Amiri

Helgarr's page

985 posts. Alias of Edeldhur.


Full Name

Helgarr

Classes/Levels

|| Raging (controlled): 9/12

Gender

Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8

Age

18

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

About Helgarr

Helgarr
Female human (Shoanti) barbarian (invulnerable rager, urban barbarian) 4/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 31, 49)
CG Medium humanoid (human)
Init +2; Senses Perception +8 (+9 vs. giant subtype creatures)
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex; +2 deflection vs. evil)
hp 63 (5 HD; 1d10+4d12+10)
Fort +9, Ref +4, Will +6; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'; +2 resistance vs. evil
DR 2/—, 4/lethal; Resist extreme endurance
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Offense
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Speed 30 ft.
Melee +1 bardiche +8 (1d10+13/19-20) or
. . mwk cold iron morningstar +8 (1d8+8) or
. . mwk falchion +8 (2d4+12/18-20)
Ranged mwk sling +8 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks rage (12 rounds/day), rage powers (lesser beast totem[APG], superstition +4)
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +5; CMB +7; CMD 22
Feats Combat Expertise, Diehard, Endurance, Iron Will, Power Attack, Stalwart[UC]
Traits auspicious tattoo (shoanti), giant slayer
Skills Acrobatics +7, Bluff -1 (+0 vs. giant subtype creatures), Climb +7, Craft (weapons) +12, Diplomacy +6, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +8, Knowledge (local) +10, Perception +8 (+9 vs. giant subtype creatures), Ride +5, Sense Motive +0 (+1 vs. giant subtype creatures), Survival +8, Swim +7
Languages Common, Giant, Goblin, Shoanti
SQ controlled rage, crowd control
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of endure elements, potion of enlarge person, potion of touch of the sea, potion of touch of the sea, alchemist's fire (2), holy water (2); Other Gear mwk chain shirt, heavy wooden shield, +1 bardiche[APG], mwk cold iron morningstar, mwk falchion, mwk sling, sling bullets (20), cloak of resistance +1, ring of protection +1, bandolier[UE], bedroll, belt pouch, crowbar, everburning torch, hemp rope (50 ft.), masterwork backpack[APG], masterwork weaponsmithing tools, trail rations (6), waterskin, 514 gp, 9 sp, 10 cp
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Special Abilities
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Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +2 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

Helgarr level 4:

Helgarr
Female human (Shoanti) barbarian (invulnerable rager, urban barbarian) 4 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 31)
CG Medium humanoid (human)
Init +2; Senses Perception +7 (+8 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 56 (4d12+8)
Fort +6, Ref +3, Will +4; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +6 (1d10+12/19-20) or
. . greatclub +6 (1d10+12) or
. . heavy pick +6 (1d6+8/×4) or
. . mwk falchion +7 (2d4+12/18-20) or
. . mwk ranseur +7 (2d4+12/×3)
Ranged mwk sling +7 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork ranseur, 10 ft. with bardiche)
Special Attacks rage (12 rounds/day), rage powers (lesser beast totem[APG], superstition +4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 21
Feats Combat Expertise, Iron Will, Power Attack
Traits auspicious tattoo (shoanti), giant slayer
Skills Acrobatics +6, Bluff -1 (+0 vs. giant subtype creatures), Climb +7, Craft (weapons) +9, Diplomacy +6, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +9, Perception +7 (+8 vs. giant subtype creatures), Ride +5, Sense Motive +0 (+1 vs. giant subtype creatures), Survival +4, Swim +7
Languages Common, Giant, Goblin, Shoanti
SQ controlled rage, crowd control
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of touch of the sea, alchemist's fire (2), holy water (2); Other Gear mwk chain shirt, heavy wooden shield, bardiche[APG], greatclub, heavy pick, mwk falchion, mwk ranseur, mwk sling, sling bullets (20), ring of protection +1, bandolier[UE], bedroll, belt pouch, crowbar, everburning torch, hemp rope (50 ft.), masterwork backpack[APG], masterwork weaponsmithing tools, trail rations (6), waterskin, weaponsmithing tools, 514 gp, 9 sp, 10 cp
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +2 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

Helgarr level 3:

Helgarr
Female human (Shoanti) barbarian (invulnerable rager, urban barbarian) 3 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 31)
CG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 42 (3d12+6)
Fort +5, Ref +3, Will +4; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 1/—, 2/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +5 (1d10+7/19-20) or
. . greatclub +5 (1d10+7) or
. . heavy pick +5 (1d6+5/×4) or
. . mwk falchion +6 (2d4+7/18-20) or
. . mwk ranseur +6 (2d4+7/×3)
Ranged mwk sling +6 (1d4+3)
Special Attacks rage (10 rounds/day), rage power (superstition +3)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 19
Feats Combat Expertise, Iron Will, Power Attack
Traits auspicious tattoo (shoanti), giant slayer
Skills Acrobatics +5, Bluff -1 (+0 vs. giant subtype creatures), Climb +6, Craft (weapons) +8, Diplomacy +5, Handle Animal +5, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (local) +8, Perception +6 (+7 vs. giant subtype creatures), Ride +5, Sense Motive +0 (+1 vs. giant subtype creatures), Survival +3, Swim +6
Languages Common, Giant, Goblin, Shoanti
SQ controlled rage, crowd control
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of touch of the sea, alchemist's fire (2), holy water (2); Other Gear mwk chain shirt, heavy wooden shield, bardiche[APG], greatclub, heavy pick, mwk falchion, mwk ranseur, mwk sling, sling bullets (20), ring of protection +1, artisan's tools, bandolier[UE], bedroll, belt pouch, crowbar, everburning torch, hemp rope (50 ft.), masterwork artisan's tools, masterwork backpack[APG], trail rations (6), waterskin, 514 gp, 9 sp, 10 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

Helgarr lvl2:

Helgarr
Female human (Shoanti) barbarian (invulnerable rager, urban barbarian) 2 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 31)
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 23 (2d12+4)
Fort +5, Ref +2, Will +3; +2 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +4 (1d10+7/19-20) or
. . greatclub +4 (1d10+7) or
. . heavy pick +4 (1d6+5/×4) or
. . mwk falchion +5 (2d4+7/18-20) or
. . mwk ranseur +5 (2d4+7/×3)
Ranged mwk sling +5 (1d4+3)
Special Attacks rage (8 rounds/day), rage power (superstition +2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats Iron Will, Power Attack
Traits auspicious tattoo (shoanti), giant slayer
Skills Bluff -1 (+0 vs. giant subtype creatures), Climb +6, Craft (weapons) +7, Diplomacy +4, Handle Animal +4, Intimidate +4, Knowledge (dungeoneering) +3, Knowledge (local) +7, Perception +5 (+6 vs. giant subtype creatures), Ride +5, Sense Motive +0 (+1 vs. giant subtype creatures), Survival +2, Swim +6
Languages Common, Giant, Goblin, Shoanti
SQ controlled rage, crowd control
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of touch of the sea, alchemist's fire (2), holy water (2); Other Gear mwk chain shirt, heavy wooden shield, bardiche[APG], greatclub, heavy pick, mwk falchion, mwk ranseur, mwk sling, sling bullets (20), ring of protection +1, artisan's tools, bandolier[UE], bedroll, belt pouch, crowbar, everburning torch, hemp rope (50 ft.), masterwork artisan's tools, masterwork backpack[APG], torch (5), trail rations (5), waterskin, 464 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +2 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

Background:

Helgarr strode slowly across the Cathedral square, taking in the sights and sounds all around her - it had been a very long trip thus far, all the way from her ancestral lands in the Storval Plateau, but she was finally reaching her first destination - Magnimar.

The younger of four siblings, having just completed her rite of passage during the last year, the young woman sports nonetheless all the distinct markings of her tribe, the Shundar-Quah, and of her people, the Shoanti - a massive frame, perfectly sculpted from years of running and hunting in the wild; her mother's dark brown eyes coupled with her father's fierce look make her stand out in the crowd.

Her short hair, and exposed neck, partially reveal one of her tatoos, not uncommon in Shoanti clans, but clearly important to be in such a prominent display. In spite of the rigid armour made of small lacquered leather plates, the clearly evident polearm and greatsword at her back, and the fully packed backpack, she seems to move effortlessly, easily carrying along the many travelling and combat implements.

Scanning the area, Helgarr feels satisfied that she heeded the advice from Gramium - her clan's shaman - regarding the path to take from the Plateau, to reach Magnimar. He had urged her to visit Sandpoint by the time of the Swallowtail Festival, sharing in the festivities, and enjoying most of the local specialities, but she knew there was more even before he had informed her...

The bustling activity was always somewhat unsettling to the young barbarian - her clan, and particularly her village home were never as filled with noise and celebration, unless a very special occasion called for it - beset on one side by the seemingly unending orcs spewing from The Hold of Belkzen, in a land where the threat of trolls, ogres and, worse of all, giants was a constant reality, the ones from the Shundar-Quah held onto survival as a way of life, and her kinsmen and women even more so, after their village had been destroyed by a giant incursion at the eastern foot of the Kodar Mountains - with many dead, they had to move away, and start everything from scratch. Everything was better now, but living with those threats had been the harsh reality of her life ever since she could remember.

