A Reign of Winter Adventure Path Character

KERAVNO LEVEL 17

Male aasimar fighter 17

CG Medium outsider (native)

Init +5+5 Dex; Senses darkvision 60 ft.; Perception +11

  DEFENSE

AC 35, touch 17, flat-footed 30 (+13 armor, +2 deflection, +5 Dex, +1+1 Baba Yaga boon natural, +4 shield)

hp 226 (17d10+10217d10 fighter, +85 Con, +17 Favored Class, +0 Toughness feat; +12 temporary hp); once as immediate action at 0 hp—breath of life (CL 20th)

Fort +17+10 base, +5 Con, Ref +10+5 base, +5 Dex, Will +7+5 base, +1 Wis, +1 morale heroes' feast; +10+4 bravery plus +2 Courageous trait plus +4 heroes' feast vs. fear, +4 vs. poison, +2 vs. evil

Defensive Abilities bravery +4; DR 5/—5/— Baba Yaga boon; Resist acid 5, cold 5, electricity 5

  OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee

+3 returning shocking burst throwing thundering cold iron warhammer +33/+28/+23/+18BAB plus +6 Str plus +3 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus +4 weapon training plus +1 morale heroes' feast (1d8+17+6 Str plus +3 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization plus +4 weapon training/19-20/x3 plus 1d6 electricity)

Vital Strike +3 returning shocking burst throwing thundering cold iron warhammer +33BAB plus +6 Str plus +3 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus +4 weapon training plus +1 morale heroes' feast (1d8+17+6 Str plus +3 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization plus +4 weapon training/19-20/x3 plus 1d6 electricity plus 3d8 bludgeoning)

Ranged

Deadly Aim Vital Strike +3 returning shocking burst throwing thundering cold iron warhammer +27BAB plus +5 Dex plus +3 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus +4 weapon training plus -5 Deadly Aim plus +1 morale heroes' feast (1d8+27+6 Str plus +3 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization plus +4 weapon training plus +10 Deadly Aim/19-20/x3 plus 1d6 electricity plus 3d8 bludgeoning; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, +4 circumstance bonus on rolls to confirm critical hits

Spell-Like Abilities (CL 17th; concentration +17)

1/day—daylight

  TACTICS

Before Combat Keravno consumes extended heroes' feast each morning.

Base Statistics Without heroes' feast, Keravno's stastics are hp 214 (17d10+10217d10 fighter, +85 Con, +17 Favored Class, +0 Toughness feat); Will +6+5 base, +1 Wis; +6 vs. fear, +2 vs. evil, and +0 vs. poison; Melee +3 returning shocking burst throwing thundering cold iron warhammer +32/+27/+22/+17BAB plus +6 Str plus +3 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus +4 weapon training (1d8+17+6 Str plus +3 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization plus +4 weapon training/19-20/x3 plus 1d6 electricity); Ranged Deadly Aim Vital Strike +3 returning shocking burst throwing thundering cold iron warhammer +26BAB plus +5 Dex plus +3 enhancement plus +1 Weapon Focus plus +1 Greater Weapon Focus plus +4 weapon training plus -5 Deadly AIm (1d8+27+6 Str plus +3 enhancement plus +2 Weapon Specialization plus +2 Greater Weapon Specialization plus +4 weapon training plus +10 Deadly Aim/19-20/x3 plus 1d6 electricity plus 3d8 bludgeoning; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.); CMB +23+17 BAB, +0 size, +6 Str.

