Kazim

Heldi Avneth's page

3 posts. Alias of Daedalus the Dungeon Builder.


Full Name

Heldi Baxtala

Race

Human

Classes/Levels

Warpriest 1

Gender

Female

Size

Medium

Age

18

Alignment

LN

Deity

Nethys

Location

Sandpoint

Languages

Common

Occupation

Temple Guard

Strength 18
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 17
Charisma 8

About Heldi Avneth

Heldi
Human Warpriest 1
LN Medium Humanoid (human)
Init +6; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
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Offense
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Speed 30 feet
Melee +5 longsword (1d8+4/19-20)
Ranged +2 sling (1d4)
Special Attacks Blessing (3/day), Bloodrage (6 rounds)
Warpriest Spells prepared (CL 1st; concentration +4)
. . 1st(2/day)— divine favor, shield of faith
. . 0 (at will)— light, create water, prestidigitation
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Statistics
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Str 18, Dex 14, Con 15, Int 10, Wis 17, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Weapon focus (longsword), Improved Initiative, Mad Magic
Traits Fate’s Favored, Two-World Magic (prestidigitation)
Skills +4 Perception, +4 Knowledge (religion), +7 Sense Motive; +4 craft (sculpture), +7 profession (soldier)
Languages Common, Varisian
SQ Blessings (Destruction, Protection) 4/day, Sacred Weapon, Bloodrage (6 rounds), Spontaneous Casting (Cure),
Other Gear: leather lamellar, longsword, warpriest’s kit (a backpack, a bedroll, a belt pouch, a cheap copy of The Book of Magic, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol mask of Nethys), candles (10), chalk (10), hollowed pommel, oil (8), parchment (5), scrivener’s kit, string (10), whetstone, wrist sheath (2), artisan’s tools (sculpture), explorer’s outfit, cleric’s vestments, sling, sling bullets (20), dagger, silk rope, good-quality Book of Magic, 24 gp, 14 sp, 10 cp.
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Special Abilities
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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
Deities: Gorum, Nethys, Rovagug, Zon-Kuthon.
Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).
Heart of Carnage (major): At 10th level, you can touch an ally and bless it with even greater destructive power. For 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

Protection Blessing
Deities: Abadar, Nethys, Shelyn, Torag.
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.


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.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.
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:

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Defense
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AC 14, touch 10, flat-footed 12 (+2 Dex, +4 armor, -2 Rage)
hp 12 (1d8+4)
Fort +6, Ref +2, Will +7
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Offense
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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
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Statistics
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Str 22, Dex 14, Con 19, Int 10, Wis 17, Cha 8
Base Atk +0; CMB +6; CMD 18
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Special Abilities
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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.

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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
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Mad Magic
Magic is in your blood, allowing you to cast spells no matter how furious you become.
Prerequisite: Bloodrage class feature or perfect clarity rage power.
Benefit: You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage. If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage.


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)
You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists. Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.


Hero points: 1
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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.

