Heiða the Veleda

Imra Artoris
Magic Tattoo 24 hours (+2 Wisdom)
+5 Resistance
+5 magic weapon
False Life
Endure Elements
Allied Footsteps
Dragoneye
Message
Deeper Darkvision
Nondetection
Disobedience
Quick Potion, Heroics
Stalwart Pact
Spider Skin
Freedom of Movement
Benediction
Healing Belt 0/3
Eternal Wand of Benign Transposition
Conviction
Heroism
Nygaar's Cloak (20 % concealment)
Divine Power (Round 2)
Protection from Cold (98/120)
Haste

Round 1: (CoD, OFFC, WRT) Moved, Order forged from chaos, amulet of false life, close wounds. (FM)
Round 2: Divine Recover, Order Forged from Chaos, Channeled Lifetheaft (BLC)
Round 3:Cloak of Deception, Moved, Divine Impetus to do Island of Blades, then Flanking Maneuver to give Dana and Greg an attack. (SB)

**XP** 168,817/ 171,000 ; (5'7 - 120 lbs) **Level** 18
female dökkálfar blooded dread necromancer 8 / crusader 1 / chooser of the slain 8
TN medium outsider (native, human, fey)
**Init** +12; **Senses** low-light vision, darkvision 60 ft., Auto-Search; listen +7, spot +7
**Languages** common, ancient, one god common, giant, Asgardian

**AC** (35) 27 (+3 shield, +6 dex, +6 armor, +1 luck, +1 natural), touch 17, flat-footed 21
**HP** 126/143 (8d6+1d10+8d8+51) (71.5 is half)
**Temp HP** 12/17
**Delayed Damage Pool**: 0/5
**Fort** +14(+7 base, +3 Con, +1 Luck, +3 Resistance), **Ref** +15(+6 dex, +5 base, +3 resistance, +1 luck) **Will** +19(+3 wis, +10 base, +2 race, +1 Luck, +3 Resistance) (+2 vs sleep, stunning, paralysis, poison) (+6 vs Poison)
**DR** 4/bludgeoning and magic
**DR** 10/magic
**SR** 27
**Immune** disease, sleep spells and effects
**Resist** Acid, Cold, Electricity 10
**Regeneration** 1 hp / 4 minutes (15 hp / hour)

**Speed** 40 feet.; Fly 60 ft. (perfect)
**Melee** *+5 Vasklater* +25 (1d4+12/19-20)
**Ranged** Spectral Hand +16vs touch AC
**Combat Modifiers** furious counterstrike, steely resolve 5
**Special Standard Actions** Rebuke Undead 10/10 day (+9/2d6+14), Negative Energy Burst 2/2/day, Scabrous Touch 1/day, ~~Smite 1/day (+18 damage)~~
**Special Swift Actions** Divine Recovery, Fear Aura, Amulet of False Life 1/2, Divine Impetus
**Active Spells** Endure Elements
**Base Atk** +13/+8/+3; **Grapple** +14

**Maneuvers and Stances Known** (IL 13) Readied 6 (3):
      *Stances*—Leading the Charge, Island of Blades, press the advantage
      *Strikes*—revitalizing strike, battle leader's chargeR, mountain hammer, flanking maneuverR
      *Boosts*—white raven tacticsR, cloak of deceptionR, shadow blinkR
      *Counters*—shield block
*Move*—order forged from chaosR

**Dread Necromancer Spells Known** (CL 17th):
      1st (7/8)— *bane*, *bestow wound*, *cause fear*, *chill touch*, *detect magic*, *detect undead*, *doom*, *hide from undead*, *inflict light wounds*, *ray of enfeeblement*, *summon undead I*, *undetectable alignment*, *~~cure light wounds~~*
      2nd (5/8)— *blindness/deafness*, *command undead*, *darkness*, *death knell*, *false life*, *gentle repose*, *ghoul touch*, *inflict moderate wounds*, *scare*, *spectral hand*, *summon swarm*, *summon undead II*, *rigor mortis*, *~~cure moderate wounds~~*
      3rd (7/8)— *crushing despair*, *death ward*, *halt undead*, *inflict serious wounds*, *ray of exhaustion*, *speak with dead*, *summon undead III*, *vampiric touch*, *~~cure serious wounds~~*
      4th (6/7)— *animate dead*, *bestow curse*, *contagion*, *death ward*, *dispel magic*, *enervation*, *Evard's black tentacles*, *fear*, *giant vermin*, *inflict critical wounds*, *phantasmal killer*, *poison*, *pronouncement of fate*, *summon undead IV*, *~~cure critical wounds~~*
      5th (5/7) *blight*, *cloudkill*, *fire in the blood*, *greater dispel magic*, *insect plague*, *lesser planar binding*, *magic jar*, *mass inflict light wounds*, *nightmare*, *oath of blood*, *slay living*, *summon undead V*, *undeath to death*, *unhallow*, *waves of fatigue*, *channeled lifetheft*, *~~mass cure light wounds~~*
      6th (4/6) *acid fog*, *circle of death*, *create undead*, *eyebite*, *geas/quest*, *harm*, *mass inflict moderate wounds*, *planar binding*, *waves of exhaustion*, *heal*
      7th (4/4) *control undead*, *destruction*, *finger of death*, *greater harm*,  *mass inflict serious wounds*, *song of discord*, *vile death*, *regenerate*
 **Spell-like Abilities** (CL 16th):
      1/day—*darkness*, *detect magic*,*divination*, *true strike*, *bless*, *aid*, *death knell*, ~~*cure serious wounds*~~,~~*close wounds*~~, ~~*divine power*~~,~~*heroism*~~, ~~*delay death*~~, *call lightning storm*, ~~*Stalwart Pact*~~, *Chain Lightning*, *Revivify*, *Warp Destiny*,  ~~*Moment of Prescience*~~
      1/month—~~*Valiant Fury*~~

