Duchess of Wintercrux Svetochka Elvanna

Helena Conradina Von Der Ahe's page

139 posts. Alias of Johnny_Panic.


Full Name

Helena Conradina Von Der Ahe

Race

Human/Elf blood

Classes/Levels

AD[20/23]TA[20/23*]FF[10/13*]| F+3 R+9 W+8 | HP 36/36 | Init+6 |Perc +9+1d6 |SM +8 | phrenic pool 2/2 | Luck 3/3 | Inspiration 5/6

Gender

Helena Conradina Von Der Ahe

Size

6'3"

Age

120

Alignment

LN

Deity

Catholic

Languages

German / English / French / Italian / Spanish / Portuguese / Swedish / Russian / Latin

Occupation

Investigator

Strength 10
Dexterity 18
Constitution 10
Intelligence 19
Wisdom 16
Charisma 16

About Helena Conradina Von Der Ahe

Helena Conradina Von Der Ahe LN
Researcher into the occult.
PF-Class Physic Investigator L4

Description
This 6'3" tall, attractive Austrian woman, blond hair, deep blues eyes. Her clothing is elegant and simple, men's pants, and fitted top and black leather jacket, or long leather trench coat and wide brimmed hat, yellow tinted sunglasses. She Smokes small dark Cigars from a silver case, that matches the silver catholic cross on a chain around her neck. When on expedition, she has MW 9mm Navy Luger, and in one boot a small flick knife the other boot a diringer .22. She models her clothing on Amelia Earhart who she admires. Simple and practical perfect for expeditions and day to day life. She is not one for dresses. But will dress formally if she needs to.

Personality
Helena fixes you in her gaze and a keen mind sizes you up. Helena speaks with a german Accent. With a bluntness and directness common of Austrian folk. She will tell you she was education across Europe and learned many things. She has a very good understanding of the Occult and history. Outside of that, she has a strongly modern outlook on civilisation and roles within it. She is also a practicing catholic.

AD[20/23*]TA[20/23*]FF[10/14*] =
10+[+4Dex][+6][+1/+4*deflection}
`
HP [36/36] [4x8Class+0Con+1FC]

SAVES
FOR[+3][B+1Con+1+1trait+1ABP]
Ref[+9][B+4Dex+4+1ABP]
WIL[+8][B+4Wil+3+1ABP]

TH [BAB+3] R[+7]M[+3] [Studied Combat +2TH / Studied Strike +1d6]
Hand To Hand TH+3 DMG 1d3+0
Boot Flick Blade [TH+3] [DMG+1d4+0]

MW 9mm Navy Luger TH+9 DMG [DMG+1d8+1] Crit x3{19/20} R40'{60' using stock} [8 magazine] Jamming[1] 2lb [B and P] [1H]

22-cal Derringer Small 2 shot Pistol TH+8 [DMG1d6] Crit 19/20 x3 R15' Clip-2 Jamming on[1] 2lb [B and P]

86 points to distribute

STR [10][+0][10pp]
DEX [18][+4][16pp][+2Race]
CON [10][+0][11pp][-2Race][+1level]
INT [19][+4][17pp][+2Race]
WIS [16][+3][16pp]
CHA [16][+3][16pp]

Class Skills
Skill Ranks per Level: Skills Levels = 4Levelx(6Class+4IntX1FC2+2Backgound skills) 4x14=48

^Acrobatics*____+12(+4dex, +3rank +3Class+2trait)
^Appraise____+8(+4int, +1rank +3class)< +
^Bluff____+10(+3cha, +4rank +3class)<[+1D6]
^Climb*____+5(+0str, 1rank +3Class)<
^Craft(Traps)____+8(+4int, +1rank +3class)<
^Diplomacy____+11(+3cha, +4rank +3class+1Trait)< [+1D6]
^Disable Device____+08(+4int, +2rank +3class)<
^Disguise____+7(+3cha, +1rank +3class)<[+1D6]
^Escape Artist____+8(+4dex, 1rank +3class)<
^Heal____ +9(+3wis +1rank +3class +2Item)[+1D6]
^Intimidate____+10(+3Cha. +4rank +3class)<[+1D6]
^Perception____+10(+3wis, +4rank +3class)<[+1D6]
^Profession(Investigator)____ +10(+4int+1rank+3class+2Race)[+1D6]
^Perform(Dance)____ +7(+3Cha, +1rank +3class)<
>Drive____ +8(+4Dex 1ranks +3Class)
Ride___+5(+4Dex 1ranks +0Class)
^Sense Motive ____+10(+3wis, +4rank +3class)<[+1D6]
^Sleight of Hand____+8(+4dex, +1rank +3class)<[+1D6]
^Spellcraft____+8(+4int, 1rank +3class)[+1d6]
^Stealth____+08(+4dex, 1rank +3class)<
Survival____+3(+3Wis 0rank+0Ranks)
Swim____+0(+0Str+0rank+0Class)<
^Use Magic Device____+6(+3cha, +1rank +3class)<

