Full Name |
Helena Conradina Von Der Ahe |
Classes/Levels |
AC 13/FF11/T12 | F+1 R+5 W+2 | HP 22/22 | Init+2 |
Gender |
Female |
Size |
6' |
Age |
NA |
Alignment |
None |
Deity |
Alyln |
Languages |
German / Hebrew / Arabic / English / Latin / French / Sanskrit |
Occupation |
Researcher |
Strength |
13 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
18 |
Wisdom |
12 |
Charisma |
14 |
About Helena Conradina Von Der Ahe
Sturmbannführer Helena Conradina Von Der Ahe
A German DS Spy/researcher into the occult
PF-Class rogue - Spy
Description
This 6' tall, toned body, short blond hair, a blue-eyed woman stands arms on hips. Her well made smart practical clothing that has a 3ed Raich feel. Knee-high boots, to men's pants, and fitted jacket. One boot holding a blade. A holstered underarm Mauser "Schnellfeuer" Model 712 , With the spear stock holster she sometimes has on her belt and hip. She models her clothing on Amelia Earhart who she admires. Simple and practical for expeditions.
Personality
She fixes you in her gaze and a keen mind sizes you up.
Helena has that German directness that some find hard at times. But her extensive education across Europ and knowledge of psychoanalysis from by her cousin Sigmund. This means that even with her blunt manner, she can be understanding and even caring at times. Outside of that, she has a strongly modern outlook on civilization and roles within it.
AD[13] = 10+[+2Dex][+1 leather long jacket and pants
FF[11]RTA[12]
HP [25] [3x8Class+1Con]
SAVES
FOR[+1]B+1Con+0
Ref[+5]B+3Dex+2
WIL[+2]B+1WIL+1
+2 trait bonus on saves against mind-affecting effects.
+1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.
TH [BAB+2] R[+4]M[+3] [SAB +2d6]
Hand To Hand TH+4 DMG 1d3+1
WW1 Trench Boot Knife [TH+4] [DMG+1d4+1]
*Her Fathers
Mauser "Schnellfeuer" Model 712 [TH+4] [DMG 1d10] Crit19/20 x4 R50'[R80'with stock] CLIP[10 or 20] Jamming on[1-2] 5lb
22-cal Dirnger Small 2 shot Pistol TH+4 [DMG1d6] Crit 19/20 x3 R15' Clip 2 Jamming on 1
STAT
STR [13][+1]
DEX [14][+2]
CON [10][+0]
INT [18][+4]
WIS [12][+1]
CHA [14][+2]
Class Skills
Skill Ranks per Level: 8Class +4Int modifier. 42 [Spent 39 / 5left] +Backgound skills 3x2=6]
Acrobatics*____+8(+2dex, +2rank +3Class)<
Appraise____+8(+4int, +1rank +3class)< +
Bluff____+9(+2cha, +3rank +4class)<
Climb*____+5(+1str, 1rank +3Class)<
Craft(Traps)____+8(+4int, +1rank +3class)<
Diplomacy____+6(+2cha, +1rank +3class)<
Disable Device____+10(+4int, +1rank +3class +2Item)<
Disguise____+6(+2cha, +1rank +3class)<
Escape Artist____+6(+2dex, 1rank +3class)<
Heal____ +5(+1wis +1rank +0class +2Item)
Intimidate____+10(+4Int. +3rank +3class)<
Linguistics____+10(+4int +3rank +3class)<
Perception____+7(+1wis, +3rank +3class)<
Profession(Spy)____ +7(+4int +1rank +3class)<*[Day Job]
Perform____ +6(+2Cha, +1rank +3class)<
Ride____ +3(+2Dex 1ranks +0Class)
Sense Motive ____+6(+1wis, +2rank +3class)<
Sleight of Hand____+6(+2dex, +2rank +3class)<
Spellcraft____+4(+4int, 0rank +0class)
Stealth____+6(+2dex, 2rank +3class)<
Survival____+2(+1Wis 1rank+0Ranks)
Swim____+5(+1Str+1rank+3Class)<
Use Magic Device____+6(+2cha, +1rank +3class)<
^Knowledge (Arcana/occult)(Int)____+10{+3rank,+4Int +3class}
^Knowledge (Dungeoneering)(Int)____+9{+1rank,+4Int +3class +1Race}
^Knowledge (Engineering)(Int)____+9{+1rank,+4Int +3class +1Race}
^Knowledge (Geography)(Int)____+9{+1rank,+4Int +3class +1Race}
^Knowledge (History)(Int)____+10{+2rank,+4Int +3class +1Race}
^Knowledge (Local)(Int)____+9{+1rank,+4Int +3class +1Race}
^Knowledge (Nature)(Int)____+8{+1rank,+4Int +3class +0Race}
^Knowledge (Nobility)(Int)____+9{+1rank,+4Int +3class +1Race}
^Knowledge (Planes) (Int)____+8{+1rank,+4Int +3class +0Race}
^Knowledge (Religion) (Int)____+8{+1rank,+4Int +3class +0Race}
Concentration [3+4] = [+7}
+1 trait bonus on Sleight of Hand checks made to conceal light weapons
Languages
German / Hebrew / Arabic / English / Latin / French / Spanish
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons + rapier, sap, short sword. They are proficient with light armor,
+ Firearms.