**Abilities** Str 12, Dex 22, Con 16, Int 17, Wis 16, Cha 22 (**24**)
**SQ** Undead Mastery, Mental Bastion, Familiar
**Feats** Alertness, Improved InitiativeSoM, Luck of the HeroesB, Practiced Spellcaster, Arcane Disciple (Healing), Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Extra Spell (Channeled Lifetheft)
**Skills** Bluff +26, Concentration +15 (+1 with shield), Intimidate +17, Knowledge (Religion) +8, Spellcraft +10, Use Magic Device +15 (+17 scrolls), Perform (Dance) +15, Knowledge (Arcana) +5, Knowledge (History) +4, Knowledge (The Planes) +4, Spot +7, Listen +7, Search +5, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Dungoneering) +4, Diplomacy +15, Tumble +12, Sense Motive +19
**Skill Points** Bluff 19, Intimidate 8, Knowledge (Religion) 5, Concentration 12, Spellcraft 7, Knowledge (Arcana) 2, Use Magic Device 8.0, Perform (Dance) 8.0, Collector of Stories 1.0, Knowledge (The Planes) 1.0, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1.0, Knowledge (Dungeoneering) 1.0, Tumble 2.0, Sense Motive 16

**Gear** Nótt's Boots, Amulet of False Life, Heiða's Breastplate, Shield of the Veleda, spell component pouch, Ring of Regeneration, Ring of Freedom of Movement, rune inscribed skulls, black feathered cloak
**Bag of Holding III** Witch Gold Comb, *Orb of Storms*, Skin of Modi, Volva Staff, Incense and hallucinogenic herbs, book of black magic (human skin leather bound), basic cooking gear, flint and steel, dust of dryness, *quartz (identify at will)* ebony dvergrcraft mithral heavy shield (0% ASF, +1 concentration), ebony dvergrcraft masterwork steel shortsword (dex to hit) "Vasklater", friendly flute of foxswan, *scroll of stone to flesh*, *scroll of stop heart*, *scroll of modify memory* (CL 10), key of the imprenatrable cage, Byrmoor, the six fingered tome, Skofnung, https://www.d20srd.org/srd/magicItems/wondrousItems.htm#crystalBall
 **Coins** 250 gold, 400 plat, 130 gold, 3 black pearls worth (250 gp), 1 Jet (120 gp), Black Opal (1,100), 1 Diamonds (1,000 gp), 27 Ancient Silver/Gold Diamondshard coins (worth 200 gp each), 435 gp
**Potion Belt** Potion of Jump, Potion of Protection from Good (CL 12th), Potion of Wolfsbane, 2 doses of poison (DC 23: 2d6 Con + 1d6 Str; Secondary: Blindness), potion of protection from evil (CL 3)
**Bag of Holding** +5 bronze full plate (large), +5 bronze heavy shield (large), 2 things of tattoo ink for spell

**Charnel Touch** Negative energy flows through a dread necromancer’s body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.
**Lich Body:** Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body’s increased resilience to physical harm. She gains DR 2/ bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.
**Negative Energy Burst:** Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are
healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).
**Mental Bastion:** Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist *sleep*, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.
**Fear Aura (Su):** Beginning at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 20) or become shaken. A Creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours.
**Scabrous Touch**: Once per day a dread neceromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the *contagion* spell inflicting the disease of her choice immediately, with no incubation period, unless the target makes a Fortitude Save (DC 18). Activating this is a swift action.
**Undead Mastery**: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a dread necromancer uses the *animate dead* spell to create undead, she can control 4 + her charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the *control undead* spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.
**Divine Recovery** Beginning at 2nd level, you can channel divine power to recharge your martial maneuvers. You can expend a turn or rebuke undead attempt as a swift action to recover one expended maneuver. If you are a crusader, the maneuver you recover is immediately available to you as a granted maneuver.
**Armored Stealth (Ex):** Valkyrie's are taught unusual techniques for staying out of sight. Starting at 5th level, you no longer take an armor check penalty on Hide checks. Your armor check penalty still applies to any other skills affected by armor check penalties.
**Divine Impetus (Su):** At 7th level, you learn how to use the divine power to quicken your reactions and act without hesitation. You can expend a turn or rebuke undead attempt to gain one additional swift action this round. For example, you could use this ability to both change your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your turn.

Heiða Background

Heida's Familiar

Huge Wolf Skeleton

Amulet of False Life: a black star sapphire with what looks like a faintly glowing skull inside of it is set into the necklace. Two uses per day, when used black runes appear upon users' skin for 1d3 rounds. Charge grants you 10 temporary HP +1 per caster level (maximum +10)