Greta Gyllenhår's page

708 posts. Alias of Giant Halfling.

Full Name

Dame Greta Gyllenhår of the Eagle Watch


HP 86/86 | AC 23 (t12, ff21) | CMB +11, CMD 23 | Fort +8, Ref +5, Will +5 | initiative +2 |


perception (darkvision 60') +9, sense motive +0 | rage 15/16 | hero points: 2 | mythic power: 4/5 | active effects: ironskin, prot v evil


F NG Aasimar Bloodrager 6, Guardian 1 |


Neutral Good



Strength 20
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Greta Gyllenhår

Aasimar [angelkin]
Bloodrager [primalist]; bloodline- celestial

racial abilities:
Type- outsider [native]
Darkvision 60’
Resist 5 vs acid, cold, and electricity
Spell-like Ability (1/day)- alter self (caster level=character level)
Skilled- +2 heal and knowledge [planes]

class abilities:
Fast Movement (+10’)
Bloodrage (16 rounds/day)- +4 Str/Con, +2 Will, -2 AC; fatigued afterwards for double duration of bloodrage
Bloodline [celestial]- while in bloodrage:
- weapons count as good aligned, deal +1d6 vs evil outsiders
Uncanny Dodge- keep Dex bonus to AC while flat-footed and against invisible attackers; can't be flanked
Blood Sanctuary- +2 to save vs spells cast by self or an ally
Rage Powers
lesser celestial totem- gain +1 hp/CL from healing effects
lesser elemental blood [fire]- add +1d6 fire damage to all attack for 1 round (swift action, 3/day)

Challenge (1/day)- challenge enemy as a swift action; add level-2 to damage against target; gain morale to all saves vs target equal to 1+1/4 levels; -2 penalty to AC versus enemies other than the target

mythic abilities:
hard to kill- automatically stabilize when below 0 hp; do not die until negative hp = Con x2
mythic power- 5/day
surge- spend 1 mythic point to add +1d6 to any d20 roll (immediate action)

trait bonus- when reduced to negative HP by a demon, spend one mythic power to heal 2d6 +twice tier

sudden block- spend 1 mythic point as immediate action when enemy (melee) attacks me or adjacent ally to add tier to AC and force enemy to roll twice and take lower. Afterwards, gain free counterattack that ignores DR.
fleet charge- spend 1 mythic point as swift action to move up to speed and make 1 attack that ignores DR at any point during move.

legendary item (longhammer)
- bonded: non-persistent mythic powers only work for me
- legendary power: 2/day; as surge for attack rolls and combat maneuver checks
- upgradable: perform 8 hour ritual and spend 1/2 cost difference to add enchantments to item

traits, feats, and skills:
exposed to awfulness [campaign]
scholar of the great beyond [faith]

1- Exotic Weapon Proficiency [longhammer]
3- VMC [cavalier]
B4- eschew materials
5- arcane strike
B6- iron will
M1- dual path [champion]
Blessing- power attack

Acrobatics +13 (6 ranks +3 class +2 Dex +2 blessing)
Knowledge [planes] +12 (6 ranks +3 class +0 Int +2 race +1 trait)
Perception +9 (6 ranks +3 class +0 Wis)
Spellcraft +9 (6 ranks +3 class +0 Int)

Background Skills:
Craft [weaponsmith] +4 (1 rank +3 class +0 Int)
Linguistics +5 (5 ranks +0 Int)
Perform [dance] +8 (6 ranks +2 Cha)

Languages: Abyssal, Celestial, Common, Ignan, Infernal, Hallit, Skald

1st level (2/day)- burning hands (DC 13), cheetah's sprint, protection vs evil, shield

masterwork chainshirt, explorer’s outfit, iron holy symbol
cloak of resistance +1
+1 evil-outsider bane (legendary) longhammer, cold-iron spiked gauntlet
deep quiver: javelin w/amentum x6
wand of magic missile (cl 3, 11 charges)
silver dragon scale (ironbody 3/day, CL 19)
potion of cure light wounds, alchemist's fire, flask of acid
backpack: cot, blanket, pillow, grappling hook, 50' silk rope
123.17 gold

combat stats:
HP: 86 (6d10 +12 Con +6 FCB +5 path +18 trait +5 blessing)
AC 16; touch 12; flat-footed 14 (+4 armor +2 Dex)
CMD 23 (+6 BAB +5 Str +2 Dex)

Str 20 (16 +2 race +2 blessing)
Dex 14 (13 +1 @4th)
Con 14
Int 10
Wis 10
Cha 14 (12 +2 race)

Hero Points: 2/3

Fort +8 (+5 base +2 Con +1 resist)
Ref +5 (+2 base +2 Dex +1 resist)
Will +5 (+2 base +0 Wis +2 feat +1 resist)

+1 Longhammer +12/7, 2d6+8, 20/x3; 10' reach
- power attack +10/5, 2d6+14
- rage +14/9, 2d6+11
- pa & r +12/7, 2d6+17
Longhammer vs evil outsiders +14/9, 2d6+10+2d6, 20/x3; 10' reach
- power attack +12/7, 2d6+16+2d6
- rage +16/11, 2d6+13+2d6
- pa & r +14/9, 2d6+19+2d6
Spiked Gauntlet +11/6, 1d4+5, 20/x2 (cold-iron)
- power attack +9/4, 1d4+9
- rage +13/8, 1d4+7
- pa & r +11/6, 1d4+11

Greta stands nearly five foot four, with her boots on (and barely five foot one without them). In the leathers, wool, and fur of her explorer’s outfit, she weighs over a hundred pounds (though not by much). Her small size, large blue eyes, and cherubic beauty conspire to make her seem rather childlike, despite being in her early twenties and having a fairly womanly figure. Her most striking feature, however, is her hair which looks like strands of finely spun gold.

