Tove Hellstrom's page

858 posts. Alias of Kaavek.

Full Name

Tove Hellstrom


Human (Ulfen)


Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 8/8 | Portrait | Elkmark Calendar







Special Abilities

Aura (LG), Channel Energy, Domains (Animal, Community)


Lawful Good






Common, Celestial, Skald, Sylvan

Strength 13
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 16
Charisma 16

About Tove Hellstrom

Tove Hellstrom
Female Human Cleric 6
LG Medium Humanoid
Init: +2, Perception: +8 (+2)
Languages: Common, Celestial, Skald, Sylvan
AC 18, Touch 13, Flat-footed 16
HP 44
Fort: +4, Ref: +4, Will: +8
Speed: 30 ft. (6 Squares)
MW Dagger +6 (1d4+1/19-20/x2)
+1 Quarterstaff +6 (1d6+2/20/x2)
MW Longbow +7 (1d8/x3)
Str 13, Dex 14, Con 10, Int 14, Wis 16, Cha 16
Base Atk: +4, CMB: +5, CMD 17
Feats: Light/Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Proficiency (Longbow), Extra Channel, Selective Channeling, Point Blank Shot, Precise Shot

Traits: Pioneer, Deadeye Bowman, Devotee of the Green
Drawback: Headstrong

Skills: Craft (bows) +6, Diplomacy +12, Handle Animal +9, Heal +10, Knowledge (geography) +11, Knowledge (nature) +9, Knowledge (religion) +10, Linguistics +7, Perception +10*, Ride +5, Sense Motive +8, Survival +6

*+2 Bonus from Stag's Helm

Combat Gear:
MW Longbow, MW Dagger, +1 Quarterstaff, +2 Studded Leather Armor, +1 Amulet of Natural Armor, Stag's Helm, Wand of Cure Light Wounds (50 Charges)
Arrows (40)
Cold Iron Arrows (21)
Silvered Arrows (12)
Other Possessions:
On Person: Holy Symbol (Silver), Holy Symbol (Wooden), Backpack, Mess Kit, Waterskin, Soap, Healer’s Kit, Cure Light Wounds potion, Flint and Steel, 3 x Candles
On Horse: Bit and Bridle, Riding Saddle, Saddlebags, Small Tent, Hemp Rope (50 ft.), 4 x Animal Feed, 6 x Trail Rations
At Oleg's: Leather Armor
26 gp, 2 sp, 5 cp


Stag's Helm:

Three times per day, the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted.


A cleric of a lawful good deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy:

A cleric can release a wave of energy by channelling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channelled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channelling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channelled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier + 2 (Improved Channel). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier + 2 (Extra Channel). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.


Animal Domain
Granted Powers:
You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Domain Spells:
1st Level — Calm Animals
2nd Level — Hold Animal
3rd Level — Dominate Animal

Community Domain
Granted Powers:
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells:
1st Level — Bless
2nd Level — Shield Other
3rd Level — Prayer

Spontaneous Casting:

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Cure Spells:
1st Level — Cure Light Wounds
2nd Level — Cure Moderate Wounds
3rd Level — Cure Serious Wounds

Spells per Day:
Orisons — 4
1st Level — 4 + 1
2nd Level — 4 + 1
3rd Level — 3 + 1

Prepared Spells:
Orisons — Enhanced Diplomacy, Guidance, Purify Food and Drink, Stabalize
1st Level — Bless, Burning Disarm, Divine Favor, Shield of Faith, Touch of Truthtelling
2nd Level — Admonishing Ray, Burst of Radiance, Fear the Sun, Shield Other, Gentle Repose
3rd Level — Daybreak Arrow, Searing Light, Prayer, Trial of Fire and Acid

Other Useful Spells:
Orisons — Create Water, Detect Magic, Detect Poison, Resistance
1st Level — Bless Water, Comprehend Languages, Deadeye’s Lore, Detect Undead, Diagnose Disease, Remove Sickness, Sanctify Corpse, Weapons Against Evil
2nd Level — Arrow of Law, Blinding Ray, Calm Emotions, Silence, Soothing Word, Zone of Truth
3rd Level — Charitable Impulse, Continual Flame, Create Food and Water, Daylight, Holy Javelin, Locate Object, Remove Blindness and Deafness, Remove Curse, Remove Disease, Riversight, Sacred Bond



Ros, Light Riding Horse
N Large animal
Init +2; Perception +6
Senses low-light vision, scent
AC 11, Touch 11, Flat-footed 9
HP 15
Fort +6, Ref +5, Will +1

Speed 50 ft. (10 Squares)
2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6

Unless specifically trained for combat, a horse’s hooves are treated as secondary attacks.

Ros is a mare with a lively personality and a strong, muscular build that speaks to her physical fitness. Her basic fleabitten grey coat is flecked with brown specks, giving her a unique, yet understated look. The specks are about the size of a fingertip and are most concentrated along her back and hindquarters, gradually decreasing in density towards her legs.

Ros's long, braided mane and tail are a warm, chestnut brown that contrasts beautifully with her grey coat. Her mane falls in thick waves, while her tail is kept neatly braided to prevent it from getting tangled while out in the field. The texture of her mane and tail is soft to the touch, and they flow gracefully as she moves.

On her face, Ros has a small, white spot in the center of her forehead, adding a charming touch to her already lovely appearance. However, if anyone gets too close to her mouth, they will notice that she has quite bad teeth. Her dental issues result in foul-smelling breath that can be quite unpleasant, but Tove doesn't mind. She loves Ros all the same and takes great care of her, ensuring she receives the best possible treatment.



