Consortium Agent

Helac's page

331 posts. Alias of Te'Shen.


Full Name

Helac of Riedra

Race

Elan

Classes/Levels

Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |

Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Gender

Male

Size

Medium

Age

32

Special Abilities

Resistance, Resilience, Repletion

Alignment

Neutral

Languages

Riedran, Giant, Khorvairan, Kythric

Occupation

Medic

Strength 10
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 18
Charisma 8

About Helac

Background:
Pleading with the Magistrate, Cord begged But I was just speaking of the Host, not attempting to change anyone's minds!

The response was measured and intoned soullessly. Regardless, Cord Helmworth, for proselyting the belief in the Sovereign Host in the area beyond Jhodra, you will be imprisoned until such time a proper punishment can be determined and meted out. Here there is nothing but the Path of Inspiration. If your gods can do anything for you, it would be that Lady Tureya forgets you exist and you pass into nothingness in the dungeons of Dar Jin.

Before his life started over, he was Cord Helmworth. A child of Breland and the fourth son of a large family. The cycle of hatred and violence the Khorvaire civil war engendered turned Cord to religion as a source of comfort. After joining a monastery dedicated to the Sovereign Host, he spent a few years studying the dogma when he could, but mostly tending the injured the war regularly brought to his door. Finally tired of seeing so much senseless death, he hired on with a merchant ship and left Khorvaire for parts unknown.

After a bit he landed in Dar Jin in Riedra. Working in 'The Tainted Quarter' he would try to engage others in philosophical discussion and, if possible, bring the conversation around to religion. Eventually he snuck into areas beyond the Jhodra district and was arrested and imprisoned for proselyting the faith of the Sovereign Host.

After lounging in the dungeons of Eidonlon Tureya for a time, what was meant to be a far worse punishment was inflicted upon Cord. A rebellious quori spirit was forced into his person, a perversion of the normal bonding process, changing the man into an elan, but also wiping all but a few of his memories.

After re-education, he emerged as the Riedran Helac and joined the Harmonious Shield, eventually being transfered to the Edgewalkers as an inquisitor. His first mission out facing some of the eldritch horrors of a manifest zone left him almost completely broken and the two other agents he traveled with dead. Deciding that, contrary to the teachings of the Path of Inspiration, his destiny was beyond the lands of Riedra, he unknowingly fled to his homeland of Khorvaire, looking to start over.

Found by a group of Kalashtar smugglers after his failed first mission, he renounced his commission, never fully having fit in with either the Harmonious Shield or Edgewalkers. He spent several months with the Kalashtar, helping them to avoid harm by preemptively fortifying their bodies (vigor), and, when that wasn't sufficient, providing actual healing of both the psionic and natural variety. Helac worked with the group enough that they eventually helped smuggle him back into Dar Jin. Once there, vague memories lead him to his personal journal he had stashed before his imprisonment, and, being written in Celestial script he can no longer read, he ponders his next actions with care.

(Elans are so few in number that most Riedrans don't even know they exist. Elans hold the essence of quori spirits condemned to eternal impotence for crimes against the quori, often involving endangering the stability of Riedra. Elans undergo the same indoctrination as other nonhumans believing that they can reclaim the evil spirit within through noble action – a true indignity for the powerless quori, who can only watch as the elan draws on its power. Some elans, whether by force of will or remnants of a rebellious nature, ignore the Path and flee. Those who remain are most often assigned to the Edgewalkers, where their durability is vital. - Secrets of Sarlona, pp. 52-3.)

Personality:
Life in the Harmonious Shield made him hard and ate at his natural empathy, though a bit of it remains. He tries to be polite, but paranoia makes him obscure when he should speak plainly. Thanks to the rigid structure of the Riedran people, Helac has been conditioned to be a very reserved individual. It doesn't help that the change to a aberrant humanoid has also made him seem other. He just seems to radiate a vague oddness that is a little off putting to most.