  STATISTICS

Str 2215 base, +0 race, +1 level, +2 Black Rider bonus, +4 belt of physical perfection, Dex 2014 base, +0 race, +2 level, +4 belt of physical perfection, Con 2013 base, +0 race, +1 level, +2 inherent Baba Yaga boon, +4 belt of physical perfection, Int 1212 base, +0 race, +0 level, Wis 1210 base, +2 race, +0 level, Cha 108 base, +2 race, +0 level

Base Atk +17/+12/+7/+2; CMB +24+17 BAB, +0 size, +6 Str plus +1 morale heroes' feast; CMD 4010 +17 BAB, +0 size, +6 Str, +5 Dex, +2 deflection, +0 dodge, -0 armor check penalty

Traits Civilized, Courageous

Feats Alertness, Angelic Blood, Armor Proficiency (all), Blind-Fight, Combat Reflexes, Critical Focus, Deadly Aim, Death From Above, Far Shot, Greater Vital Strike, Greater Weapon Focus (warhammer), Greater Weapon Specialization (warhammer), Improved Critical (warhammer), Improved Vital Strike, Martial Weapon Proficiency (all), Point-Blank Shot, Precise Shot, Shield Proficiency (all), Simple Weapon Proficiency (all), Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +50 ranks, +5 Dex, -0 armor, Appraise +10 ranks, +1 Int, Bluff +22 ranks, +0 Cha, Climb +112 ranks, +6 Str, +3 class skill, -0 armor, Diplomacy +108 ranks, +0 Cha, +2 racial, Disguise +00 ranks, +0 Cha, Escape Artist +50 ranks, +5 Dex, -0 armor, Fly +1611 ranks, +5 Dex, -0 armor, Heal +10 ranks, +1 Wis, Intimidate +00 ranks, +0 Cha, Knowledge (local) +1510 ranks, +1 Int, +3 class skill, +1 Civilized trait, class skill, Knowledge (nobility) +108 ranks, +1 Int, +1 Civilized trait, Perception +116 ranks, +1 Wis, +2 racial, +2 Alertness feat, Ride +50 ranks, +5 Dex, -0 armor, Sense Motive +30 ranks, +1 Wis, +2 Alertness feat, Stealth +72 ranks, +5 Dex, -0 armor, Survival +62 ranks, +1 Wis, +3 class skill, Swim +60 ranks, +6 Str, -0 armor; Racial Modifiers +2 Diplomacy, +2 Perception

Languages Celestial, Common, Elven

SQ armor training 4, weapon training 4 (hammers +4, axes +3, heavy blades +2, light blades +1)

Combat Gear air elemental gem (4), earth elemental gem, fire elemental gem

Other Gear +5 mithral half-plate, +3 light steel shield, +3 returning shocking burst throwing thundering cold iron warhammer, belt of physical perfection +4, ring of protection +2, ring of shooting stars, rod of thunder and lightning, stormlord's helm, winged boots, backpack, bedroll, belt pouch, canteen, flint and steel, gear maintenance kit, iron pot, mess kit, rope (50 ft.), soap (50 uses), torches (5), trail rations (7), 4,400 gp, 3 sp, 4 cp

  SPECIAL ABILITIES

Angelic Blood Gain +2 bonus on saves against effects with evil descriptor (factored in above) and on Con checks to stabilize. Each time you take bleed or blood drain damage, each undead creature or creature with evil subtype adjacent to you takes 1 point of damage.

Armor Training (Ex) Move at normal speed wearing heavy armor. Reduce armor check penalty by 4 (min. 0) and increase maximum Dex bonus allowed by 4.

Blind-Fight Every time you miss in melee because of concealment you can reroll your miss chance once to see if you actually hit. Against an invisible attacker you don't lose your Dex bonus to AC, and the attacker does not get the +2 bonus for being invisible. Bonuses still apply for ranged attackers. Do not need to make Acrobatics skill checks to move at full speed while blinded.

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.

Deadly Aim Take -5-1 base minus 1 per 4 BAB penalty on all ranged attack rolls to gain +10+2 base plus 2 per 4 BAB bonus on all ranged damage rolls. 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.

Death From Above When you charge an opponent from higher ground, or from above while flying, gain +5 on attack rolls in place of bonuses from charging and being on higher ground. While on your mount, attacks you make against creatures on foot that are smaller than your mount are considered higher ground.

Far Shot Suffer only -1 penalty per full range increment between you and your target when using ranged weapon.

Greater 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 four times 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.