Tove Hellstrom is an imposing figure, standing at a towering height of 6'2 with a muscular build that belies her ulfen heritage. Her fiery red hair falls in two thick plaits down her back, framing a face that bears the scars of a life lived hard in the wilderness. Her piercing green eyes, filled with determination and compassion, are her most striking feature.

Tove dons a set of rugged studded leather armor, which has seen its fair share of wear and tear from years of adventuring. Over her breastplate, Erastil's holy symbol, a bow made of antlers with an arrow pointed towards the earth, is burned into the leather. Her helmet, the Stag Helm, is a striking piece that looks like the skull of a mighty stag, complete with antlers that are as sturdy as metal.

Despite her imposing presence and battle-hardened appearance, Tove carries herself with a quiet confidence and a gentle grace that draws people to her. Her devotion to Erastil and her unwavering determination to build a better future for the Stolen Lands have made her a respected figure among the settlers, and a trusted ally to those in need.


Tove is strict, arrogant and hardy, her personality shaped by having grown up on the fringes of civilised land. However, this isn't to say that she is mean-spirited or unfriendly. Tove has a soft spot for the underdogs in life and can form strong bonds with those less fortunate than the average citizen of the world. She remembers how difficult her past was and she works hard towards her goal of lifting others out from similar circumstances.

Tove's devotion to Erastil inspires her to act with compassion and kindness towards all those she encounters. She is quick to offer help to those in need, whether it is providing medical aid, lending a listening ear, or simply offering a kind word. Her kindness has earned her the respect and admiration of many settlers, who see her as a beacon of hope in the harsh frontier.

Tove will always stand up for what she believes is right. As Tove works towards her goal of building a better future for the Stolen Lands, she faces many challenges. The wilderness is unforgiving, and dangerous creatures and bandits threaten the safety of the settlers. But Tove is not one to give up easily.

Despite the challenges, Tove remains steadfast in her mission. She knows that the road ahead will be long and difficult, but she is confident that with her faith in Erastil and the support of her fellow counsel members and the settlers of Elkmark, she can overcome any obstacle. Tove's story is one of resilience, determination, and unwavering faith in the face of adversity.


Tove Hellstrom was born on the 8th day of Abadius, 4685 AR, a free daughter of two thralls in the service of an ulfen yeoman who owned a farm in southern Brevoy. Tove's mother and father, Astrid and Orri, had been caught attempting to steal the yeoman's sheep a few months before she was born, and life at the farm was all she had ever known. She lived happily with her family, though, and even grew close to the yeomans' two daughters, who were around the same age as she.

Unfortunately, when Tove was about 13 years old, things took a turn for the worse. Early one cold morning, the yeoman and his family were still sleeping in their beds when a freak fire engulfed the farmstead. Fearing that they would bear the blame for the tragedy, Tove's parents quickly took their daughter and saddled two horses from the stables.

Together, Tove and her parents rode out into the early morning mist. They began their journey south, towards the stolen lands. Her parents were pioneers and had established an orchard on the banks of the Sellen river before falling on hard times and turning down the road that ended in their servitude. However, the way to their old property was lost to time. Over a decade of new growth had long overgrown the trails and the way had faded from memory. The Hellstrom family became lost in the wilderness and had to turn to their determination and faith to survive.

It was during this time of hardship that Tove had a life-changing experience. While on her own in the wild, she saw an avatar of the stag god, Erastil. The vision was a powerful one, and it filled her with a sense of purpose and hope. Tove took it as a sign that Erastil was watching over her and guiding her, and from that moment on, she devoted herself to the god's teachings.

Eventually, Tove and her parents found somewhere new to settle in the Stolen Lands. They built a small cabin in the woods and began to eke out a living from the land. But their peace was short-lived. One day, a couple of weeks before she turned sixteen, Tove was gathering berries down by the stream that ran behind the family's small cabin in the woods. She dropped everything when she heard her mother scream and she ran back to the cabin only to find it empty. Her parents had vanished and were nowhere to be seen.

After her parents disappeared, Tove spent months searching for them in the wilderness, but to no avail. She was forced to survive on her own, using the survival skills her parents had taught her. During this time, she became an accomplished hunter and tracker, and learned to live off the land.

She has spent the better part of the decade since then devoted to serving the god Erastil, trying to distract herself from her loss by focusing on helping other families like her own. Travelling to Brevoy, she joined the clergy Tove's faith in Erastil gave her the strength to keep going, to keep serving others, even as she struggled with her own grief and pain.
By doing so, she has been able to provide the safety and happiness that she once had to all, and end the suffering and hardships of frontier life by bringing community, law and order to the stolen lands.

When the Swordlords called for settlers to tame the Stolen Lands, Tove saw it as a sign. She answered the call and returned to the wilds she once called home. With her devotion to Erastil as her guide, Tove has dedicated herself to making the Stolen Lands a better place for all who live there. She hopes to provide the safety and happiness that she once had to all, and end the suffering and hardships of frontier life by bringing community, law and order to the Stolen Lands.

Tove's ultimate goal is to create a society in which everyone has the opportunity to thrive and contribute to the community. She believes that by working together and sharing resources, the settlers can overcome the challenges of the frontier and build a better future. Despite the hardships she has faced, Tove remains optimistic and determined, driven by her faith in Erastil and her love for her fellow settlers.