He's a bit cautious and more than a little worried, wanting to be boisterous and open like some of the "outlanders" he sees, but afraid that as soon as he reveals his past he'll be turned over to the Inspired authorities. Most of the 'old' training as an edgewalker still sticks. Expect to be outmatched. Look for every possible advantage. Study. Adapt. If need be, retreat and reequip. If there is a possibility of buying a future victory with retreat, do so. Battle is not always violence, so choose your tools wisely.

Helac has two goals, one short term and one long term. His short term goal is discover himself, both figuratively and literally. The only clues he has are a few memories that usually come to him in dreams and a leather journal, written in celestial and partially damaged. The other is to continue the mission of the edgewalkers on his own terms by defending the innocent from extraplanar and supernatural horrors. To do so, he needs knowledge, resources, and allies... and not necessarily in that order.

Appearance:
An acid burn scar on his right cheek and forearm, a memento of the fight that claimed two other inquisitors, give his plain features a harshness they don't natively possess. He stands at 5'8" with dark hair and clear green eyes. His skin is otherwise abnormally smooth, seeming to lack pores. He favors loose clothes and light armor with as little adornments as possible. Standing out makes you the first target.

Crunch:
Helac (Cord Helmworth) (Vitalist 5)
Male Elan (Soul Thief) Vitalist 5 (Current xp 10,741/Lv 15,000)
N Medium Humanoid (aberration)
Init +3; Senses Perception +13

DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 dex)
HP 38 (5d6+18)
Fort +8, Ref +2, Will +8 (+4, immediate action + 1 pp expenditure)
Defensive Abilities Resistance, Resilience

OFFENSE
Speed 20 ft.
Melee M.W. Morningstar +3 (1d8)
Ranged -
Special Attacks Induce Pain +3 (1d3), 30' range

Power Points 42 (25 class + 10 bonus + 2 feat + 5 favored)
Powers Known (*means class bonus, others are variable, ML 5)
Knacks (3)- Fatigue*, Induce Pain, Sense Poison
1st (3)-Collapse*, Natural Healing, Vigor
2nd (1)-Share Pain
3rd (1)-Body Purification

STATISTICS
Str 10, Dex 12, Con 14, Int 14, Wis 19, Cha 8
Base Atk +2; CMB +2; CMD 13
Feats (R)Psionic Talent, (1st)Psionic Body, (3rd)Psicrystal Affinity, (5th)Unwilling Participant

Skills
Acrobatics +8 = (1R + 4A +3T)
Appraise +2 = (0R + 2A)
Bluff -2 = (0R - 1A - 1)
Climb +0 = (0R + 0A)
Craft +2 = (0R + 2A)
Diplomacy +2 = (1R - 1A + 3T - 1)
Disable Device -
Disguise -2 = (0R - 1A - 1)
Escape Artist +1 = (0R + 1A)
Fly +1 = (0R + 1A)
Handle Animal -1 = (1R - 1A - 1)
Heal +9 = (2R + 4A + 3T)
Intimidate -2 = (0R - 1A - 1)
Knowledge (History) -
Knowledge (Local) -
Knowledge (Planes) +3 = (1R + 2A)
Knowledge (Psionics) +6 = (1R + 2A + 3T)
Knowledge (Religion) +3 = (1R + 2A)
Linguistics +7 = (2R + 2A + 3T)
Perception +14 = (5R + 4A + 3T + 2)
Perform -2 = (0R - 1A - 1)
Profession -
Ride +1 = (0R + 1A)
Sense Motive +10 = (1R + 4A + 3T + 2)
Sleight of Hand -
Spellcraft +8 = (3R + 2A + 3T)
Stealth +1 = (0R + 1A)
Survival +9 = (1R + 4A + 3T)
Swim +0 = (0R + 0A)
Use Magic Device -

Languages Riedran, Giant, Khorvairan, Kythric (Protean)

Special Qualities Psicrystal, Collective, Collective Healing, Medic Powers, Knacks, Transfer Wounds (2d6), Aberrant Nature, Vitalist's Touch, Health Sense (identify), Spirit of Many, Steal health (touch), Telepathy, Request Aid.

