Milani

Helina the Beast's page

56 posts. Alias of Johnny_Panic.


Full Name

Helina the Beast

Race

Arctic Elf {Giants Blood}

Classes/Levels

Barbarian /7'9" 410lb/ HP 112/112 | AC25/FF20/TA15 |CMB=15 CMD=29 |Ini +6 | Speed 53'| DV60' | Per +15 | F+9/R+8/W+5 |Rage Rds 20/20 | DR 1/- R/Cold5|Trap Sense +2

Gender

Female IMAGE

Size

7'9" 410lb

Age

247

Alignment

CG

Languages

Common, Elven, Sylvan, Dwarven,

Strength 20
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 14
Charisma 13

About Helina the Beast

Helina the Beast- Arctic Elf/Giant Blood Unchained Barbarian CG L8

Helina the Beast Description:

Standing some 7'9", Helina looks like a Half-Elf/Half-Frost Giant, which she is in a way, she is a full elf, but has Giant Blood, making her taller and stronger than a normal elf. In looks, she has snow white Hair, pale blue skin and blue glowing eyes, somewhere there is some frost Giant in there. She uses a Large Magic all Adamantine Battle Axe and a magic Round shield. Over her body are magic blue tattoos, {not items but permanent tattoos of nordic design. Which shift and animate, her totem tattoos she calls them. Her armor is simple, boots, Armoured Kilt and magic chain-shirt. A thick animal skin cloak covers her back. She is attractive if you like big strong woman who can snap you like a twig. She is also fast, like really fast, able to run faster than most, her long legs propelling her into battle. Helina rasing face is that look you give when your think of ways to rips their arms off. This is may also be way she is called the beast.

Helina the Beast Personality:

Adopted by humans who found Elina adrift on an ice sheet. Elina lived with her northern human Tribes in her younger years, gaining a reputation for being indomitable, hard willed and having a very short temper. She excelled at physical training. Her hot temper and endless anger at the world, {yes she has an anger management problem} like her human Shield maiden mother got her into trouble more times that she can count. As a person, she respects those who are simple, distrusting those of flowery words and complex actions. She says what she means and means what she says. She likes a good drink and a good fight, As a person she is very free spirited. Good at heart she just hates to many rules. And will walk away from a place if she feels its too full of them. Also she has a deep hatred of Slavers, and will try and free any slave she comes across. But in her heart she longs for the wilds, her home and where she likes to be. Happy with her own company or that of others. As an elf she outlived her adopted human family, she has done a lot, At 247 years old she has seen many things, but of all things she loves drinking and fighting the best, Give her these things and she will be you new best buddy.

CRUCH
Movement 53' DV60' Initiative: {+5} / Perception {+15}
{30'+10'Class+5'Race trate+8x[1'FC Barbarian]}
HP-MAX 112/112 8x(12+2Con)
AC25 = 10+7Armor+3Shield+5Dex
Mithril Shirt +2{6050gp}
MW Armored Kilt {270gp}
Living Steel Mid-Shield {+1}{1160gp}
AC25 TA15 FF20

CMB+8BAB+5Str+1Size+1Trate=15
+1 trait bonus on your CMB

CMD+10+8BAB+5Str+5Dex+1Size=29
+2 trait bonus to your CMD against awesome blow combat maneuvers.

BAB+8/+3
Mili [+13/+8]=[+8/+3BAB+5STR]
Unarmed Strike TH+13/+8 {DMG1d6+5+1d4Bleed DMG} x2 {lethal/nonlethal}
2X Claw Attacks TH+13/+13 {DMG1d6+5+1d4Bleed DMG} {P/S}{RANGING}
Large all Adamantine Battle Axe {+1} {TH+14-1/+9-1} DMG{2d6+5+1}{Magic} Critx3 {S} Ignores Hardness {20} {4030gp}
MW Cold Iron Gladius, {TH+14/+9} DMG{1d6+5} Crit19/20x2 {S/P}{265gp} {on her belt}
Dagger {Stiletto} TH+13/+8 DMG{DMG1d4+5} Crit19/20x2 {S/P}{4gp} {In her boot}

Range [+13/+8]=[+8/+3BAB+5DEX]
Large Comp-Bow+5Str+1Magic {TH13+/+8} DMG{2d6+5+1} Range 120' Crit 19/20x3 {p}{1600gp}
Sling TH[+13/+8] DMG{1d4+5} Range 50' Critx2 {p} {10sp}

Fort Save[+9]=[+6Base][+2Con][+1other]
Ref Save [+8]=[+2Base][+5Dex][+1other]
Will Sav [+5]=[+2Base][+2Wis][+1other]