Race - HUMAN
Standard Racial Traits
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled
FEATS
1a Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
1bWeapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
2:Amateur Gunslinger (Combat)[/b] [Grit Pool 1->2/day]
Although you are not a gunslinger, you have and can use grit.
Prerequisite: You have no levels in a class that has the grit class feature.Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
Quick Clear (Ex) (Ultimate Combat pg. 10): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
TRAITS
Hidden Hand [Combat]
Your concealed weapons strike fast and true.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.
Latent Psion (Human) [Race]
The power to affect the world with the mind is very much a reality. This power remains potent in your mind as well and protects you from mental assault.
Benefit You gain a +2 trait bonus on saves against mind-affecting effects.
Bruising Intellect [Soc]
Your sharp intellect and rapier-like wit bruised egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Psionic Knack [psionic]
Benefit: You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.
CLASS
Sneak Attack [+2d6]
If a Spy can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Spy’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spy flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
See Precision Damage & Critical Hits FAQ for more information.
Skilled Liar (Ex)
Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not apply to feint attempts or attempts to pass secret messages.
This ability replaces trapfinding.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Poison Use (Ex)
A 3rd level, a spy is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.
This ability replaces trap sense.
Rogue Talents: The following rogue talents complement the spy archetype: canny observer, guileful polyglot, honeyed words, [s]major magic*, minor magic*[s], and quick disguise.
Advanced Talents: The following advanced rogue talents complement the spy archetype: crippling strike*, master of disguise, and stealthy sniper.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
firearm-training
Benefit: A rogue with this talent gains Exotic Weapon Proficiency (firearms).
STUFF
On her
SS Travelers clothing
Mouser Pistol + Mouser Stock holster + combat belt.
1x 10 round clip in the gun on 2x20 rounds on belt.
Boot left - Her father's ww1 Combat Knife.
Boot Right - 22 Deranger 2 shot. Both shots painted with Curare [see below].
Small Compos
Wrist Watch
Posin Ring [Arsenic tablet]
A garrot [In belt Nazie clip]
Light Snatch Backpack
Acro Kit Tools
Small gun kit.
Small medical kit
Poisons/Type/Fort DC/Onset/Frequency/Effect/Cure
2xArsenic/ingested/DC/13/10 min/1/min for 4 mins/1d2 Con dmg/1 save
2xCurare/wound/DC15/2-mins/1/2mins/1d2 Dex dmg/1 save
Dynamo Hand Torch
Binoculars
SunGlasses [If day]
Map book of area.
Notebook and pencils
Penknife multitool
Waterproof cloak
Waterproof Hat
2x20 round clips
8-22 rounds
Mil rations 2 days
1x Water Flask
A groundsheet.
Survival tobacco tin kit.
2 packs of cigarettes
Fuel for liter
Travelers chest
Clothing
Lock Picks.
Grooming set
Small German Camera [+4 Rolls of B/W film]
Ammunition Boxes 80 mouser shells 20/22 shells.
Writing set + notebooks
Toxins, large medical kit
Hand wined Dynamo Radio [/Transmitter]
Code Books.
Full Archaeological Kit
Maps
Books
Personal things.
Poisons/Type/Fort DC/Onset/Frequency/Effect/Cure
6xArsenic/ingested/DC/13/10 min/1/min for 4 mins/1d2 Con dmg/1 save
8xCurare/wound/DC15/2-mins/1/2mins/1d2 Dex dmg/1 save
Dark room bag, tray and chemicals
HISTORY
Sturmbannführer Helena Conradina Von Der Ahe
Helena will tell you she was born in Tegernsee in Astra. But in fact, she was born in Viena to Jewish academic mother who her Military medic father had and an offer with. Her birth mother died in childbirth. And her father knowing his wife could not have children indicated a plan to hide the birth and have his wife say it was his. Which she did unhappily, but soon came to love Helena.
Helena's father died in ww1 while she was at university, she left to look after her sick mother who had been ailing for some time. It was on her adopted mother's death bed that Helena became unaware of her also dead birth mother.
While at university Helena had become fascinated with the Occult. Returning to her studies she also started to study ancient history. Learning Jewish law and Hebrew in the prosses. It was because of her work into the Occult that she came to the attention of a new political party in Germany. Knowing that any hint of Jewish heritage could mean trouble, she hid it. Her looks added her in away with it. Once in the party, her aims were simple. Take the morons for a much as she could get.
But when a fat slob of a SA party member tried to take advantage of her in a hotel. She calmly got her small gun out and shot him twice in the head point-blank. This really did get the attention of the party. A smart woman with a killer instinct could go far they said. Knowing she needed some skills to keep safe. She went on a number of party training camps in the black forest. She liked the physical work but hated the BS political rhetoric. What she did best at was the dark craft as they called it. The skills to get information and knowledge out of others. So with her new skills of subterfuge and guile, she started to rise in the ranks and study the occult on the party Duchmark. She was recruited into the Sicherheitsdienst. And did a number of 'jobs' most of them turning informants in the ranks so Himler could know what Romia was getting up to.
She was appointed an SD Sturmbannführer by Himmler himself after uncovering an AS Plot to kill him. He promoted her on the spot. He then set her to infiltrate and kill the group. Which she did with poison. Himmler was pleased that she had acted without question. And rewarded her with a mission overseas. But of late she has started to question if the deal of joining the SS to get on such overseas trips is worth here very soul.
She is a member of the Sicherheitsdienst the SS's secret.
.