About Baergar and MûmakPictures:
The Saga of Baergar and Mûmak:
Baergar was born in sadness as his first cry of life coincided with the death throes of his proud mother. His father, Bolgrind, a king among the dwarves of Kalsgard succommed to grief and spent most of his waking hours hunting dangerous game in hope of a good death. As with all death wishes, Bolgrind's was eventually answered by the legendary Father of Linnorms, Fafnheir. No sooner than word of his father's death reached the capital did Sveinn called Blood-Eagle seize power for himself by presenting the head of a slain linnorm. Baergar was put out of his home to fend for himself. The young dwarf hired himself as a guide and guard to Varisian caravans where he distinguished himself as a canny tracker and a capable peacemaker, for more than once did his quiet menace and iron honor buy safe passage through what would have been a hostile engagement. Some years passed in this manner and Baergar drew ever more inward to himself, often forsaking the companionship of sentient beings for months at a time. Finally, the young ranger decided that he would gain a worthy companion that was as true and honorable as himself. He trooped into the Realm of the Mammoth Lords unannounced, unknown, and uninvited. Through skill at arms, strength of word, and depth of honor, Baergar became a constant symbol in that wild land. Eventually, he encountered a young bull mastodon full of spirit and bravado. The dwarf communed with this noble creature through fleeting encounters for nearly a year before they struck a bond. Baergar remained with Hunrik for so he named the mammoth, as he raised about him a mighty herd becoming a grandsire of his kind. Satisfied that his kin were well cared for by the great tusks of his many sons, Hunrik allowed himself to be turned south to Absalom for Baergar had the itch to adventure. The Pathfinder Society was good to Baergar for a good, long time, but mission after futile mission revealed no end in sight for the endless rivalries facing the society and Baergar became tired of the politics. Baergar and Hunrik traveled north to the Five Kings Mountains hoping to live peacefully among his people. Alas it was not to be. Baergar's skills at arms were undeniable and soon he was convinced, for the greater good, to join the war effort against the Orcs of Belkzen. During this war, mighty Hunrik was slain and Baergar lost himself in a raging grief. He disappeared behind enemy lines alone and was not seen for nearly 10 years. The dwarves of the Sky-Citadels were awestruck when Baergar appeared wearing bracers and belt studded with the ears of hundreds of orcs. On his shoulders, worn as a cloak, was the battle standard of the Blood Worg clan. He had wiped them out, and to this day, none have risen again. The fires of anger and grief subsided, but the mountains of his kin held nothing but sadness now for Baergar. After crafting a fine bone knife from the right tusk of his old friend, he traveled once again to Realm of the Mammoth Lords via the River Kingdoms where he aided, for a small time, a fledgling kingdom recently abandoned by the Brevic lords that had sent them there. Upon reaching the wintery steppes where the mammoth herds flourished, a great, strong bull charged Baergar on sight. Not willing to harm such a noble creature, the dwarf simply kneeled and awaited his death. Amazingly though, the beast stopped short and drew the ivory dagger from Baergar's belt. The creature gazed at it a long time, then turned and presented it to his herd. A mournful, keening chorus of trumpeting calls sounded from the herd long into the night. The whole time, the bull mammoth held aloft the fragment of Hunrik's tusk. Astounded, Baergar wept and wailed along with the mastodons, his grief finally finding the release denied him for so long. When the funeral was completed, The chief male pulled another sizable bull forward and the two locked gazes for a long moment. Each inclined his head to the other, then the first mammoth padded over to a softly sobbing Baergar. It laid the knife on the ground between them and knelt. Baergar, touched beyond words, pressed his forehead into the beast's forehead and whispered. "Your father was my greatest friend, and I gladly accept your friendship and thank you for it. I will name you Mûmak if it please you." The great elephant blew a tremendous blast from its trunk which was answered in kind by the herd. Smiling broadly, Baergar swung up onto the Mûmak's back and the two trooped off into the rising sun. A few more years passed and Baergar dwelt fitfully on the memory of father, unburied and dishonored in the lair of that foul linnorm, Fafnheir. He made up his mind to face the beast. The Grungir forest was quiet and dark when Baergar passed its border. No sooner did his foot pass the threshold that a great wind whipped out from the center of the wood. After a day of walking, Baergar stepped into a clearing of newly felled trees. A booming voice dripping with hatred and malice filled his ears as the draconic beast sneered at his presumption. Their battle lasted one night and two days. After recovering from his wounds, Baergar passed the gates of Kalsgard with the head of the Father of Linnorms and the bones of a long dead dwarven chieftain. Holding aloft the head he called in a loud voice. "Svein Blood-Eagle! You rein is ended and I have come home to claim what is mine!" The aging lord accepted Baergar with a deferential nod, then the shout of the people rang out their acclaim. Word spread throughout the Lands of the Linnorm Kings and Baergar was crowned High King of the Ulfen and Freefolk. He and Mûmak are still boon companions and Baergar rules his people with Justice and Respect.