^Knowledge (Arcana/occult)(Int)____+10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (Dungeoneering)(Int)____+10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (Engineering)(Int)___+10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (Geography)(Int)____ +10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (History)(Int)____+11{+1rank,+4Int+3class+1Trait+2Race}[+1D6]
^Knowledge (Local)(Int)____+10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (Nature)(Int)____+10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (Nobility)(Int)____+10{+1rank,+4Int+3class+2Race}[+1D6]
^Knowledge (Planes) (Int)____+11{+1rank,+4Int +3class +1Trait+2Race}[+1D6]
^Knowledge (Religion) (Int)____++10{+1rank,+4Int+3class+2Race}[+1D6]
^Linguistics____+10{+4rank,+4Int+3class}[+1D6]
Languages
Celtic / Austrian / German / English / French / Italian / Spanish / Latin

Concentration [4Level+4int] = [+8}

Weapon and Armor Proficiency
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

FEATS

HUMAN 1st Level: Racial Heritage (Human)+(ELF)
The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

1stA: Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

1stB: 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.

2ed Level: Weapon Focus (Combat) [1H Fire Amrs]
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.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

3ed Level:Ranged Study
You can use a limited form of studied combat and studied strike with a weapon of your choice.
Prerequisite(s): Weapon Focus with the chosen weapon, studied combat class feature.
Benefit: Choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you.
Normal: You gain the bonuses for studied combat and can use studied strike only with melee weapons.

4th Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

TRAITS

1:RUGGED ATHLETE:
Whether simply “born of exceptional stock” or you spent your youth in strenuous physical activity, you are now ‘fit as a fiddle’. You gain a +1 trait bonus on Fortitude saves. In addition, you gain a +2 trait bonus on Athletic checks, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.

2:Cold Resilience
Benefit(s) You gain a +4 trait bonus on saves to avoid nonlethal damage from cold environments.

3: Scholar of the Great Beyond
Your greatest interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease.
Benefits: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

DARWBACKS
sensitivity to light
Dazzled in areas of bright light or within the radius of a daylight spell. The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

RACE
RACE: HUMAN/ELF Blood
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:*
Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Elven Arrogance:* Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only 1 ancient language, Latin, Gylic, and Sylvan.

GM BOONS
Darkvision
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Ageless Patience:
Some elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks.

CLASS Physic Sleuth Detective L4

Inspiration (Ex) [6/6Day +1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Sleuth’s Luck (Ex) [3/3 Luck a day]
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Deeds
Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

A sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

Make It Count (Ex): When a sleuth uses studied strike inspired strike , he can spend 1 luck point to apply an investigator talent that he doesn’t already know and which affects studied strike inspired strike to his studied strike inspired strike . He must be able to fulfill that talent’s prerequisites.

1LP: Inspired Strike
You can turn your natural talent as easily to weapon-work as to skills.
Prerequisite(s): Studied combat class feature.
Benefit: When you damage a creature by using the studied combat class feature, you can expend one use of inspiration to roll an inspiration die and increase the damage by the number rolled.

1LP: Domino Effect* (Ex)
Prerequisite(s): Investigator 5th level
Benefit: When the investigator uses studied strike, he uses his opponents against each other and sets himself up for his next move. Whenever he successfully deals damage to an opponent with studied strike, as a free action the investigator can apply the effects of studied combat to an opponent adjacent to the first.

1LP: Numerical Strike* (Ex)
Prerequisite(s): Investigator 5th level
Benefit(s): Once per day when the investigator has confirmed a critical hit with a studied strike, he can deal average damage instead of rolling damage as normal. This includes the damage dealt by the successful attack as well as the additional damage from the studied strike. He can expend a use of inspiration to use this ability a second time per day. Using this ability doesn’t require an action.

Run Like Hell (Ex): At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Second Chance (Ex): At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Investigator Talent (Ex) or (Su) X2
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. A complete listing of investigator talents can be found here: Investigator Talents

1:Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
2:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex) [+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [+1d6 DMG]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

GM BOON FREE ARCHETYPE
Psychic Detective
A psychic detective supplements her keen insight with occult skill to unravel mysteries both ordinary and supernatural.

Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier.Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, thought-shield

O Level Spells [DC14][6Known][At will]
1:Prestidigitation
2:Haunted Fey Aspect{4Rounds}
3:Read Magic{4Mins}
4:Telekinetic Projectile 35' DMG 1d6
5:Detect Psychic Significance
6:Sift {4 Rounds}

1s level [DC15][4Known+1Int][3+1Day]
1:Comprehend Languages {40mins}
2:Limited Disguise Self 40mins {she can make herself look like a male version of herself, One Mr Von Der-Ahe, her clothing stays the same but her voice drops and he has man bits}.
3:Vanish {4 Rounds}
4:Shield {40 Rounds}

2ed Level [DC16][2Known+1int][2+1Day]
1:Object Reading {4 Rounds}
2:Seek Thoughts {4 mins}

Psychic Meddler (Su) [+1 Vs psychic spells]
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.

