: 4

Bonus HP- 5 per tier
Base Mythic Abilities - Hard to Kill, Mythic Power 11/day, Surge +1d8, Amazing Initiative, Recouperation
Mythic Feats - Dual Path (Archmage), Power Attack
Champion's Strike - Fleet Charge (Ex)
Archmage Arcana - Arcane Surge (Su)
Path Abilities - Mythic Bloodline (Draconic), Titan's Bane, Titan's Rage, Groundshaker

Groundshaker (Su)

As a standard action, you can expend one use of mythic power to stomp or punch the ground with mighty force, forcing creatures within 5 feet per tier to attempt a Reflex save (DC = 10 + your tier + your Strength modifier).

Non-mythic creatures that fail their saves fall prone and are staggered for 1 round. Non-mythic creatures that succeed at their saves and mythic creatures that fail are staggered for 1 round. Mythic creatures that succeed at their saves are unaffected. You are not affected by this ability, and you may designate a number of creatures up to your tier to also not be affected.
-----------------------------
Gear - Held
-----------------------------
Masterwork Bardiche
-----------------------------
Gear - Worn
-----------------------------
Dragonscale Breastplate +1
Explorers outfit with Tabard
Gladius in its scabbard, attached to the belt
Sap, attatched to belt
Cloak of Fangs
Belt of Con +2
Amulet of Furious Strikes
Hipflask with water, attached to the belt
Spell component pouch, attached to the belt
Beltpouch, attached to the belt
Sunrod, Smokestick, Potion of Cure Light Wounds, 5 sling bullets, Damaged gold coin, 5 sp, 5 cp and a pair of dice in belt pouch
Sling, tied around wrist
Sasserine's Key, on a piece twine tied around her neck (like a necklace, not tight and long enough for it to stay hidden).
Backpack (on back [or in the Inn])
Quickdraw light wooden shield (on back)
-----------------------------

Gear - in backpack:

-----------------------------
Extra clothes: Hot, Cold, Explorers & Courier s(with matching silver medallion) outfits, Poncho
Scrolls of Bed of Iron x2, Featherfall, Mount, Obscuring Mist & Swift Girding
Waterproof bag containing the extra clothes and the scrolls
Various useful small stuff: Soap, Animal glue, Heatstone, Small steel mirror, Twine (49 ft.),Vials of Acid x2, Alchemists Kindness x10, Tindertwigs x10, Sunrods x4, Perfume (Common)x3,
Candle lamp with candles x10
Bullseye lantern with 10 pints of oil
Food & drink: Trailrations x10, Chocolate, Skin of mead, Waterskin [filled with 'Red']
Spare Bullets x15
Various kits; gear maintenance, grooming, mess
Camping gear: Bedroll, Blanket, Hammock and Flint & Steel
Potions: Invigorate x5, Cure Light Wounds
Weaponblanch: Cold Iron x2, Silver x3
Silk Rope (50 ft.)
Red Magic Conduit (Claw)
1154gp 5sp 3cp

-----------------------------
Gear notes:
Cloak of Fangs wrote:
Wearing this animal-hair cloak red silk grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.

-----------------------------
Backstory:

------------------------------
Signs in the Sky
The cold and dark winter night Elise was born was almost like any other that the village on the eastern fringe of the Realm of the Linnorm Kings had faced. Almost. There were two key differences - one, for sure, were the fact that a child was born. The other were the night sky; for upon it danced the Aurora Borealis, the northern light. It was a potent omen to be born under. Nevertheless, the girl named Elise grew up and was considered a quite average child with no special talents. But as the elders said - the signs don't lie ...

Earning a Name
Only sixteen winters old the time for her baptism by fire was at hand. An Irrisen raiding party had been spotted and all able bodied were called to repel the hated neighbours. They gathered their weapons and set out into the wilderness to find the interlopers - they caught them soon enough and the battle was joined on a large open hill. Roaring as one the free Ulfren struck the Irrisen lines. But while the veins of her kin were flowing with rage, the power surging in Elise was something else. Something far more powerful, more primeval - the blood of dragons. Enraptured by the energies surging inside her she hacked apart warrior after warrior, until her axe splintered after a particularly savage blow. A brief moment of confusion and fear passed by - quickly replaced by clarity and grim determination as she looked down on her hands. They were no longer the hand of a woman but the fearsome claws of a dragon - perfect for the task at hand. The battle ended a brief few minutes later - and the frozen landscape around her had transformed into a macabre field of broken bodies and the snow was red with the blood of the fallen. Thus she had earned herself a name.