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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:
Okay. Let’s start it off easy. I chose human because of all the obvious incentives provided (more likely to be picked, +2 to two different abilities, etc.), plus I like human characters. (Okay, I also like Aasimars, Elves, Gnomes, Kitsune, and Half-elves, but still.) That was easy. The less easy part was figuring out what class to take.
When I first saw the campaign, I thought a Vigilante might be cool…. Except it wouldn’t work so well here. While there’s no real requirement to have a secret identity, it would be impractical to change into my vigilante identity every time I was going to bloodrage. (Which was part of my plan, and it would have been awesome if I could have gotten it to work)
So instead, I looked for what was needed still, and I noticed there was a distinct lack of divine casters/ healing power. I also haven’t played many (or any), though I have wanted to for some time now. This seemed like a good time to try it out. My next question was, naturally, which class? After some time, I had it narrowed down between 3: Cleric, Warpriest, and Paladin. My character concept was sound by this point, mind you. I was going to be a holy warrior, convinced that their bloodrage flowed straight from their god, giving them strength. They would know, for a fact, that they were the chosen representative of their god, sent to act on behalf of their deity. But what I didn’t know was how they worshiped their god. So, I did a quick die roll, and got Warpriest.
Next was bloodline. I first liked the idea of Celestial, but it just didn’t fit, overall. I had a vision of a warrior-angel, with burning eyes, a golden halo, and brilliant wings, but the Celestial bloodline just didn’t work for that, sadly. I wouldn’t get wings until level 12, I would never get any kind of aura-like ability, and its abilities just didn’t strike me as that fitting to my idea. Next up was destined. While cool, and it fit the theme of a destined warrior, that was it. I didn’t really like the feel of many of the abilities, either, as cool and powerful as they were. Finally, I got to Arcane. While at first I didn’t like it (a bit too cliché, really), it grew on me. The abilities were powerful, it got good spells, and, above all, I had an idea for exactly how it would work. The chosen one of Nethys, the creator and destroyer. Creating while destroying. It fit great with the warpriest, and so the Warpriest of Nethys was born. The herald of careful destruction, and destroying those reckless in their destruction, disciplined and deadly.

Traits:
Fate’s Favored fit with the overall “theme” of the character- a destined warrior, filled with divine power, determined to fix the world. Plus, it gave me an idea for a great pun. Heldi’s name is a play off of two Norwegian words- heldig (lucky) and hellig (holy). I love a good play on words, especially if it’s not obvious. Along similar lines, “av” is Norwegian (I like to pick a language, and stick with it, when finding names) for “of.” So basically, Heldi’s name means Holy of Neth[ys]. Just a fun tidbit. In-character, she chose her own last name upon leaving the Academy, as she didn’t have one when she arrived.

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:
There’s not a whole lot of great feats for this level, really. It’s almost sad. There’s a ton I would like (power attack, step up, etc.), but so many of them require a BAB of +1…. So I just went with the basics: Improved Initiative and Mad Magic. I was likely going to get them anyway, eventually. May as well get them now. As far as IC goes, Heldi has had lots of martial training, and sees the world quite perceptively, allowing her to react faster than she otherwise could. And, as a divine caster who feels as though her bloodrage is channeling power from Nethys, it would make no sense if she couldn’t cast in the meantime.

Gear:
While there were better weapons I could have gone with, longsword was decided upon almost entirely IC. I figure that it would be hard enough learning to channel the divine power of Nethys in a town where he isn’t widely worshipped, so Heldi just went the simple route and went with a the standard weapon of the longsword. Eventually, I’d like it to be adamantine, with half polished silver, and the other half black, but this is just a starting place. Similarly, I figure I’ll grab a mithral breastplate later on, with half black and half silver, just to complete the outfit. She knows how to use the sling from her childhood, and has kept up some use with the weapon.

Skills:
I like the idea of Heldi being perceptive, so Perception and Sense Motive were logical choices. In-world, she learned these skills while being a temple guard, alert to invaders and capable of discerning someone’s intent. At first I was planning on having some diplomacy, as well, then I realized that how I’d play her wouldn’t exactly match up with a fast-talker, so I changed it up a bit. She has Knowledge (religion) because that’s what any self-respecting priest has. Craft (sculpture) came about because of her “creation in destruction” attitude. She’s destroying the old form to create a new one, something beautiful. She handmade her holy symbol, too, along with her mask. Profession (soldier) is from her time as a temple guard. Later, I’ll throw in some Knowledge (history) and Linguistics, too. But for now, she’s still young and rather inexperienced (having received little formal education beyond the basics to this point).

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:
Heldi was raised at the Academy, with no memory of any time before. When The Incident happened, she found a purpose, feeling Nethys had chosen her as his representative. So, she asked to become an acolyte to Sandpoint’s priests, that she might learn of the divine. She was refused, but was instead offered a position as temple guard. Over time, she became a competent warrior and a fledgling spellcaster.