About Heldi AvnethHeldi
Blessings:
Blessings (Su): (3/day) A warpriest’s deity influences his alignment, the magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that blessing. If a warpriest isn’t devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings he chooses must match the domains selected by that class. Subject to GM discretion, the warpriest can change his previously selected blessings or domains to make all of them conform. Warpriest blessings are described at the end of this class entry. Chosen Blessings: Destruction Blessing
Protection Blessing
Sacred Weapon:
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 damage for Medium warpriests is given on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this decision 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 deal only energy damage. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. Bloodrage:
Bloodrage (Su): (6 rounds) The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Bloodraging Stats:
————— Defense ————— AC 14, touch 10, flat-footed 12 (+2 Dex, +4 armor, -2 Rage) hp 12 (1d8+4) Fort +6, Ref +2, Will +7 ————— Offense ————— Speed 30 feet Melee +7 longsword (1d8+6/19-20) Ranged +2 sling (1d4) Special Attacks Blessing (4/day) Warpriest Spells prepared (CL 1st; concentration +4) . . 1st(2/day)— divine favor, shield of faith . . 0 (at will)— light, create water, prestidigitation ————— Statistics ————— Str 22, Dex 14, Con 19, Int 10, Wis 17, Cha 8 Base Atk +0; CMB +6; CMD 18 ————— Special Abilities ————— Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat. Mad Magic: You can cast spells while bloodraging. ------- FCB:
1/6 of a bonus feat Feats:
Weapon focus (longsword) Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Improved Initiative
Mad Magic
Traits:
Fate’s Favored: (faith) The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Two-World Magic: (prestidigitation) (magic)
Hero points: 1 -------- Backstory:
(As told by Heldi) “Oh, I’ve lived most of my life at the Academy. Got dropped there when I was four, don’t remember anything from before then. I was a quiet girl for most of my childhood, but when He decided to reshape me, He destroyed that girl. In what they call ‘The Incident’- stupid name, if you ask me- Nethys finally broke me out of my chrysalis, filling me with His strength. Anyway, ‘The Incident’ taught me the beauty in destruction. So, the next day, I found old Mr. Stoot, and he taught me the basics of carving- beautiful destruction- and gave me my first whittling knife. Pity what happened with him, if you ask me. He was a nice old man… Anyway, that’s when Nethys revealed the power of creative destruction. Destroying the old, to make the new… That’s balance, right there. I know it was the Eye himself because not a week later, a copy of The Book was lying on my pillow! So, I went and asked the priests if they could teach me of the divine. They said no, sadly, but they did let me protect them, which serves me fine. Not everything should be destroyed, after all. That which is completed needs to stay that way. The cube is the red is the sphere, after all. So, they let me stick around. With Nethys’ power and guidance, I managed to drive off an entire pack of goblins! Doubt I could do that again, it was only the Eye’s will that I survived that day…. But after that, the Watch gave me more training in fighting, and the clerics taught me magic. I kept up with my carvings, too. Made my mask, did a bit of the art on the cathedral, and I do a bit of carving here and there for fun or a few coppers on the side. Anyway, I’m here today to make sure that nobody messes with the consecration of this here chapel. Stay out of trouble, and we’ll get along just fine.” Personality:
Heldi is entirely confident in herself, blunt and straightforward while talking, ruthless when convinced she’s right, unforgiving and vengeful toward her enemies, but kind, loving and gentle with her friends. While she recognizes the value of and need for destruction and change, she hates those who would destroy without a plan, or who merely wish to inflict suffering. She is utterly devoted to both Nethys and her friends, and will use any tool at her disposal to protect those who need protecting, destroy those who need destruction, and serve Nethys in his will. While not paranoid, she takes her role as protector seriously, and is always ready for attack. Appearance:
Heldi has dark brown hair, kept short to keep enemies from grabbing it, and slightly tanned skin. (Basically her profile picture). She’s of medium height, and has a slender build that betrays none of her immense strength. Her eyes are kind, and a soft hazel in color. She bears strong hints of Vudrani descent, though her actual heritage is unknown. Most of her clothing is black, white, and silver/gray, but with some color to keep things interesting. She currently has leather armor, but wears light robes over it. Half of the robes are black, and slightly tattered, and the other half is white and pure (she keeps it clean with liberal use of prestidigitation ), with some gold trimming. When in combat, she dons a black and white mask, the symbol of Nethys, concealing her face as she fights and letting her channel the power of her god. Her sword keeps with the pattern. It has a simple wooden hilt, half rough-looing wood, the other polished and smooth, and with a blade with half tinted black, and the other half kept shiny and silver. While never fully relaxed, when off-duty or during formal events, Heldi wears loose, flowing clothes of silver, gold, black, and red. Regardless of how she’s dressed, there’s always one constant accessory- a weapon, on hand and ready to draw. --------- Explanations:
Okay, so this is just a little section I always throw into my characters, walking through my decisions while building, how it all makes sense in-character, and possibly a couple of jokes hidden in plain sight. Just… be prepared for a more relaxed tone in this section. Race/Class:
Traits:
Two-world magic was really needed, RP-wise. There’s no way any self-respecting arcanist would be caught dead without prestidigitation on-hand. It’s the ultimate tool for any spellcaster, allowing them to clean, color, and heat things with ease, among other uses. It’s exactly in line with Nethys’ teachings, too- that magic is a tool, usable in all parts of life, making it the first spell that Heldi ever learned. Feats:
Gear:
Skills:
Summary:
When I’m writing, I’ll often trip over my own feet, so to speak, and not actually convey the point I’m trying to make. This is just a quick overview of Heldi, focusing less on the details of her past, and more just describing my vision and intent with the character. Backstory:
|