A Reign of Winter Adventure Path Character

MAGNUS ERLINGSSON LEVEL 17

Male reincarnated human (Ulfen) cleric 17

CG Medium humanoid (human)

Init +1+1 Dex; Senses Perception +8

  DEFENSE

AC 25, touch 11, flat-footed 23 (+10 armor, +1 Dex, +4+3 amulet of natural armor plus +1 Baba Yaga boon natural); -2 raging

hp 182 (17d8+5617d8 cleric, +51 Con, +17 Favored Class, +0 Toughness feat; +12 temporary hp); +34 raging; once as immediate action at 0 hp—breath of life (CL 20th)

Fort +16+10 base, +3 Con, +1 Northern Ancestry trait, +2 cloak of resistance, Ref +8+5 base, +1 Dex, +2 cloak of resistance, Will +20+10 base, +7 Wis, +2 cloak of resistance, +1 morale heroes' feast (+22); +4 vs. fear and poison

Immune detect thoughts, discern lies, and magical alignment discernment; Resist cold 2resist cold 2 from Northern Ancestry trait; does not stack with any other source of resistance; SR 2912 plus character level

  OFFENSE

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

Melee

+4 furious greatsword +22/+17/+12BAB plus +4 Str plus +1 Weapon Focus plus +4 enhancement plus +1 morale heroes' feast (2d6+111.5x Str modifier plus +1 trait bonus plus +4 enhancement/19-20; on crit +2Iron Axe weapon training) or

Raging +6 furious greatsword +26/+21/+16BAB plus +4 Str plus +1 Weapon Focus plus +6 enhancement plus +2 raging plus +1 morale heroes' feast (2d6+151.5x Str modifier plus +1 trait bonus plus +6 enhancement plus +2 raging/19-20; on crit +2Iron Axe weapon training) or

dagger +17/+12/+7BAB plus +4 Str plus +1 morale heroes' feast (1d4+4+4 Str/19-20)

Ranged

sling +14/+9/+4BAB plus +1 Dex plus +1 morale heroes' feast (1d4+4+4 Str; increments 105 = thrown | 10 = projectile; range 5050 ft. ft.) or

thrown dagger +14BAB plus +1 Dex plus +1 morale heroes' feast (1d4+4+4 Str/19-20; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.)

Special Attacks +1 trait bonus on damage with bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer, channel positive energy 73 plus +4 Cha/day (DC 2210 plus 1/2 cleric level plus +4 Cha [23 vs. undead], 11d69d6 cleric plus 2d6 phylactery of positive channeling), rage (134 plus Con modifier plus 2 per 5 fame over 40 rounds/day), weapon master (17cleric level rounds/day)

Domain Spell-Like Abilities (CL 17th; concentration +24 [+28 casting defensively or grappled])

103 plus +7 Wis modifier/day—battle rage (+81/2 cleric level (minimum 1)), touch of glory (+17cleric level)

Cleric Spells Prepared (CL 17th; concentration +24 [+28 casting defensively or grappled])

9th—mass heal, power word killD

8th—fire storm (DC 25), maximized flame strike (DC 22), holy aura (DC 25)

7th—quickened communal resist energy, holy swordD, extended mass bear's endurance, quickened prayer, quickened searing light

6th—blade barrierD (DC 23), extended disrupting weapon (DC 23), elemental (acid) flame strike (DC 22), harm (DC 23), heal, heroes' feast

5th—extended blessing of fervor, breath of life, communal tongues, flame strikeD (DC 22), elemental (acid) inflict critical wounds (DC 21), quickened lead blades

4th—communal protection from energy, greater magic weapon, holy smiteD (DC 21), extended keen edge, neutralize poison, restorationM

3rd—extended air step, dispel magic, magic vestment, searing lightD, speak with dead (DC 20), elemental (acid) spear of purity (DC 19), versatile weapon

2nd—hold person (DC 19), lesser restoration (2), extended shield of faith (2), spear of purity (DC 19), spiritual weaponD

1st—comprehend languages, detect evil, detect undead, divine favor, remove sickness, sanctify corpse, shield of faithD

0 (at will)—create water, detect magic, mending, spark

D Domain spell; Domains Glory, War; M Requires costly material component to cast.

