BAKNARLA | LEVEL 17 |
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Female advanced adlet shaman ranger 5
CN Medium humanoid (adlet, cold)
Init +14+10 Dex, +4 Improved Initiative; Senses low-light vision, scent; Perception +24
DEFENSE |
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AC 31, touch 2610 plus +1 deflection plus +10 Dex plus +1 dodge plus +4 luck cassock of the Black Monk, flat-footed 20 (+1 deflection, +10 Dex, +1 dodge, +9+7 natural, +1 amulet of natural armor, +1 Baba Yaga boon natural)
hp 237 (15d8+5d10+12515d8 racial, 5d10 ranger, +120 Con, +5 Favored Class, +0 Toughness feat; +12 temporary hp); once as immediate action at 0 hpbreath of life (CL 20th)
Fort +17+9 base, +6 Con, +2 cloak of resistance, Ref +25+13 base, +10 Dex, +2 cloak of resistance, Will +15+6 base, +6 Wis, +2 cloak of resistance, +1 morale heroes' feast; +4 vs. fear and poison, +2 vs. diseases and drugs
DR 5/5/ Baba Yaga boon; Immune cold
Weaknesses vulnerability to fire
OFFENSE |
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Speed 40 ft.40 ft. base, -0 ft. armor
Melee
+3 dragon-bane thawing spear +28/+23/+18/+13BAB plus +7 Str plus +3 enhancement plus +1 Weapon Focus plus +1 morale heroes' feast (1d8+13+1.5 x Str plus +3 enhancement/x3; on crit +3Iron Axe weapon training) and bite +19BAB plus +7 Str plus -5 secondary attack plus +1 morale heroes' feast (1d6+3+1/2 Str plus 1d6 cold)
Power Attack +3 dragon-bane thawing spear +23/+18/+13/+8BAB plus +7 Str plus +3 enhancement plus +1 Weapon Focus plus -5 Power Attack plus +1 morale heroes' feast (1d8+28+1.5 x Str plus +3 enhancement plus +15 Power Attack/x3; on crit +3Iron Axe weapon training) and bite +15BAB plus +7 Str plus -5 secondary attack plus -4 Power Attack plus +1 morale heroes' feast (1d6+7+1/2 Str plus +4 Power Attack plus 1d6 cold)
Ranged
mwk light crossbow +28BAB plus +10 Dex plus +1 enhancement plus +1 morale heroes' feast (1d8; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.)
Special Attacks combat style (two-handed weapon), favored enemy (evil outsider +4, undead +2), frozen breath
Spell-Like Abilities (CL 10th; concentration +13)
Constantpass without trace
At willray of frost
3/dayfog cloud, sleet storm
1/daycommune with nature, ice storm, summon (1 greater ice elemental or 1d4+1 Large ice elementals), wind walk (self only)
Ranger Spells Prepared (CL 2nd; concentration +8)
1stlead blades, resist energy, rite of bodily purity
TACTICS |
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Before Combat Baknarla consumes extended heroes' feast and rite of bodily purity each morning.
Base Statistics Without heroes' feast, Baknarla's stastics are hp 225 (15d8+5d10+12515d8 racial, 5d10 ranger, +120 Con, +5 Favored Class, +0 Toughness feat); Will +14+6 base, +6 Wis, +2 cloak of resistance; +0 vs. fear and poison; Melee +3 dragon-bane thawing spear +27/+22/+17/+12BAB plus +7 Str plus +3 enhancement plus +1 Weapon Focus (1d8+13+1.5 x Str plus +3 enhancement/x3; on crit +3Iron Axe weapon training) and bite +18BAB plus +7 Str plus -5 secondary attack (1d6+3+1/2 Str plus 1d6 cold); Ranged mwk light crossbow +27BAB plus +10 Dex plus +1 enhancement (1d8; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.); CMB +23+16 BAB, +0 size, +7 Str.