Appellations:
of the North, Mammoth Master, the Swift, adopted of the Family, Peace-Bringer, Bane of Orcs, Slayer of Dragons, and High King of the Ulfen and Freefolk. Baegar Mammoth Master, High King in The Lands of the Linnorm Kings
. .Hunrik's Tusk +37/+37/+32/+27 (3d6+27/15-20/×2+2d6 vs. Evil)
. . Gore +32 (1d6+22/×2) . . Ivory Dagger +33/+33/+28/+23 (1d6+14/19-20/×2+2d6 vs. Evil) Ranged . .Hurler +33/+33/+28/+23 (2d6+20/19-20/×3+1d6 fire+1d6 cold+2d6 vs. Evil) Special Attacks Favored Enemies (Dragons +6, Orc +4, Humans +2, Undead +2), Hatred, Mythic Power (23/day, Surge +1d12) Ranger Spells Prepared (CL 14th; concentration +25):
3rd (5/day)—greater magic fang, instant enemy, instant enemy, instant enemy, instant enemy 2nd (6/day)—protection from energy, protection from energy, protection from energy, carry companion, cauterizing weapon, cauterizing weapon 1st (7/day)—lead blades, lead blades, lead blades, lead blades, gravity bow, gravity bow, gravity bow
Base Atk +17; CMB +32; CMD 52 Feats Armor Proficiency (Heavy), Blind-Fight, Boon Companion, Breadth of Experience, Deadly Aim, Dual Path [M], Endurance, Far Shot, Improved Critical (falchion), Improved Critical [M], Improved Precise Shot, Iron Will, Iron Will [M], Manyshot, Power Attack, Power Attack [M], Quick Draw, Rapid Shot, Rapid Shot [M] Traits spirit animal: mammoth (realm of the mammoth lords), weapon of peace Skills :
Acrobatics +24 (+29 to jump, +36 jump) Bluff +10 (+16 vs. dragons, +14 vs. humans, +12 vs. magical beasts, +12 vs. monstrous humanoids) Climb +20 Diplomacy +10 Disable Device +24 Handle Animal +25 (+30 regarding elephant-like creatures, +29 to force this mount into an Unnatural Aura.) Heal +25 Intimidate +10 Knowledge (arcana) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids) Knowledge (dungeoneering) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids) Knowledge (geography) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids, +20 while in cold terrain, +18 while in mountainous terrain, +20 while in urban terrain) Knowledge (local) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids) Knowledge (nature) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids) Knowledge (planes) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids) Knowledge (religion) +16 (+22 vs. dragons, +20 vs. humans, +18 vs. magical beasts, +18 vs. monstrous humanoids) Linguistics +24 Perception +34 (+40 vs. dragons, +38 vs. humans, +36 vs. magical beasts, +36 vs. monstrous humanoids, +38 while in cold terrain, +36 while in mountainous terrain, +38 while in urban terrain, +36 to notice unusual stonework, such as traps and hidden doors in stone walls or floors) Perform (string instruments) +10 Ride +27 (+32 regarding elephant-like creatures, +31 to force this mount into an Unnatural Aura.) Spellcraft +25 Stealth +27 (+31 while in cold terrain, +29 while in mountainous terrain, +31 while in urban terrain) Survival +30 (+36 vs. dragons, +34 vs. humans, +32 vs. magical beasts, +32 vs. monstrous humanoids, +34 while in cold terrain, +32 while in mountainous terrain, +34 while in urban terrain, +38 to track) Swim +20 (+24 to resist nonlethal damage from exhaustion) Use Magic Device +23 Languages :
Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Hallit, Ignan, Infernal, Orc, Shoanti, Skald, Sylvan, Terran, Thassilonian, Undercommon, Varisian
Special Abilities:
Amazing Initiative Camouflage Combat Styles (Archery) Favored Terrains (cold +4, mountainous +2, urban +4) Force of Will Greed Hardy Hero Points (3) Hide in Plain sight Hunter's Bond (Mûmak) Immortal Legendary Champion Legendary Hero Quarry Recuperation Slow and Steady Stability Stonecunning Swift Tracker Track Wild Empathy Woodland Stride Combat Gear :
Scroll of Heal (x10) Wand of dimensional anchor Wand of restoration, Acid (5) Alchemist's fire (5) Healer's kit Mithral Heavy Brigandine of Spell Resistance +5 Adaptive, Distance, Fire, Frost, Holy Composite Longbow +5 Ghost touch, Holy, Impact Adamantine Falchion +1 Holy Ivory Dagger Arrows (120) Blunt arrows (60) Amulet of natural armor +5 Belt of physical perfection +6 Bracers of falcon's aim Cape of free will +5/+6 Efficient quiver Handy haversack Handy haversack Headband of mental superiority +6 Helm of the Mammoth Lord Ring of freedom of movement Ring of protection +5 Seven-league boots (10 rounds/day) Coffee pot Crowbar Deluxe Dungeoneering kit Explorer's outfit Fishhook (2) Grooming kit Poncho Sewing needle (2) Signet ring Spell component pouch String or twine, Thread (50 ft.) Spring-Loaded Wrist Sheath Truesight Goggles 1633 GP, 7 SP, 3 CP Used But Not Carried