Combat Gear
Hot weather outfit (4 lbs./8 gp)
Darkleaf cloth hide (13 lbs./765 gp)
Darkwood heavy shield (5 lbs./257 gp)
M.W. Morning Star (6 lbs./308 gp)
Belt pouch (.5 lb./1 gp)
Ioun torch (- lbs./75 gp)
Traveler's anytool (2 lbs./250 gp)
Small silver ring (with the initials BD)
Silent whistle (- lbs./9 sp)
(Total Worn 30.5 lbs.)

Gear
Masterwork backpack (4 lbs./50 gp)
Poncho (2 lbs./5 sp)
Blanket (3 lbs./5 sp)
Silk rope 100' (10 lbs./20 gp)
Small steel mirror (.5 lb./10 gp)
Soap (1 lb./2 cp)
Compass (.5 lb./10 gp)
Roll of String (.5 lb./1 cp)
Needle x2 (-/1 gp)
Hooded lantern (2 lbs./7 gp)
Brass knife (1 lb./2 gp)
Waterproof bag x2 (1 lb./1 gp)
Whetstone (.5 lb./-)
2 pints of oil (2 lbs./2 sp)
Flint and Steel (.5 lb./1 gp)
Healer's kit (10 uses) x2 (2 lbs./100 gp)
Rations (1 day/1 lb.)
Traveler's outfit (5 lbs./-)
Map of Eastern Syrkarn Region (- lbs./50 gp)
Water skins x2 (8 lbs./2 gp)
Animal feed for Adharc (10 days, 100 lbs./5 sp)
Large tent (40 lbs./30 gp)

(Total Carried 186 lbs.)

Consumables Psionic Tattoo of Conceal Thoughts x2 (- lbs./100 gp), Psionic Tattoo of the Chameleon x1 (- lbs./50 gp), Psionic Tattoo of Skate x2 (- lbs./100 gp).

(Total 61.5)
Medium Load: 34-66 lbs.
Heavy Load: 67-100 lbs.

Trait, Combat Reactionary: You gain a +2 trait bonus on initiative checks.
Trait, Faith Enlightened (Wisdom in the Flesh): You may make checks with that skill (Acrobatics) using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

681 gp, 13 sp, 7 cp

Psicrystal:
Eroh - Heroic Personality Psicrystal
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 18, 16 touch, 15 flat-footed (+2 Dex*, +4 size, +2 natural)
HP 19 (1/2 master’s)
Fort *, Ref *, Will * - * as master’s saves Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 8, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

SPECIAL ABILITIES

Construct traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Psicrystal Granted Abilities
The psicrystal described here has the special abilities of alertness, deliver touch powers, improved evasion, personality, self-propulsion, share powers, sighted, telepathic speech, and telepathic link (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)

Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.

*With self-propulsion ability activated.

Riding Beast:
Adharc - River Elk
N Large animal
Init +2; Senses low-light vision; Perception +8

DEFENSE
AC 15, touch 11, flat-footed 13 (+2 leather barding, +2 Dex, +2 natural, –1 size)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +3 (+4 to Endurance related)

OFFENSE
Speed 50 ft., swim 30 ft.
Melee gore +4 (1d8+3) or 2 hooves –1 (1d6+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 17, Dex 15, Con 18, Int 2, Wis 15, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Endurance, Lightning Reflexes, Run
Skills Perception +8, Swim +11

Notes
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Many horses and riding dogs are trained in this way.

Leather barding (30 lbs./40 gp), Exotic riding saddle and bridle (31 lbs./32 gp), Helac's packs (186 lbs.), Helac (124 lbs.), Helac's worn gear (28.5 lbs.) (Total weight when traveling 247 lbs./riding 399.5)

Carrying Capacity
Light: 258 lbs.
Medium: 519 lbs.
Heavy: 780 lbs.
Dragging: 3,900 lbs.


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