STATISTICS |
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Str 2418 base, +0 race, +0 level, +4 advanced template, +2 inherent Baba Yaga boon, Dex 3026 base, +0 race, +0 level, +4 advanced template, Con 2218 base, +0 race, +0 level, +4 advanced template, Int 1813 base, +0 race, +1 level, +4 advanced template, Wis 2217 base, +0 race, +1 level, +4 advanced template, Cha 1713 base, +0 race, +0 level, +4 advanced template
Base Atk +16/+11/+6/+1; CMB +24+16 BAB, +0 size, +7 Str, +1 morale heroes' feast; CMD 4510 +16 BAB, +0 size, +7 Str, +10 Dex, +1 deflection, +1 dodge
Feats Armor Proficiency (light, medium), CleaveB, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Martial Weapon Proficiency (all), Power Attack, Run, Self-Sufficient, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Vital Strike, Weapon Focus (spear)
Skills +2212 ranks, +10 Dex, -0 armor (+25 when jumping), Appraise +40 ranks, +4 Int, Bluff +30 ranks, +3 Cha, Climb +188 ranks, +7 Str, +3 class skill, -0 armor, Diplomacy +30 ranks, +3 Cha, Disable Device +110 ranks, 1 GM bonus rank, +10 Dex, -0 armor, Disguise +30 ranks, +3 Cha, Escape Artist +144 ranks, +10 Dex, -0 armor, Fly +100 ranks, +10 Dex, -0 armor, Handle Animal +126 ranks, +3 Cha, +3 class skill, Heal +132 ranks, +6 Wis, +3 class skill, +2 Self-Sufficient, Intimidate +71 ranks, +3 Cha, +3 class skill; class skill due to Come To Terms, Knowledge (arcana) +1511 ranks, +4 Int, Knowledge (geography) +147 ranks, +4 Int, +3 class skill from Freiherr title, Knowledge (history) +139 ranks, +4 Int, Knowledge (local) +1410 ranks, +4 Int, Knowledge (nature) +1511 ranks, +4 Int, Perception +2418 ranks, +6 Wis, Perform (sing) +85 ranks, +3 Cha, Ride +141 ranks, +10 Dex, +3 class skill, -0 armor, Sense Motive +60 ranks, +6 Wis, Stealth +2212 ranks, +10 Dex, -0 armor (+30 in snow), Survival +3017 ranks, +6 Wis, +3 class skill, +4 Self-Sufficient, Swim +136 ranks, +7 Str, -0 armor; Racial Modifiers +8 Stealth in snow
AcrobaticsLanguages Adlet, Aquan, Draconic, Triaxian
SQ arctic stride, favored terrain (cold +2), hunter's bond (companions), wild empathy +8ranger level plus Cha modifier
Combat Gear elixir of hiding, potion of cure serious wounds (9), potion of good hope, potion of remove blindness/deafness, restorative ointment (4), thread of fate, truefrost elixirs (2)
Other Gear +3 dragon-bane thawing spear, masterwork light crossbow with 20 bolts, amulet of natural armor +1, cassock of the Black Monk, cloak of resistance +2, handy haversack, prophet's pectoral, ring of blinking, ring of protection +1, vampiric gloves, gas mask, 5,902 gp, 5 sp
SPECIAL ABILITIES |
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Arctic Stride (Ex) Move through any type of difficult terrain at normal speed while within arctic or snowy terrain. Magically altered terrain affects you normally.
Cleave As standard action, make single attack at full base attack bonus against foe within reach. If you hit, deal damage normally and make additional attack (using full attack bonus) against a foe adjacent to the first who is also within your reach. Can only make one additional attack per round. Suffer -2 AC until start of your next turn.
Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.
Diehard Automatically stabilize when hp total is below 0 but you are not dead. May choose to act as if disabled rather than dying. Must make decision immediately upon being reduced to negative hp. If you do not choose to act as if disabled, immediately fall unconscious. When using this feat, you are staggered. Can take move action, but if you perform standard action (or any other strenuous action, including some swift actions such as casting a quickened spell), you take 1 hp damage after completing the act. If your negative hp are equal to or greater than your Con score, you immediately die.
Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Equipment Descriptions
gas mask Grants immunity to inhaled poison and other nonmagical airborne attacks requiring you to breathe them and +2 bonus on saves vs. magical cloud or magical gas attacks. Imposes -2 penalty on hearing- and sight-based Perception checks. Filter must be replaced after 8 hours of use.
Favored Enemy (Ex) Gain bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against favored enemy. Gain bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify favored enemy.
