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. Her armor is simple, boots, hide breast and Kilt. She is attractive if you like big strong woman who can snap you like a twig. She is also fast, long legs propelling her into battle. Helina has with her Pet Polar bear "Fullständigt" her Animal compilation.
Helina the Beast Personality:
Adopted by humans who found Elina adrift on an High ice. Elina grow up with her northern human Clan 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 dislike of Slavers. 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 above all things she loves drinking and fighting the best, Give her these things and she will be you new best buddy.
Range [+6]=[+3BAB+3DEX]
Sling TH[+6] DMG{1d4+2} Range 50' Critx2 {B} {10sp}
SAVES
Fort Save[+3]=[+3Base][+0Con][+0other]
Ref Save [+4]=[+1Base][+3Dex][+0other]
Will Sav [+3]=[+2Base][+2Wis][+0other]{+2 Raging}
+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps.
Resistance
Cold resistance {5}
[17 Point Buy]
STR[14][+2][5p]
DEX[16][+3][5p][+2Race]
CON[10][+0][2p][-2Race]
INT[12][+1][0p][+2Race]
WIS[14][+2][5p]
CHA[10][+0][0p]
FEATS
{EITR = Martial Mastery/Weapon Finesse/Agile Maneuvers/Combat Expertise/Power Attack/Deadly Aim}
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:Boon Companion
Your bond with your animal companion or familiar is unusually close.
Prerequisite: Animal companion class feature or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
Special: You can select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
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.
-: Adopted-> 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:Highlander {Category Regional Hills or Mountains)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.
Benefits: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
4:Voice of Monsters
Your faith leads you to see the power and wonder in even the most horrible abominations.
Benefits: Once per day, you can cast speak with animals. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with an Intelligence of 2 or lower.
DRAWBACKS
1: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.
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 35 feet.
Languages: Common, Elven, Sylvan, Dwarven, Giant.
Defense Racial Traits
Elemental Resistance:
Arctic ELF have a racial trait of 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. 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.
Barbarian Features L3
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, 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) {9/Day}
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Rage Powers (Ex) {x1}
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). A complete list of rage powers can be found here: Rage Powers
-:Strength Stance (Ex): {while ranging she can lift a max of 1,600lb or 0.8 tons}
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.
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 immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor 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) {+1}
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.
Druid Class Features L1
All of the following are class features of the druid.
Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
LEVEL 1 Spell DC13
-:Summon Nature's Ally I
-:Summon Minor Ally
Orisons(Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond (Ex)
At 1st level, a druid forms a bond with nature. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Fullständigt Animal compilation Polar Bear
The Polar Bear found in the great arctic lands is quite impressive companion, particularly when it rises up on its hind feet to loom large. Polar Bear bears strike fear into the hearts of most who encounter them.
Boon Conmation means Treat as Level 3 Companion.
3rd HD3 BAB+2 Saves/+3/+3/+1 Skills 3 Featsx2/NA+2/Str+1/Tricksx2/ Evasion
Statistics
Size Medium; Speed 40 ft.; AC +1 natural armor;
Special Qualities low-light vision, scent.
Ability Scores
Str 18[+4]
Dex 14[+2]
Con 13[+1]
Int 02[-4]
Wis 13[+1]
Cha 06[-2]
TRICKS {6+2}
1:Heel (DC 15)
The animal follows you closely, even to places where it normally wouldn’t go.
2:Down (DC 15){No HA Roll needed}
The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
3:Sneak (DC 15)
The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
4:Attack (DC 20) {No HA Roll needed}
The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
5:Defend (DC 20)
The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
6:Hunt (DC 20)
This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.
7:Track (DC 20)
The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
8:Detect (DC 25)
The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.
Belt Pouch 2gp
Silver money.
Letters of introduction
In Belt
Signal horn 2gp
MW Bear Saddle Bags [170gp]
-: Coat Ice {80gp}
-: Hunters Kit {12gp}
-: Healers Kit 10/10 50gp
-: Waterskin {5sp}
-: Bed Roll + Animal pelt rug 3gp}
-: Coffee set + 1lb of Coffee {2gp}
-: Bag of spices {2sp}
-: Sling Stones x80 {5sp}
-: Dried Rations 5 days {3gp}
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.