-------------------- TRACKED RESOURCES -------------------- Acid - 0/5 Alchemist's fire - 0/5 Amazing Initiative (1/round) (Ex) - 0/1 Arrows - 0/120 Aspect of the Falcon (Constant) - 0/0 Blunt arrows - 0/60 Detect Animals or Plants (elephant-like only) (At will) - 0/0 Endure Elements (vs cold only) (Constant) - 0/0 Freedom of Movement (Constant) - 0/0 Healer's kit - 0/10 Mythic Power (23/day, Surge +1d12) - 0/23 Seven-league boots (10 rounds/day) - 0/10 Speak with Animals (elephant-like only) (At will) - 0/0 The +1 Holy Ivory Dagger - 0/1 Wand of dimensional anchor - 0/50 Wand of restoration - 0/50 -------------------- Special Abilities -------------------- Absorb Blow (50 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Animal Companion Link (Ex) You have a link with your Animal Companion. Blind-Fight Re-roll misses because of concealment, other benefits. Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD). Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment. Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save. Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage. Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Far Shot Halve the range increment penalty for extended range. Favored Enemy (Dragons +6) (Ex) +6 to rolls vs Favored Enemy (Dragons). Favored Enemy (Orcs +4) (Ex) +4 to rolls vs Favored Enemy (Humans). Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts). Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids). Favored Terrain (Cold +4) (Ex) +4 to rolls vs Favored Terrain (Cold). Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain). Favored Terrain (Urban +4) (Ex) +4 to rolls vs Favored Terrain (Urban). Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR). Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack. Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Helm of the Mammoth Lord Gore overcomes DR as magic, +5 to Handle An./Ride/wild empathy vs elephant like targets. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10' Immortal (Su) Ressurrect next day, unless killed by an artifact's crit. Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher). Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power. Legendary Hero (Su) One use of mythic power is regained each hr. Longevity (Su) You don't take penalties to physical ability scores due to aging. Manyshot You can shoot two arrows as the first attack of a full attack action. Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities. Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source. Power Attack -5/+15 You can subtract from your attack roll to add to your damage. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Quarry +2 to hit and other bonuses against your designated quarry. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Raise Animal (true resurrection) (Su) Spend 1 power to raise animal companion, familiar, or bonded mount from dead overnight. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell. Scroll of Heal (x10) Add this item to create a scroll with spells on it. Seven-league boots (10 rounds/day) Act as boots of haste. Spend 1 power for a 7-league step. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Slow and Steady Your base speed is never modified by encumbrance. Spell Resistance (19) You have Spell Resistance. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount. Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced. Track +8 Add the listed bonus to survival checks made to track. Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself. Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2. Wild Empathy +23 (Ex) Improve the attitude of an animal, as if using Diplomacy. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- Mûmak:
Male Wooly Mammoth N Large animal Initiative+7; Senses Low-Light Vision, Scent; Perception +25 Speed 40 ft. -------------------- Defense -------------------- AC 46, Touch AC 19, Flat-Footed AC 41 (+10 Armor, +5 Dexterity, -1 Size, +17 Natural Armor, +5 Deflection) Hit Points 225 Fortitude+22 Reflex+22 (+2 bonus to avoid falling.) Will+18 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects. Defensive AbilitiesEvasion; SR20 -------------------- Offense -------------------- Melee . . Gore +27 (2d6+16/×2)
Space 10 ft. Reach 5 ft. Special Attacks Trample (2d6+18, DC 30)
Base Atk +12; CMB +25; CMD 45 (49 vs. Trip) Feats Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Combat Reflexes, Iron Will, Spell Sponge, Stable Gallop, Sure-Footed, Valiant Steed Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Exclusive [Trick], Guard [Trick], Heel [Trick], Serve [Trick] (Allies), Stay [Trick], Work [Trick] Skills Acrobatics +27 (+29 to keep balance., +31 jump), Climb +20, Intimidate +18, Perception +25, Survival +12, Swim +20 Languages Giant, Hallit, Skald Special Abilitiesattack any target, cinderbrave, combat riding, devotion, exclusive, hero points, improved evasion, multiattack / extra attack, serve, stanching, stay, work Combat Gear
|