Resistance
Endure Elements
Damage Reduction{1}
Cold resistance {5}

[25 Point Buy]
STR[20][+5][17][+1Level][+2Item]
DEX[20][+5][16][+2Race][+2Item]
CON[14][+2][15][-2Race][+1Level]
INT[14][+2][12][+2Race]
WIS[14][+2][14]
CHA[13][+1][13]

FEATS
1: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.
2:Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
3:Bleeding Attack (Combat)
Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage
4: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:Giant-Blooded{Category Campaign}
Source Giantslayer Player's Guide pg. 6, Giant Hunter's Handbook pg. 31
Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers.
2:Adopted {Category Social}
You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Bred for War {Human}
You tower above most other humans and possess a physique of hard, corded muscle.
Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
3:Silent Hunter {Category Regional}
Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
4:Muscle of the Society {Category Combat}
Your intense training has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion.
Benefit: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.

DRAWBACKS
1: Infamous Helina the Beast
You were publicly linked, truthfully to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed.
Effect(s): You and your apparent allies take a –4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).
2:Light Sensitivity (Ex)
Creatures with light sensitivity are dazzled {-1 to rolls} in areas of bright sunlight or within the radius of a daylight spell.

Class Skills

Skill Points 8x[4+2int]+8[+2 Background skills]=64
The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

+16 Acrobatics(+5dex,+8rank,+3Class)<
+02 Appraise(+2int,+0rank,+0class)
+05 Bluff (+1Cha,+0Rank,+0class)
+10 Climb(+5str,+2rank,+3class)<
+06 Craft[Traps](+2int,+1rank,+3Class)<
+05 Fly (+5dex,+0Rank,+0class)
+02 Disable Device (+2int,+0rank,+0Class)
-03 Diplomacy (+1Cha,+0Rank,+0Class,-4trait)
+01 Disguise(+1Cha,+0rank,+0class)
+05 Escape Artist(+5dex,+0rank,+0class)
+02 Heal (+2wis,+0rank,+0Class)
+05 Handle Animal (Cha) (+1Cha,+1rank,+3class)
+16 Intimidate (+1Cha,+5Str,+8Rank,+3class,+1trait)<
+02 Linguistics (+2int,+0rank,+0class)
+15 Perception(+2wis,+8rank,+3class+2race)<
+05 Ride (+5Str,+0ranks,+0class)<
+01 Perform (+1Cha,+0Rank,+0Class}
+02 Sense Motive(+2wis,+0rank,+0class)
+05 Sleight of Hand(+5dex,+0rank,+0Class)
+02 Spell-craft(+2int,+0rank +0class)
+17 Stealth (+5dex,+8rank,+3class+1Trait)
+10 Survival(+2Wis +3rank +3Class+2Item)
+10 Swim (+5Str,+2rank,+3Class)
+01 Use Magic(+1cha,+0rank,+0class)
{*Can roll skills untrained Feat}
+04 Kn(Arcana)(+2int,+0rank,+0class+2Feat)
+04 Kn(Dungeoneering) (+2int,+0rank +0class+2Feat)
+04 Kn(Engineering) (+2int,+0rank,+0class+2Feat)
+04 Kn(Geography) (+2int,+0rank,+0class+2Feat)
+04 Kn(History) (+2int,+0rank,+0class+2Feat)
+04 Kn(Local) (+2int,+0rank,+0class+2Feat)
+08 Kn(Nature) (+2int, +1rank,+3class+2feat)<
+04 Kn(Nobility) (+2int,+0rank,+0class+2Feat)
+04 Kn(Planes) (+2int,+0rank,+0class+2Feat)
+04 Kn(Religion) (+2int,+0rank,+0class+2Feat)

Concentration +10 (8CL+2Wis)

RACE: Arctic ELF - Frost Giant Blood
Arctic Elf: These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.

Standard Racial Traits
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Common, Elven, Sylvan, Dwarven,
Defense Racial Traits
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to cold.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Desert Runner
Arctic elves thrive in the deepest {Ice} deserts, forever roaming across ice lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Long-Limbed:
Elves with this racial trait have a base move speed of 35 feet.
Darkvision:
Arctic elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. 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. This racial trait replaces low-light vision.

CLASS:BARBARIAN L8

BAB+8/+3 Saves +6/+2/+2

Features
All of the following are class features of the barbarian.

Weapon and Armour Proficiency
A barbarian is proficient with all simple and martial weapons, light armour, medium armour, and shields (except tower shields).

Fast Movement (Ex) {+10}
A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage (Ex) {20 rounds a day}
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex)
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

1:Lesser Beast Totem (Su)
Benefit: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage plus the barbarian’s Strength modifier.