The Blood of a Dragon
Upon returning to the village the elders immediately called her to them. Still soaked in Irrisen blood she was led into their meetinghouse - placed in the middle of the room while the elders surrounded her. They listened to her recollection of the battle, questioned her about the power she felt and examined her hands. For while they were no longer the bestial claws of a dragon they were not entirely human either anymore. After much pondering and discussion, most of which went way past her understanding and knowledge, they came to a conclusion:

"The Blood of Dragons flows thickly in your veins. And for those chosen for this divine fate there is only one destiny - one goal; to slay a Linnorm"

The elders nodded in agreement. But the elders were wise - they knew that a Linnorm is more then a match for anyone so young and inexperienced to face, divine blood or not. They gathered what money and equipment they could spare and sent Elise south - in the hope that she would learn and allow herself to attain her full potential so that she one day could fulfil her destiny.

The Challenge Ahead
Several winters later, the rumour of the Island reaches Elises ears. It has all the characteristics of a quest hard enough to bring her closer to her goal...


-----------------------------
Physical Description:

On the first glance Elise looks like the typical Ulfen - tall and blonde with her hair in a thick braid. Her presence however is far from typical - she seemingly radiates power and the temperature around her feels a few degrees hotter. Her gaze is steady and full of determination - evaluating all that she sees and quickly categorizes them; either in 'interesting' or 'inconsequential'. The most striking feature of her being is her hands - they are not quite human but not really a dragons talon but somewhere in between: fearsome talons more then capable of tearing apart men and beast alike.

She wears typical northern style clothing with an assortment of practical pockets and a deep-red tabbard with runes of luck, bravery and success embrodied along the trim. Her armour is made out of metallic red scales and covers all her vital areas while still leaving plenty of room for manoeuvring in combat. By her belt hangs one of the onehanded doubledged swords favoured by her kind and she holds an large axe with a crescent blade.


-----------------------------

Used resources:

Arena
rage rounds 1
arcane surge (shield) mps 1


-----------------------------
Shoping list:

Dragonscale Breastplate +1 1700gp
Gladius -15 gp
Masterwork Bardiche - 363gp
Quickdraw light wooden shield - 53gp
Cold weather outfit - 8gp
Hot weather outfit - 8gp
Explorers outfit x2 - 10gp (1 free)
Couriers outfit - 30gp
Jevelry; silver medalion -50gp
Poncho -0.5gp
Tabard with decorative trim -30gp
Perfume (common) x3 -3gp
Backpack -2gp
Bar of Soap -0.01gp
Animal Glue -0.5gp
Heatstone -20gp
Small steel mirror -10gp
Rope, silk (50 ft.) -10gp
Twine (50 ft.) -0.01gp
Candles x10 -0.1gp
Candle lamp -5gp
Bullseye lantern -12gp
Oil x10 -1gp
Sunrods x5 -10gp
Mead -2gp
Chocolate -5gp
Trail rations x10 -5gp
Spellcomponent pouch -5gp
Waterproof bag -0.5gp
Scroll of Bed of Iron x2 -25gp
Scroll of Feather Fall -12.5gp
Scroll of Mount -12.5gp
Scroll of Obscuring Mist -12.5gp
Scroll of Swift Girding -12.5gp
Waterskin -1gp
Hipflask -1gp
Acid x2 -20gp
Alchemists kindness x10 -10gp
Tindertwigs x10 -10gp
Smokestick -20gp
Kit, gear maintenance -5gp
Kit, grooming -1gp
Kit, mess -0.2gp
Flint and steel -1gp
Die x2 -0,2gp
Sling
Bullets x20 -0.2gp
Bedroll, Blanket & Hammock -0.7gp
Weapon blanch, cold iron x2 -100gp
Weapon blanch, silver x3 15gp
Potions of Invigorate x5 250gp
Potions of Cure Light Wounds x2 100gp

Share of the explosive caskets 25 gp

+1000gp (arena fight; added to backpack)
-50gp red magic conduit