Favored Terrain (Ex) Gain bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when in this terrain. Cannot be tracked and leaves no trail, unless desired, in this terrain.
Frozen Breath (Su) As swift action once every 1d4 rounds, exhale 10-ft.-radius-spread of frigid air dealing 2d6 cold damage and staggering those within for 1d6 rounds (DC 2310 plus 1/2 racial HD plus Con modifier Fort save negates staggered condition). The save DC is Constitution-based.
Hunter's Bond (Ex) As move action, grant half your favored enemy bonus against a single target of the appropriate type to all allies within 30 ft. who can see and hear you for a number of rounds equal to your Wisdom modifier. Does not stack with any favored enemy bonuses possessed by allies; they use the higher bonus.
Iron Axes of Jomsburg
Come to Terms Specialized in Intimidate.
Freiherr Title Specialized in Knowledge (geography).
Hired Hands When hiring services of individual NPC, do so at 10% discount.
Weapon Training (Spear) When you confirm critical hit with specified weapon, gain bonus on damage equal to critical multiplier of the weapon.
Magic Item Descriptions
bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.
elixir of hiding Drink as standard action and gain +10 competence bonus on Stealth checks for 1 hour.
handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.
prophet's pectoral When using augury, divination, or contact other plane, add 1d6 to d% roll. When casting commune or commune with nature, ask one additional question or gain one additional piece of information.
restorative ointment Can be applied to several wounds or conditions with varying effects. Placed upon poisoned wound or swallowed, detoxifies as neutralize poison with +5 bonus to check. Applied to diseased area, removes as remove disease with +5 bonus to check. Rubbed on wound, cure 1d8+5 damage as cure light wounds.
ring of blinking On command allows wearer to blink as the spell for 7 rounds (dismissible).
thawing special weapon ability Against creatures with cold subtype, deal extra 1d6 damage. Wielder always receives +2 competence bonus on saves against ice-based effects. Weapon is immune to cold damage. When thrust into a nonmagical frozen object of Medium size or smaller, ice melts from it.
truefrost elixir Drink as standard action, for next 6 rounds your spells, spell-like abilities, and supernatural abilities dealing cold damage are not subject to cold resistance and deal half damage to those immune to cold.
vampiric gloves 3/day eachUse vampiric touch and bleed (CL 5th). Can use vampiric touch as melee touch and can hold the charge, but charge dissipates if gloves removed. If target is dying or suffering bleed effect, can use vampiric touch as ranged touch up to 30 ft. range. Can hold charge if ranged touch is missed. If you suffer a bleed effect, expend one use of vampiric touch to end effect.
Power Attack Take -5-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +10+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Run When running, move five times normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). Gain +4 bonus on Acrobatics check if you make a jump after a running start. While running, retain Dex bonus to Armor Class.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Wild Empathy (Ex) Within 30 ft. under normal visibility, can improve initial attitude of an animal just like a Diplomacy check to improve a person's attitude. Domestic animal has starting attitude of indifferent, wild animals are usually unfriendly. Can influence a magical beast with Int 1 or 2 at -4 penalty.
Height 6 ft.; Weight 238 lbs.; Hair White; Eyes Pale Blue; Skin White; Age 23; Religion Desna; Homeland Skyfire Mandate; Favored Class Ranger; XP Earned 1,501,761 of 1,800,000
Mercenary Company Iron Axes of Jomsburg; Fame 4040 passed training checks; Prestige Points 3940 passed training checks plus 0 blog journal entries minus 1 PP Freiherr title minus 1 PP Weapon Training (spear) expenditures
Defeated Enemies Advanced Elder Ice Elemental, Advanced Glacial Ooze, Advanced Ice Devil, Baykok, Bear Hunter, Buyan Nuckelavee (5), Cesseer of Ning, Dybbuk, Ectoplasmic Medium, Elder Ice Elemental, Elder Water Elemental, Fiery Corpse Orgy, Gorynych, Infernal Crocodile, Lemure Devil (5), Living Mannequin (2), Omox Demon, Pairaka Div, Pit Hag, Queen Elvanna, Rift Drake, Russian Soldier, Shira Div, World-Warped Polar Bear, Zemlemer Tracker