2:Strength Stance (Ex): +2 CMD/CMB
Benefit: The barbarian can summon mighty strength. She gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.

3:Renewed Vigor (Ex): {+2d8+4}/Day
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.

4:Intimidating Glare (Ex)
Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.

Uncanny Dodge: (Ex)
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilised. A barbarian with this ability can still lose her Dexterity bonus to armour class if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Trap Sense: (Ex)
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge: (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Damage Reduction: (Ex)
At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

ITEMS
Starting gold 33,150gp
Spent: 33,132gp
Left:18gp

Weapons
See weapons

Armor
See Armor

Clothing
Skimpy.

Belt: Magic Tattoo of Physical Might +2{10,100gp}
Body: Magic Tattoo of lesser Tricks{1100gp} {prestidigitation at Will/she uses this to keep clean/dry and not stinking}
Chest: -
Eyes: -
Feet: Magic Tattoo of the winterlands{2600gp}{Used when on ice fields}
Hands: Magic Tattoo of lesser Tricks{1100gp} {Mend at Will/she uses this to fix her none magic gear and traps}
Head: -
Headband:-
Neck: -
Shoulders:Cloak of Resistance{1000gp}{Winter Wolf Pelt}
Wrists: -
Ring L: Magic Tattoo of Sustenance {she uses this to keep herself alive in the wilds}{2600g}
Ring R: -

Carrying Capacity
173 lbsorless/174–346 lbs/347–520lbs.

NOTE: Magic tattoos, any item can be made into a magic tattoo, at a cost of {100GP} more than the item cost.
Good news, they can not be un equipet, you have to have the removed at a cost of {100gp} per tattoo per slow, Bad news: they can not be unequipet, and if your do pay to have them removed, the magic is lost, :) also placing another magic ring over a tattooed finger dose not work, the Magic tattoo takes up that slot, and the ring dose nothing.

Slotless 80lb

Handy Haversack {2000gp}
Main Pouch
-: Hunters Kit {12gp}
-: One person tent Large {40gp}
-: 3x torches {3gp}
-: Waterskin {5sp}
-: Bed Roll + Animal pelt rug{5gp}
-: Whisky Bottle {5gp}
-: Drinking cups {1sp}
-: Coffee set + 1lb of Coffee {5gp}
-: Bag of spices {20sp}
-: butcher Knife set {5gp}
-: 50' of rope + 50' of twine
-: Bow

Side Pouch 1 20lb
-: gold coins {272}gp

Side Pouch 1 20lb
-: Arrows x180 {8gp}
-:traveler-s-any-tool]{250gp}

Helina the Beast BACK STORY:

Helina was found as a baby on a ice flow by a human northern Tribe. How she got there no one fully knows, but the taint of ice giant was on her. So she was adopted by the tribe, and for most of Helina's life, things just seem to happen. She was Adopted be Timuk and Rilynn who had filed to have a child she fit right in, Timuk was a hunter, while Rilynn was a berserker shield maiden. It was Rilynn who trained Helina, teaching her the Axe and shield. Timuk her Step Father feed her, the best he could catch until she was of an age to kill her own meals. Which she did with some skill. her step mother was happy with the way Helina. And when they went to battle with the clan, they stood in the shild wall side by side. Her mother was an impressive 6'4 but soom Helina was taller. And gained a reputation for charging into the center of battle. Her adopted human parents did not hid this truth form her as she grow, her elvish aging and looks would have told her she was not human. But she did feel inadequate to the others in the tribe. So Helina over compensated. She fight more, she lifted more, she drank more, hunted more and tried to do everything more. She trained her boy and mind to be as human Northen as she could be. To this end, she has an amazing body, and the will to power it, but time passed, her adopted parents grow old and soon passed away. By then she had other adopted siblings, all human, but still as they aged and had families so soon she was the last one left. Her last living adopted human relative passed away some 50 years ago, and feeling a bit out of place, she left the tribe. Taking the long walk to the south to find her place in the world. She has seen a long in 50 years, not all of it good. But at her core she is a very simple northern who misses the great white. How she become Helina the Beast? Wel it all started in a bar, into which very drunk she bright a wild Greater Dire-Bear for a bet, now at the time it was out cold. So no harm to be had, but she drank a bit, then headed to the pruvit, and soon screams could be heard, heading back in she found a blood bath, as the bear, attacked everyone BUT Helina. Such panic and fear and death followed, for this she was charged, found guilty and locked up 20 years. She did her time but while inside she got a reputation for fighting like a bear, with anger and range. See you accidentally wipe out a bar and someone is going to get upset, so a few came after her inside and after she got out. Hence being called Helina the Beast, the odd things is, No one fully knows where she got the bear from, and she was too drunk to remember.