Magic Item Descriptions

elemental gem As standard action, break gem to summon Large elemental under your control as if by summon nature's ally for 11 rounds.

returning special weapon ability Thrown weapon returns to same square from which you threw it at beginning of your next turn and is free action to catch. If you are unable to catch it, or you have moved, it lands on the ground in that square.

rod of thunder and lightning Functions as +2 light mace. 1/day—As free action, make melee touch along with regular attack roll to deal normal damage plus additional 2d6 electricity. 1/day—As standard action, shoot 5-ft. wide, 200-ft. long lightning bolt (9d6, DC 16 Ref half). 1/day—As free action, strike as +3 light mace and opponent struck must make DC 16 Fort save or be stunned 1 round. 1/day—As standard action, emit shout (DC 16 Fort partial, 2d6 sonic, deafened 2d6 rounds). 1/week—As standard action, emit 5-ft. wide, 200-ft. long lightning bolt dealing 9d6 electricity (rolls of 1 and 2 count as a 3) plus 2d6 sonic damage and deafened for 2d6 rounds within 10 ft. of bolt (DC 16 Ref half electricity and negates deafened).

shocking burst special weapon ability On command, weapon deals extra 1d6 electricity damage on successful hit. On successful critical hit, deals extra electricity damage depending upon weapon's critical hit multiplier: x2 grants 1d10, x3 grants 2d10, and x4 grants 3d10. This extra damage applies on a critical hit even if the regular electricity bonus is inactive.

stormlord's helm 1/day—Spend 10 minutes to call thunderstorm like control weather (CL 10th) that manifests in another 10 minutes. Once manifested, you can use call lightning each round for 10 minutes or until spending standard action to dismiss thunderstorm.

thundering special weapon ability Add 1d8 sonic damage on successful critical hit. If weapon's critical multiplier is x3, add 2d8 sonic damage instead. If multiplier is x4, add 3d8 sonic damage. Subjects dealt critical hit must make a DC 14 Fort save or be permanently deafened.

winged boots On command, sprout wings at the heel and let wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). Can fly 3/day for up to 5 minutes per flight.

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Weapon Training (Ex) Gain bonus on attack, damage, and combat maneuver checks made with weapons from this group. Bonus applies to CMD defending against disarm and sunder attempts made against weapons from this group.


Height 6'2"; Weight 165 lbs.; Hair Blonde; Eyes Blue; Skin Caucasian; Age 21; Religion Gorum; Homeland Land of the Linnorm Kings; Favored Class Fighter; XP Earned 1,501,761 of 1,800,000

Mercenary Company Iron Axes of Jomsburg; Fame 66 passed training checks; Prestige Points 66 passed training checks plus 0 blog journal entries

Defeated Enemies Crone Queen (2), Elder Ice Elemental, Giant Baluchitherium (2), Taotieh (2)

History Keravno was born in the Land of the Linnorm Kings. Keravno was born with angelic blood because his mother was a demi god of storms who married a noble blacksmith. His mother was captured when he was young, after a gang of bandits ambushed the city to imprison her for creating a very destructive storm that demolished the village the bandits lived in the last summer.

From that day on, Keravno was not safe in his city. So his father, a legendary blacksmith, forged the Stormlord’s Helm that Keravno still wears today. His father also forged the magic hammer Keravno uses to defend his city and his people. He is a master warrior and tactician, after spending his entire life learning to be a soldier. He has trained to take every advantage he can find in battle, and to improve his senses in case he ever fought an opponent he could not see. Keravno is also very educated for someone his age. He knows a lot about where he was born and raised in, and has learned about nobleman from his father.

When Keravno turned 21, he left the city and his homeland to search for his mother who had been captured over a decade ago. Shortly after his expedition began, he found himself in a long cave system. He too had been captured, but by Erinyes and devils who had outnumbered him. Thankfully a couple days later, a small group of adventures came to his aid and slayed the devils and Erinyes. Keravno now joins them to finish their quest, with the hopes of persuading them to aid him in his cause to find his captured mother.