Greta’s boots are made of soft, light-brown leather and lined with fur. Her kilt-like leather skirt is dyed crimson and the buckles dipped in gold, a tribute to Ragathiel, the Empyreal Lord she reveres. Her beige, woolen, waist-length gambeson is fitted to her body and would likely help her appear more mature if it weren’t draped in a chainshirt and halfway hidden under her fur-trimmed, light-brown cloak. She wears a cold-iron spiked gauntlet on her right hand and carries a hammer that looks like it was made for a storm giant. The massive weapon would be intimidating in the hands of almost any warrior, but seems slightly comical being wielded by the cute little aasimar.

At five foot one and ninety-six pounds nobody ever expected Greta to follow in her father’s footsteps. Stellan, a paladin of Iomedae, had fought for many years on the front lines of the battle against the evils beyond the wardstones. When he married Astrid, a sorceress who was no stranger to battling evil herself, many rejoiced at the prospect of the sons they would one day send to the front. And they were blessed with sons, three strapping, handsome boys already by the time Greta was born. Apparently the demons heard the news too because when one made it through the barrier it seemed to head straight for their house. It killed all three boys and Stellan, and wounded Greta badly before Astrid finished it off. The girl was too young to remember the attack, but her mother told her about her father’s courage and ferocity, about how valiantly he fought defending them. She told her often so that her daughter would always know how heroic her father was, and how dangerous the demons were.

As Greta grew, her mother instructed her in the study of outsiders and in how to connect with the power in their blood to tap into a deep magic. The girl did not take to spellcasting the way her mother hoped but found incredible strength in her heritage nonetheless. Her father had used a great hammer in battle and had planned to pass it to one of his sons when they came of age. They never did, so Greta claimed it in their memory. Most of their neighbors scoffed when they heard; the head of Stellan’s hammer was easily twice the size of a warhammer, and its seven-foot shaft towered over her. Many joked that she wouldn’t be able to lift it much less swing it. Swing it she did, though, and with hours of practice she’s gotten pretty good at swinging it.

Now that she’s come of age, Greta has decided to set out and find her own path to helping in the battle against the demonic forces of the worldwound. So far her petite stature, bright blue eyes, golden hair, and friendly smile have attracted far more romantic interest than respect from her peers, and she’s still often met with teasing when she shows up places with her oversized hammer, but she knows who she is and the family she comes from, and those setbacks aren’t about to slow her down.


hammer: I’d like to keep the same hammer all campaign, if possible. I plan to get masterwork transformation cast on it as soon as possible, and to hire someone to enchant it to +1 as soon after that as I can. I might take the craft magic arms and armor feat so that I can enchant it after that, but I was also thinking I might take the legendary item mythic ability and, if I did, I would take 'upgradable' for one of the legendary powers (which would also let me enchant it). Either way, I’d definitely eventually put bane [evil outsider] on it and maybe furious and/or holy.

armor: I’d like for her to stay mobile, so I’ll stick with the chainshirt until I can get my hands on a mithril breastplate. In terms of enchantments, the ones I’m most interested in for armor are defiant [evil outsider], righteous, and determination (most of which I’ll probably be waiting a long time for).

the ‘standards’: obviously I’m interested in all the boring standard buff items that you basically need- Str belt, Cha headband, ring of protection, cloak of resistance, an amulet of natural armor

fun stuff: I’m positive there’s others but here’s a few interesting other items that could be cool for Greta- glove of storing, snakeskin tunic, boots of speed, crown of blasting, bracers of sworn vengeance

gauntlet: I almost forget about my gauntlet. One of the things I like about the glove of storing is that I'd be wearing this jagged cold-iron gauntlet on one hand and a worn leather glove on the other (I'm picturing it as a fingerless, almost cestus looking glove). Anyways, I probably won't look to add enchantments to this for a while (since the extra 2k is a lot at lower levels), but eventually it'd be nice to add to it. I really like the idea of adding impact to it (like something figures out how to avoid my hammer and is relieved, only to get punched right back out to hammer range). Spell storing could be cool too?

Mongrelman ranger 1
LN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 23 (3d10+7)
Fort +4, Ref +8, Will +6
Speed 30 ft.
Melee longsword +6 (1d8+3, 19-20/x2)
Ranged mwk longbow +8 (1d8, 20/×3)
Special Attacks favored enemy (humans +2)
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Feats Point-Blank Shot, Weapon Focus (longbow)
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,
Sleight of Hand +9, Stealth +12, Survival +9
Languages Common, Undercommon
SQ sound mimicry (voices), track +1, wild empathy –2
Combat Gear potions of cure light wounds (2), wand of
gravity bow (10 charges); Other Gear mwk chain shirt, longsword,
mwk longbow