Lady Origena Devy

Helena Conradina Von Der Ahe's page

54 posts. Alias of Johnny_Panic.


Full Name

Helena Conradina Von Der Ahe

Classes/Levels

AC 13/FF11/T12 | F+1 R+4 W+2 | HP 22/22 | Init+2

Gender

Female

Size

6'

Age

50

Alignment

None

Deity

Alyln

Languages

Swedish / Hebrew / Arabic / English / Latin / French / German

Occupation

Researcher/spy

Strength 16
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 14
Charisma 12

About Helena Conradina Von Der Ahe

Helena Conradina Von Der Ahe
Spy/researcher into the occult.
PF-Class Legendary Fighter/

Description
This 6' tall, this 50 years old swishish woman has a strong slim body, short-ish blond hair, a deep blues. 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. She Smokes small dark Cigars from a silver case. When on expedition, One boot holds a WW1 combat blade. And under her arm is a Mauser "Schnellfeuer" Model 712, With the spear clip in an holster. She models her clothing on Amelia Earhart who she admires. Simple and practical perfect for expeditions and day to day life. She is no 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 has that swedish directness, That bluntness and accent. An 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.

HISTORY:

Helena will tell you she was born in the major the Sweden city of Örebro 50 years ago, but Helena is much much older than that. Moving from place to place in the nordic states to keep a low profile.
Her name is of course not Helena Conradina Von-Der-Ahe, It was when she was born just Helena of the two rivers village. Long ago she was a shield maiden, With spear and Shield she went to war. Fighting the dark end evil things in lake and wood. But then the bear kin came, she was old by this time, and elder of the village. The bear-kin took the young men and woman that went out, killing all, and when at the end the bear kin same to the village and old only women and children were left. She took her spear and shield of the wall, and went to face it. Age may weaken the body, but her mind was sharp. She tricked it into falling on her spear, but the price was her own life. It was then they came. The ones on the white winged mounts, They rode down from above and called her name. Lifting her up and making her one of them. A Valkyrie, but unlike most they set her the task to find the fay gate where the Bear-kin has come from and to close it. Those she did and ever since this has been her task. closing the Doors that would let things into midgard that should not be there.

JOB
She runs a small book shop, in london, one that specializes in history, religion and occult books.

AD[13] = 10+[+2Dex][+1 leather jacket and pants
FF[11]RTA[12]
`
HP [25] [3x8Class+1Con]

SAVES
FOR[+1]B+3Con+0
Ref[+4]B+1Dex+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+3 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 Derringer Small 2 shot Pistol TH+4 [DMG1d6] Crit 19/20 x3 R15' Clip 2 Jamming on 1

STATs 25cpoint Buy.
STR [16][+3][05pp][+2Race]
DEX [12][+1][05pp][-2Race]
CON [14][+2][05pp]
INT [14][+2][05pp]
WIS [14][+2][05pp]
CHA [12][+1][00pp][+2Race]

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)____+8{+1rank,+4Int +3class +0Race}
^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)____+8{+1rank,+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
Valkyrie Racial Traits
Ability Scores: Valkyries are gifted and capable warriors whose conviction is more than a match for their physical prowess, but they focus more on power than flexibility. They gain +2 Strength and +2 Charisma but suffer a –2 penalty to Dexterity.

Type: Valkyries are outsiders with the native subtype.

Size: Valkyries are Medium creatures and have no bonuses or penalties due to their size.

Speed: Valkyries have a base speed of 30 feet.

Languages: Valkyries begin play speaking Celestial and Common. Valkyries with high Intelligence scores can choose from the following languages: Auran, Cyclopian, Draconic, Dwarven, Elven, Giant, or Sylvan.

Senses: Valkyries can see in the dark up to 60 feet.

Resistance: Valkyries have acid resistance 5 and cold resistance 5.

Battle-Trained (Ex)
Armor a valkyrie is proficient in never impacts her speed, and does not add its armor check penalty to her Ride checks.