  TACTICS

Before Combat Magnus consumes extended heroes' feast and casts extended greater magic weapon and magic vestment each morning using extend metamagic rod.

Base Statistics Without greater magic weapon, heroes' feast, and magic vestment, Magnus' stastics are AC 21, touch 11, flat-footed 19 (+6 armor, +1 Dex, +4+3 amulet of natural armor plus +1 Baba Yaga boon natural); hp 170 (17d8+5617d8 cleric, +51 Con, +17 Favored Class, +0 Toughness feat); Will +19+10 base, +7 Wis, +2 cloak of resistance; +0 vs. fear and poison; Melee +1 furious greatsword +18/+13/+8BAB plus +4 Str plus +1 Weapon Focus plus +1 enhancement (2d6+81.5x Str modifier plus +1 trait bonus plus +1 enhancement/19-20; on crit +2Iron Axe weapon training; Ranged sling +13/+8/+3BAB plus +1 Dex (1d4+4+4 Str; increments 105 = thrown | 10 = projectile; range 5050 ft. ft.); CMB +16+12 BAB, +0 size, +4 Str.

  STATISTICS

Str 1814 base, +0 race, +0 level, +4 belt of physical might, Dex 128 base, +0 race, +0 level, +4 belt of physical might, Con 1613 base, +0 race, +1 level, +2 inherent Baba Yaga boon, Int 1010 base, +0 race, +0 level, Wis 2415 base, +2 race, +3 level, +4 headband of mental prowess, Cha 1812 base, +0 race, +0 level, +2 Black Rider bonus, +4 headband of mental prowess

Base Atk +12/+7/+2; CMB +17+12 BAB, +0 size, +4 Str, +1 morale heroes' feast (+19); CMD 2710 +12 BAB, +0 size, +4 Str, +1 Dex, +0 deflection, +0 dodge

Traits Northern Ancestry, Weapon Training (Ulfen)

Feats Armor Proficiency (light, medium), Channel Smite, Combat Casting, Elemental Spell (acid), Extend Spell, Ironbound Master, Martial Weapon Proficiency (greatsword), Maximize Spell, Quicken Spell, Rugged Northerner, Selective Channeling, Shield Proficiency (all except tower shields), Simple Weapon Proficiency, Weapon Focus (greatsword)B

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +10 ranks, +1 Dex, +0 armor, Appraise +00 ranks, +0 Int, Bluff +51 ranks, +4 Cha, Climb +40 ranks, +4 Str, +0 armor, Craft (baskets) +41 ranks, +0 Int, +3 class skill, Diplomacy +229 ranks, +4 Cha, +3 class skill, +1 from Come to Terms specialization, +5 competence suzerain scepter, Disguise +40 ranks, +4 Cha, Escape Artist +10 ranks, +1 Dex, +0 armor, Fly +10 ranks, +1 Dex, +0 armor, Heal +70 ranks, +7 Wis, Intimidate +51 ranks, +4 Cha, Knowledge (arcana) +129 ranks, +0 Int, +3 class skill, Knowledge (history) +41 ranks, +0 Int, +3 class skill, Knowledge (nobility) +91 ranks, +0 Int, +3 class skill, +5 competence suzerain scepter, Knowledge (planes) +74 ranks, +0 Int, +3 class skill, Knowledge (religion) +129 ranks, +0 Int, +3 class skill, Linguistics +41 ranks, +0 Int, +3 class skill, Perception +81 ranks, +7 Wis, Ride +21 ranks, +1 Dex, +0 armor, Sense Motive +122 ranks, +7 Wis, +3 class skill, Spellcraft +96 ranks, +0 Int, +3 class skill, Stealth +10 ranks, +1 Dex, +0 armor, Survival +122 ranks, +7 Wis, +3 class skill from Freiherr title, Swim +51 ranks, +4 Str, +0 armor

Languages Common, Draconic, Skald

SQ armor training 3improves at levels 11, 15, and 19; functions as fighter ability at cleric level -3, aura, divine presence (17cleric level rounds, DC 2510 plus 1/2 cleric level plus Wis modifier)

