Ozmyn Zaidow

Helmund Rieger's page

29 posts. Alias of Two-Hands.


Full Name

Helmund Rieger

Race

Human

Classes/Levels

Barbarian (Superstitious) 1|HP: 18/18|AC:16/12/14|Saves :Fort+3, Ref +2, Will+2|Init:+4|Perc.+5|

Combat:
BAB+1, CMB+4, CMD 16, Greatsword 1d20+5, 2d6+6

Gender

Rage Rounds 6/6|Male

Size

6'3, 230lbs (Medium)

Age

27

Alignment

CG

Deity

Ancestor worship

Location

Ravengro, Ustalav

Languages

Common

Occupation

Hunter

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Helmund Rieger

Helmund Rieger
Male human barbarian (superstitious) 1
CG Medium humanoid (human)
Init +4; Senses ; Perception +5
Speed 30 ft. (40 ft. without armor)
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Defense
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HP 18 (1d12+6) (toughness, FCB)
AC 16, touch 12, flat-footed 14
Fort +3, Ref +2, Will +2
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Offense
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Melee
. . Dagger +5 (1d4+4/19-20, 10ft)
. . Handaxe +5 (1d6+4/×3)
. . Greatsword +5 (2d6+6/19-20)
(Can use Power Attack for -1 to hit, +2 damage (+3 for two-handed))

Ranged
. . Sling +3 (1d4+4, 50ft) 30 bullets
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Statistics:

Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Toughness
Traits Chance Savior, Indomitable Faith (Ancestors)
Skills (ACP - 3) Climb +5, Intimidate +3, Knowledge (Nature) +4, Perception +5, Profession (Herbalist) +3 Survival +5;
Languages Common
SQ Fast Movement, Rage
Combat Gear hide armour, greatsword, handaxe, dagger, sling w/ 30 bullets
Other Gear backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), waterskin, whetstone, 29gp, 6sp, 8cp


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Class Features:

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): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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): 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.


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Raging statistics 6 rnds/day:

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Defense
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HP 20 (1d12+8) (toughness, FCB)
AC 14, touch 10, flat-footed 12
Fort +5, Ref +2, Will +4
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Offense
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Melee
. . Dagger +7 (1d4+6/19-20, 10ft)
. . Handaxe +7 (1d6+6/×3)
. . Greatsword +7 (2d6+9/19-20)
(Can use Power Attack for -1 to hit, +2 damage (+3 for two-handed))

Ranged
. . Sling +3 (1d4+6, 50ft) 30 bullets
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Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +7; CMD 19

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Origins & Early Life:

Helmund Rieger was born in the north of Vieland, a land balanced on the edge of the Holds of Belkzen and the Worldwound. His father was a wandering Kellid warrior, a relic of a dying tribe, and his mother an provincial peasant—a woman who feared the dark with good reason. Helmund grew up in a household where monsters were not bedtime stories, but a very real threat.

One fateful winter, a wandering hedge-witch came to their village, offering trinkets and charms in exchange for odd favours. The fields had been unkind to the Rieger family; the cold nights were almost unbearable on an empty stomach. Desperate to change her fate, Helmund’s mother turned to the witch for aid. At first, the magic seemed to work—fortune smiled, and hope flickered anew. But soon after the witch vanished from town, darkness took root. She began to wither, her strength fading like autumn leaves in the wind. The villagers whispered of misfortune, but his father knew better. This was no mere twist of fate—this was the price of dealing with something that should never have been trusted.

One night, Helmund awoke to the sound of steel rasping against stone, his father sharpening his greatsword by firelight. The old warrior’s face was carved from fury and grief as he muttered, “That witch stole from us. But she will pay her price in blood.” Together, father and son tracked the hedge-witch to a decrepit roadside hovel. His father confronted her—Helmund still remembers the way the fire cast her shadow too long on the stones.

The fight was brutal. His father cut the witch down, driving her to her knees with steel and fury—but he did not grant the final blow. Instead, he thrust the bloodied sword into Helmund’s hands, his voice a low growl: “Finish it. This is the price of dealing with monsters.”

They never went home. The village was a memory, swallowed by the past like footprints in the mire. Instead, Helmund and his father became wandering hunters, stalking the things that lurked in the dark. His father trained him in the only lessons that mattered—how to fight, how to kill, how to survive.

But it was never enough. No matter how many monsters they cut down, his father was never satisfied. He took greater and greater risks, as if trying to outrun something unseen.

In the end, the darkness caught up. One hunt went wrong, the kind that leaves no second chances. Helmund could only watch as his father fell, dragged into the abyss by the very horrors he had spent his life fighting.

Alone, Helmund carried on. Because that was what his father had taught him. Because if he stopped, the monsters won.

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A Tie to Professor Lorrimor:

Helmund first met Professor Petros Lorrimor in the back alleys of Lepistadt, on a night thick with rain. The scholar had taken a wrong turn, and the desperate men who surrounded him had no interest in books or reason—only blood and coin.

Helmund stepped from the shadows before the first knife could fall. What followed was quick and brutal—bones breaking, bodies hitting the mud, and the professor left standing, bemused but unharmed. Lorrimor, ever the inquisitive mind, did not look at Helmund with fear, but with fascination. He saw something beyond brute force—a hunter’s instincts, a disciplined rage honed for a purpose.

Curious, the professor offered work. Helmund, wary of scholars and their endless fascination with things best left buried, nearly refused. But Lorrimor sought knowledge not to wield it, but to use it as a weapon against the dark. That, at least, Helmund could respect.

Over the years, their paths crossed again. Lorrimor aided Helmund in deciphering strange runes carved into the flesh of slain witches, while Helmund protected the professor on some of his more dangerous investigations. Though he distrusted magic, he trusted the professor’s wisdom.

Now, with Lorrimor dead, Helmund has come to Ravengro—not out of sentiment, but out of duty. He owes the man that much.

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Personality & Beliefs:

Superstitious but Pragmatic: He loathes magic but knows when it must be used.

No Blind Faith, Only Steel: He places no trust in gods, clergy, or noblemen—titles and prayers do not make a man just. The world is cruel, and only those willing to stand against its horrors can carve their own justice.

The Shield Between Darkness and the Weak: He does not fight for glory, but because someone must. The things that lurk in the shadows do not care for prayers or laws—only for prey. Helmund ensures that, where he stands, the innocent will not be hunted.

A Hunter’s Mindset: He fights with cold, methodical fury. His rage is not mindless—it is a calculated storm that strikes with ruthless efficiency.

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Appearance:

Helmund is a towering figure, tall and broad-shouldered. His head is shaved, revealing a face marked with intricate tattoos of his Kellid heritage. His eyes are cold and piercing and he wears a worn hide jacket of blackened wolfskin. At his back rests a heavy greatsword, weathered yet well cared for.