Helene

Helene (better known as Divination Horse) was one of the Old Man's soul-slaves, acquired by one of his clones during an 'archeological' investigation in the forgotten valleys. Born with a great talent for divination and prophesy, she was tasked to aid with survaillance, identifying future threats, and divining the locations of lost treasures, namely, any surviving artifact of the Dragon Cult. When the Old Man gained some understanding of the Monomyths, she was tasked to divine potential individuals that could be part of the Rebel Kalpic. When she did, she was then forced to make these individuals come together, accompany them, and guide them toward fufilling the necessary rites so he could come toward the end and steal the Spotlight. Unbeknownst to the Old Man, however, was that Helene had managed to erode parts of his technique, giving her some ways in which she could rebel against them. When she and the LADS reached a dead end on their efforts to find the whereabouts of the Old Man, she committed suicide, allowing Sanekoryus to cleanse her soul and reincarnate her as a centaur - the first ever instance of this ability being used. 
As the LADS rapidly grew in power, her stunted abilities started to make it impossible for her to join fights directly, and she was relegated to a purely supportive role.
=== Abilities ===
Helene showed her talents as a muomancer from a young age. She became her tribe's shaman while she was still a child, and became a Master of school in her teens. She began dabbling in Nóosmancy as her tribe prospered and more responsibility was transferred to her, and it is here where she was discovered by the Old Man. During her enslavement, she was forced to prioritize the development of Muomancy, though her nóosmancy was supplemented by some of the Old Man's older techniques, which became her main combat system.
As of the end of the Ascension OVA, she has become a Grandmaster Muomancer and a Master Nóosmancer. She still prefers to use an upgraded version of the Old Man's nóosmantic techniques in combat, maybe out of familiarity. Her divination is used purely as a supporting set of powers, despite her developing an entire combat system around it.
Due to her single-minded focus on these two Schools, she hasn't developed any other noteworthy skill.
=== Personality ===
She has a very calm demeanor, and is prone to enter a state of complete internal rage instead of expressing it. She often feels discouraged, and doesn't handle stress very well. She is reserved and tends to avoid crowds, but is surprisingly very comfortable in social situations. She has a desire to have control over her situation and loves to take charge of activities she is involved in. She is prone to overindulge when doing something she enjoys doing, and prefers to live leisurely, which conflicts with her deep yearning for adventure and excitement. She has deep distrust for other people, seeing them as nothing but selfish, cunning and acting only in their own self interest, but, inwardly, is very cheerful and hopes to find someone she can truly confide in. She has a vivid imagination but no aesthetic sense whatsoever. She has a good grasp over her own emotions. She is uncomfortable with change and completely uninterested in intellectual ideas and debates. She ardently believes in convention and traditional tribal society. She is incredibly frank and candid, is compassionate and finds helping others rewarding. She is willing to compromise with others to achieve her goals. She lacks confidence, and because of that, she rarely misses an opportunity to gloat when she is better at something than someone else. She is very conscientious and has a profound sense of duty and obligation. She has great willpower, persisting in the face of any difficulty until the task is complete. She is very organized and takes time when making big decisions.
=== Retainer Statblock ===
Helene
Level 9 Hero of Knowledge
Health-Points 	9 	9 	9 	9 	9 	9 	9 	9
Guard 	15 	15 	15 	15 	15 	15 	15 	15
Speed 	14 meters 	14 meters 	14 meters 	14 meters 	14 meters 	14 meters 	14 meters 	14 meters
Attributes 	STR 	AGI 	END 	WIS 	INT 	CHA 	WILL 	PER
Attributes 	+2 	+1 	+4 	+1 	+0 	+3 	+0 	
Attributes 	11 	14 	12 	18 	12 	10 	16 	11
Primary Ability 	Wisdom 	Wisdom 	Wisdom 	Wisdom 	Wisdom 	Wisdom 	Wisdom 	Wisdom
Saves 	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)	Intelligence (+4), Wisdom (+7)
Skills 	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]	Religion, History, Arcana [+6]
Signature Attack	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.	Harmful Though Hummingbird (Ranged Spell Attack): +8 to hit, reach 24 m., up to three targets.
Helene materializes harmful thoughts into three translucid hummingbirds, which fly against up to three targets of her choice. On a hit, Each hummingbird deals 9 (1d8+4) psyche damage.
Special Actions 	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.	(3/day) Portent: When Helene or a creature she can see makes an attack roll, a saving throw, or an ability check, she can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
(3/day) I Predicted That: Helene can act on one of her enemy's turn instead of the controlling player's.
(1/day) Burning Though Falling Rock: Helene materializes thousands of her thoughts into flaming meteors. They float in the air and orbit her while she maintains Concentration, for up to a minute. When she activates this ability—and at the cost of 3 actions on her turns thereafter—she can expend one or two of the meteors, sending them streaking toward a point or points she chooses within 48 meters of herself. 
Once a meteor reaches its destination or impacts against a solid surface, it explodes. Each creature within 2 meters of the point where the meteor explodes must make an Agility saving throw. 
A creature takes 2d6 psyche damage and has their thougths burn away on a failed save, and only takes half damage on a successful one. A creature who has their thoughts burning away has their speed halved and takes a -2 penalty to their Guard and Agility saving throws. On its turn, it can use a maximum of 2 actions. An affected creature can end this effect by succeeding on an Intelligence save.
Category:NPC
Category:Retainer