Combat Gear ditch dram admixture, elixir of hiding (2), potion of fly (3), potion of lesser restoration, scrolls of cure moderate wounds (2), scroll of remove curse, scroll of remove disease, scroll of remove sickness, scroll of resist energy (fire), wand of air walk (7 charges), wand of cure light wounds (CL 5th; 10 charges), wand of communal protection from evil (CL 3rd; 50 charges)

Other Gear masterwork breastplate, dagger, +1 furious greatsword, sling with 10 bullets, amulet of natural armor +3, belt of physical might +4 (Str, Dex), cloak of resistance +2, dragonbone divination sticks, extend metamagic rod, flying ointment, hat of disguise, headband of mental prowess +4 (Wis, Cha), holy symbol of augmented healing, phylactery of positive channeling, ring of mind shielding, suzerain scepter, backpack, bedroll, belt pouch, blanket, canteen, cleats, cold-weather outfit, ember pot, flint and steel, gas mask, gear maintenance kit, iron pot, mess kit, rope (50 ft.), snowshoes, soap (50 uses), torches (5), trail rations (7), wooden holy symbol of Gorum, 828 gp, 7 cp

  SPECIAL ABILITIES

Armor Training (Ex) Move at normal speed wearing medium armor. Reduce armor check penalty by 1 (min. 0) and increase maximum Dex bonus allowed by 1.

Battle Rage (Sp) As standard action, touch grants bonus on melee damage rolls equal to 1/2 cleric level (minimum +1) for 1 round.

Channel Positive Energy (Ex) As standard action, not provoking attack of opportunity, 30-ft. burst centered on cleric affecting either all living or all undead (choose one) in radius curing or inflicting damage respectively.

Channel Smite As swift action, before making melee attack roll, spend one use of your channel energy ability. If positive energy and you hit an undead creature, it takes additional damage equal to your channel positive energy ability. If negative energy and you hit a living creature, it takes additional damage equal to your channel negative energy ability. Target can make a Will save as normal to halve damage. If attack misses, the channel energy ability is still expended with no effect.

Divine Presence (Su) As standard action, emit 30-ft. aura of sanctuary (DC 10 + 1/2 cleric level + Wis modifier) for yourself and allies for 1 round per cleric level. If ally leaves area or makes an attack, effect ends for that ally. If you make an attack, effect ends for everyone. Rounds need not be consecutive.

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.

Iron Axes of Jomsburg

Berserker Gain rage as barbarian.

Come to Terms Specialized in Diplomacy.

Freiherr Title Specialized in Survival.

Hired Hands When hiring services of individual NPC, do so at 10% discount.

Viking Magic The following spells added to class spell list: 3rd—keen edge; 1st—lead blades.

Weapon Training (Greatsword) When you confirm critical hit with specified weapon, gain bonus on damage equal to critical multiplier of the weapon.

Magic Item Descriptions

ditch dram Consume as standard action provoking attacks of opportunity to cure 2d8+3 hp and turn invisible for 3 minutes.

dragonbone divination sticks Adds 5% to chance to successfully cast augury and divination. Randomly each day gain +3 luck bonus to Fort, Ref, or Will saves. Multiple sets of bones do not stack or affect different saving throws.

elixir of hiding Drink as standard action and gain +10 competence bonus on Stealth checks for 1 hour.

extend metamagic rod 3/day—When casting spell up to 6th level, duration is twice as long as normal unless duration is concentration, instantaneous, or permanent. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

flying ointment As standard action, rub over skin and gain overland flight (40 ft. fly, 30 ft. if wearing medium or heavy armor or are carrying medium or heavy load; +4 bonus on Fly checks; can hustle long distance without taking nonlethal damage) for 9 hours.

furious special weapon ability When raging, weapon's enhancement bonus is +2 better. If you have rage power giving a skill bonus while raging, gain enhancement bonus to that skill equal to weapon's normal enhancement bonus even when not raging. When raging, add +2 more bonus to the skill.

hat of disguise On command, use disguise self for 10 minutes. As part of disguise, hat can appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

holy symbol of augmented healing As part of channeling positive energy, sacrifice uncast divine spell to gain a bonus to healing equal to the spell level sacrificed affecting all recipients. Sacrificed spell has no other effect. Bonus has no effect on damage dealt to undead.

phylactery of positive channeling Increase channel positive energy by 2d6.

ring of mind shielding Continually immune to detect thoughts, discern lies, and magical alignment discernment.

suzerain scepter 1/day—On command, affect up to seven living creatures with good hope. If you possess Leadership feat, double number of followers; however, if scepter is separated from you for over a week, they leave. Any cohort, follower, animal companion, familiar, special mount, or creature you charmed or summoned (but not called or dominated) gains continuous bless. Same such creatures affected by any effect you create providing a morale bonus (excluding the scepter's bless effect) increase the bonus by 1. Gain +5 competence bonus on Knowledge (nobility) and Diplomacy checks (factored into stats above).