Phrenic Dabbler (Su) [2/2 Day phrenic points]
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
*Whisper of Ancients (Ex): The psychic can send her consciousness into the Astral Plane for a glimpse of synchronous information. While casting a linked divination spell, the psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any associated skill check. She can spend 2 points from her phrenic pool to instead gain a +4 bonus

STUFF
On her
Travelers clothing
MW 9mm Navy Luger
Under-Arm holster +2X8 mags
Boot left - Her father's flick Knife.
Boot Right - 22 Derringer 2 shot. Both shots painted with Curare [see below].
Wrist Watch
Harrow Deck,
Lucky Charm,
Smokes in a silver case.

Light luggage
Hand Torch[/url]
4x8 round Mags
Binoculars
SunGlasses [If day]
Maps if needed
Notebook and pencils
2 packs of cigarettes
Fuel for liter
Grooming set
Change of cloths
Sock holster + Cleaning kit

Travelers luggage
Macintosh coat and hat
[Other clothing]
Lock Picks.
Small German Camera [+4 Rolls of B/W film]
Writing set + notebooks
Small gun cleaning kit.
Small medical kit
Toxins, large medical kit
Box of 50 0.45 shells
Hand wined Dynamo Radio [/Transmitter]
Code Books.
Full Archaeological Kit
Books
Personal things.

Helena Conradina Von Der Ahe = Ten-Minute Background:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1:She was born in Austrian in 1803, high deep cold woodlands of Austria Mountains. Living most of her 18 year childhood in a small rural pensent village. The only books where ones on herding, foraging, cooking, wood and metal craft and the Bible in latin, she had read every book in the village by the age of 12.
2:Her mother and [Adopted] farther where herders in the high Mountains. She grow up with her paternal grandmother, a healer and wise woman midwife of the village. Who every one said was so old she was ancient {over 200 years}. It was from her grandmother she learned about Tróndur the great Viking, who lived far out on the Faroe Islands. Of Risin and Kellingin the pair of giants who live on the island of Eysturoy. Of Skógafoss the great water gateway to another world. Of Reynisfjara the black sand beach the stretches for ever, where the dead walk at night. She learned of the Trolls the rock kin who walked the cold lands when the sun hides in winter. Of the Huldufolk that lived in the woods. The Storsjöodjuret, the Nøkken, the Mara and the sea Selkie. The evil Dreygur and Wights, and the sometimes good , Älva and Alv. And of all the lands her grandmother had come from.
4:She grow up slow, still looking young at 18, it was then that her mother sent her away to live with her sister in Stockholm. I teacher and woman of letters nothing like her mother. Her Aunt then told her some facts about the family, they had evergreen bood, and lives much longer than others. The family for the last 100 year had moved from country to country across europe. Reinventing themselves, each time and soon she would have to do the same.
5:She is a Catholic and has links with the Vatican and well as the resianly links to the British royal family.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1: She loves books and there are a number she would just about do anything to get her hands on. The Lost Books of the Bible, which is said to answer some of the greatest questions in christum, such as did christ have a money pouch. Homer’s Margites, a comedic epic poem that was said to tell where atlantis was. William Shakespeare’s missing play Cardenio, which is said has spells hidden in it, and very copy is now owned by someone in power. Inventio Fortunata, a map of the world before Christopher columbus and is said to show where the last tribes of Israel are. Jane Austen’s Sanditon, just because she likes Jane Austen.
2:To find her mother and reinite. It's been 11 years and no a word, its no uncomne for them to spend time apart but the longest was 8 years, 11 is getting too much.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1:She has elf blood, like her grandmother and her aunt are in fact sisters and she was in fact her Aunt's child. Her Antu told her the true she was Helena's real mother, while in stockholm. And the truth about her great grandmother sleeping with an elf lord. Having twins, herself and the woman Helena thought was her grand mother.
2:Her Elven lord grandfather who is an elf knows of her and her mothers existence and has others keep and eye on them,

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1:Her mother, Anna, who is now in the USA somewhere, posible the midwest at the moment, she lost track a year back in 1934, but gets a letter now and then, so one should be coming soon.
2:Cardinal Bernard Demicha, a collector of rare objects and sometimes agent for the vatican in matters occult research.
3:Mr Peter Müller, A disgraced german Preacher, con man, and cheat, who is a hunter of artifacts and occult times. They crosses paths in france in WW1 and He has been after her since then. She thinks he may be working from someone more powerful in germany.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1:Visiting Rome for the 1st time back in the mid 1800s, being allowed to research in the Vatican library. She fell in love with italy and spent almost 3 decades there moving from place to place, teaching private students.
2:The last time she saw her mother in 1914 Germany, sailing off to the USA, to start yet another new life. Mer mother said once she had established herself and the war was over, she would send word to Helena to come visit. It was the last time she saw her or heard from her.
3:WW1 France, the Battle of Verdun, working and as a front line nurse, with three German nurses, all carrying the wounded from the trenches to medical center. She had never been in a full battle before, and the horror of it shuck her to the bone. When a british shell hit the vehicle her fellows where in and they were all killed. She still has nightmares about that event today.