Choose the Slain (Su)
Once per day as a standard action, a valkyrie can draw the soul from a recently deceased body and safeguard it indefinitely. This functions as the soul bind spell, but can only be used on one deceased creature willing to have its soul carried by the valkyrie, and can only be used within a number of rounds after the creature is slain equal to the valkyrie’s character level. If the soul is reluctant to trust the valkyrie, she can attempt to convince it to trust her with a Diplomacy check equivalent to increasing its starting attitude (per the Diplomacy skill) as part of the standard action used to bind the soul. The valkyrie must have a character level equal to or greater than the deceased creature’s Hit Dice. If the creature is unwilling, the ability has no effect, but this does not expend the ability’s use for the day. No gem is necessary for storage of the soul. A valkyrie can carry one soul at a time. She can release a soul she carries as a full-round action.

Fated Sight (Su)
Valkyries can use deathwatch once per day as a spell-like ability with a caster level equal to the valkyrie’s character level, except the valkyrie can only sense creatures who possess a soul (per the choose the slain ability) with the spell.

Valiant Steed (Ex)
A valkyrie gains the services of a loyal mount. This mount functions as a druid’s animal companion, but the mount’s base statistics do not normally improve as the valkyrie advances in level. She must select a horse as her mount. Her mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A valkyrie’s mount does not gain the share spells special ability.

Should a valkyrie’s mount die, she may find another mount to serve her after 1 week of mourning. Until she is able to obtain a new mount, the valkyrie is considered to be shaken. This new mount does not gain the link special ability until the next time the valkyrie gains a level.

If a valkyrie has levels in a class that grants her an animal companion or mount, she must choose her valiant steed as her mount or companion for this purpose. Her effective class level is considered to be one higher for the purposes of class features related to her mount. A valkyrie cannot ever have more than one mount or animal companion.

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

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.

CLASS

Legendary Fighter LAWMASTER

Legendary Fighter
Hit Die: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp)
Class Skills
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). In addition, fighters receive additional class skills of their choice from the bonus skills class feature.

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the legendary fighter.

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Scholastic (Ex)
A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligencebased skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.
This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Bonus Skills
A fighter chooses any 4 skills from the following list to become class skills: Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Perception (Wis), and Sense Motive (Wis).
Sharp Reflexes (Ex)
Training and battle hone a fighter’s reactions, he gains a +1 bonus on Reflex saves.

Skillful Expertise (Ex)
At 2nd level, a lore warden qualifies for feats and other abilities as though she had the Combat Expertise feat. At 10th level, she gains Combat Expertise as a bonus feat, even if she would not normally qualify for the feat. If she already has Combat Expertise, she instead gains any one combat feat that includes Combat Expertise as a prerequisite (and for which she otherwise qualifies).

This ability replaces determination.

Feat Expertise (Ex) [+1]
At 2nd level, a fighter treats his ability scores as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to each of his ability scores for this purpose is equal to half his class level.

Feat Aptitude (Ex) [BAB+4]
At 3rd level, a fighter treats his base attack bonus as being higher for the purpose of meeting the prerequisites of combat feats. The amount he adds to his base attack bonus for this purpose is equal to one third his class level (to a maximum of +5 at 15th level).

Maneuver Mastery (Ex) [+1]
At 3rd level, a lore warden adds his weapon training bonus on all CMB checks and to his CMD. This ability replaces the advanced armor training options gained at 3rd level and 7th level and the prowess options gained at 4th level and 8th level.

Weapon Training (Ex) [+1]
At 3rd level, a fighter gains a +1 bonus on attack and damage rolls with all weapons he is proficient with. A fighter also adds this bonus to any combat maneuver checks that are made with weapons he is proficient with. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm, steal, and sunder attempts made against weapons he is wielding and proficient with. This bonus increases by +1 at 7th, 11th, and 15th level.
Firearms: all one-handed firearms, two-handed firearms, heavy weaponry, and siege firearms.

STUFF
On her
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