Metamagic Feats During spell preparation, choose which spells to prepare with metamagic feats (and thus take up higher-level spell slot). Does not change level of the spell, so the DC for saving throws does not increase. Do not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Elemental Spell (acid) Replace spell's normal damage with chosen energy type or split so half is of chosen energy type and half normal. Uses spell slot one level higher than spell's actual level.

Extend Spell Duration is doubled. Cannot affect spell with duration of concentration, instantaneous, or permanent. Uses spell slot one level higher than spell's actual level.

Maximize Spell All variable numeric effects modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot three levels higher than spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Quicken Spell Cast spell as swift action that does not provoke an attack of opportunity; can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Uses spell slot four levels higher than the spell's actual level.

Rage (Ex) As free action, rage and gain +2 bonus on melee attack rolls, melee and thrown weapon damage rolls, and Will saves. Suffer -2 penalty to AC. Gain 2 temporary hp per HD which disappear when rage ends and are not replenished if another rage is entered within 1 minute of previous rage. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Can end rage as free action and is fatigued for 1 minute. Cannot enter a new rage while fatigued or exhausted. If unconscious, rage ends.

Rugged Northerner Treat extreme cold conditions as severe cold and severe cold as cold weather conditions. Not impacted by normal cold weather conditions. Do not become fatigued by frostbite or hypothermia.

Selective Channeling When channeling energy, choose a number of targets in area up to your Cha modifier. These targets are not affected.

Spontaneous Casting "Lose" any prepared cleric spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.

Touch of Glory (Sp) As standard action, touch grants bonus equal to cleric level on single Cha-based skill check or Cha ability check for 1 hour or until creature touched applies the bonus to a roll.

Weapon Master (Su) As swift action, gain use of one combat feat for which you meet the prerequisites for 1 round per cleric level. Rounds need not be consecutive.


Height 6'3"; Weight 232 lbs.; Hair Blonde; Eyes Blue; Skin Caucasian; Age 22; Religion Gorum; Homeland Lands of the Linnorm Kings; Favored Class Cleric; XP Earned 1,501,761 of 1,800,000

Mercenary Company Iron Axes of Jomsburg; Fame 6464 passed training checks; Prestige Points 2864 passed training checks plus 0 blog journal entries minus 20 PP berserker minus 8 PP Viking Magic (keen edge, lead blades, versatile weapon) minus 1 PP Freiherr title minus 1 PP Weapon Training (Greatsword) expenditures

Defeated Enemies Advanced Ice Devil, Andrazku Demon, Baykok (4), Bone Devil, Crone Queen (2), Fiendish Fire Giant (2), Giant Baluchitherium (2), Greater Ceustodaemon, Gug, Hoarpanther Zombie (4), Ice Runner, Khala, Living Mannequin, Mihstu, Nightwing Nightshade, Omox Demon, Pale Tower Guard (3), Pale Tower Sergeant, Rift Drake, Rokhar Cindren, Rokhar's Raider, Romanov Soul, Russian Soldier (2), Shadow, Small Air Elemental, Sylph Cleric of Gozreh, Taiga Giant Steppe-Rider, Warsworn, Zombie (2)

History Magnus the son of Erling is a giant of a man with a powerful corded frame built from years of harsh life in the frozen tundra. He wears his blonde hair long, and it fans out beneath his helm. He is ruggedly handsome and charming for a man raised outside of normal civilization. He can hold his liquor and particularly enjoys mead and ale. Everything is a competition to Magnus, and he prides himself on being the toughest individual in any group. Magnus is a staunch follower of Gorum and believes war and battle are glorious. He abhors the undead and is particularly adept at bringing down such atrocities.