But looking around at this hyperactive plaza brought a smile to her lips, and a completely distinct carefree notion that she could not help but admire, and actually feel somewhat contaminated by. Shaking all those considerations from her mind, she decided to start paying more attention to the stalls, its curiosities and best deals - That venison seems like a perfect place to start - she pondered - White Deer... - she began reading, moving towards the sweet smelling food.

It was all part of her rite of passage - she had already been through the combat trials that strengthened the bond between her and the beast spirit totem, had proven herself a worthy member of the Quah, but that was just the beginning - The Journey was what laid ahead of her now.

The Spirit Walk was something the clan held very dear to its heart, and so do she - the Shoanti have long struggled to recover their ancestral land. It is beset by all sides, orcs to the East, goblins to the Southeast, and giants coming down from the Kodar mountains. The quah-jothka’s counsel believes that they need to stop looking solely inwards, and start facing the world around without seeing only enemies - understanding it much better than they have done so far . That is exactly why her Journey had taken a different outlook, with the jothka's and the family's blessing, she walked the region called Varisia, instead of simply travelling Shoanti lands as tradition dictated.

Much like others have done in the past, by spending years among the members of other quah, learning of the differing ways of her own people - problems and strengths alike, she had decided to take the Spirit Walk outside the borders of Shoanti lands - her belief being that it will make a difference - having decided to head southeast to Magnimar for that reason, with the intent to visit the main cities in the entire region. But something else had draw her also - there had been increasing reports from the quah's scouts, of giant kin mobilizing through the countryside beyond the Sorval Stairs, no more than two hundred and something miles northeast from Sandpoint.

Ss far as the giant activity in the area, she had actually met with no success at all in finding it - having moved in a general south by west direction to get to Sandpoint, she travelled along an almost overgrown path near the Lampblack river until reaching Ravenmoor - strange place that one - she managed to enter the gates easily during the day, but it was almost impossible to find a place to stay as soon as the dusk settled in, for some reason.

She avoided Wolf's Ear, as it is considered a damned place by her people, and proceeded southbound to Galduria, intent on accessing the library at the Twilight Academy, but was not allowed to - they claimed some sort of writ of acceptance from the local authorities was necessary, simply to make the request at the Academy itself, and even then, it could take months until its approval, or rejection. Helgarr decided to leave it at that, and travelled in a straight line to Sandpoint.

During the trip, she has found absolutely no indication that would lead to believe in giant presence in the area, which actually felt strange - Shoanti scouts are good and strong men, with piercing sight, able to spot a hawk along the horizon line - It was hard to believe they were mistaken in their alert - the fact that no signs of such activity where evident, leads one to believe they were moving somewhere else, or that they are acting covertly - an unusual, and troubling habit for giants.

Notes:

Here's a list of NPCs that you can talk to:

- Lisa
- Abstalar Zantus (head priest)
- Hannah Velerin (village druid)
- Kendra Deverin (Mayor)
- Savah Bevaniky (Weapon and Armor merchant)
- Arika and Aneka Avertin
- Shayliss and Katrine Vinder
- Daverin Hosk (Stable master)
- A fully armed male human with long black hair (mercenary)
- A female halfling armed with a bow (mercenary)

Murder in Sandpoint (Chopper copycat?):

Five people dead
- Benny Harker, ritually killed - he bears the Sihedron rune (found by a man named Ibor Thorn, a millworker)
- Katherine Vinder (found by a man named Ibor Thorn, a millworker)
- They were lovers

In the barn were three twisted corpses each with a seven-pointed star on their chest
- Tarch Mortwell, pretended to be a monk
- Lener Hask, a travelling merchant who sold oils with miraculous properties
- Gedwin Tabe, a man that Naffer once knew way back. He was a smuggler for a crime ring in Magnimar

Suspects
Ven Vinder
Ibor Thorn

The messages
#1: 'Furnok
We have spoken of this before, my master. Now it begins. Join the pack and it will end.
- Your Lordship'

#2: "Messr Mortwell.
A deal has come about that I need capital for. It involves property and gold, and though I am not at liberty to tell you the exact details, it will make us all rich. Come to the abandoned barn on Cougar Creek tonight. We can meet there to discuss our futures.
- Your Lordship"

- Johnny's parents live in Magnimar. Johnny came to Sandpoint for the job.

- The ground around Furnok's grave was not disturbed recently. It's probably been a day since he was dug out. Though tracks aren't easy to pick out, Helgarr does find a footprint of a barefoot humanoid.

Odds and ends, special loot and stuff:

- A contract to smuggle poisons from Magnimar to Sandpoint, disguised as alchemical ingredients