Frost Giant Battle Priest

Loki the Jotunn's page

1 post. Alias of Tangaroa.


About Loki the Jotunn

Loki the Jotunn
Male young frost giant druid 12
CN Medium humanoid (cold, giant)
Init +4, Senses low-light vision; Perception +28
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DEFENSE
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AC 32, touch 16, flat-footed 29 (+9 armor, +3 deflection, +3 Dex, +7 natural)
hp 263 (14d8+12d8+130)
Fort +27, Ref +17, Will +24; +4 vs. fey and plant-targeted effects
Defensive Abilities 50% chance to negate critical or sneak attacks
Immunities cold, poison, Resistances fire 20, Vulnerabilities vulnerability to fire
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OFFENSE
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Speed 30 ft.
Melee +1 spear +28/+23/+18/+13 (1d8+13/x3) or 2 slams +29 (1d6+10) plus 2d6 chaotic
Ranged +1 spear +24/+19/+14/+9 (1d8+9/x3)
Special Attacks wild shape (6/day)
Domain Spell-Like Abilities (CL 12th; concentration +19)
7/day—fire bolt

Druid Spells Prepared (CL 12th; concentration +19)
6th-dazing call lightning(DC 22), dazing fireball(DC 22), greater dispel magic, move earth
5th-disruptive ball lightning(DC 23), call lightning storm(DC 24), cure critical wounds(DC 22), fire shield, wall of thorns
4th-disruptive fireball (DC 22), echolocation, flame strike(DC 23), freedom of movement, strong jaw
3rd-call lightning(DC 22), daylight, fireball(DC 22), disruptive flaming sphere(DC 21), neutralize poison(DC 20), spike stones, wind wall
2nd-flame blade, flaming sphere(DC 21), gust of wind(DC 21), hold animal(DC 19), produce flame, resist energy(DC 19), restoration (lesser)(DC 19)
1st-burning hands(DC 20), cure light wounds(DC 18), entangle(DC 18), faerie fire, longstrider, obscuring mist, speak with animals
0th-detect magic, light, purify food and drink(DC 17), stabilize(DC 17)
*:Domain spell.
Domains fire
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STATISTICS
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Str 26, Dex 18, Con 20, Int 14, Wis 25, Cha 14
Base Atk +19; CMB +27; CMD 44
Feats cosmopolitan (disguise, sense motive), craft wondrous item, dazing spell, deceitful, disruptive spell, eldritch claws, greater spell focus (evocation), greater spell penetration, natural spell, power attack, skill focus (stealth), spell focus (evocation), spell penetration
Skills Bluff +26, Climb +12, Disguise +25, Fly +9, Handle Animal +11, Intimidate +18, Knowledge (geography) +10, Knowledge (local) +16, Knowledge (nature) +17, Knowledge (planes) +12, Perception +28, Sense Motive +21, Spellcraft +15, Stealth +21 (+25 in the snow), Survival +20, Swim +13
Languages Dansk Tunga ("Old Norse"), Draconic, Druidic, Dwarven, Elven, Giant, Ignan
Traits black sheep, fast-talker
SQ nature bond (fire domain), nature sense, spontaneous casting (summon nature's ally), trackless step, wild empathy +14, woodland stride

Combat Gear wand of cure moderate wounds (50 charges), scroll of dispel magic, scroll of heal, potion of barkskin +5, potion of greater magic fang +5, potion of remove blindness/deafness, potion of remove curse, potion of remove disease
Other Gear +3 moderate fortification wild breastplate, +2 anarchic amulet of mighty fists, spear +1, boots of water walking, circlet of persuasion, druid's vestment, eyes of the eagle, headband of inspired wisdom +6, piercing metamagic rod, ring of protection +3, spellguard bracers, belt of physical perfection +4, cloak of resistance +5, quick runner's shirt, 1748.0 gp
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SPECIAL ABILITIES
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+4 racial bonus to Stealth skill in snow

Black Sheep You aren't quite hated, but the others seem to think you're a troublemaker and a bastard and not to be trusted. Tougher folk respect you, but the law-abiding don't. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. You receive a +1 trait bonus on that skill, and it is always a class skill for you.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+6 points of fire damage. You can use this ability 10 times per day.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Resistance to Fire (Ex) You may ignore 20 points of Fire damage each time you take fire damage.

Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Venom Immunity (Ex) You are Immune to all poisons.

Vulnerability to Fire (Ex) You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the save is a success or failure

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+14 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Wild Shape (Su) You can change shape 6 times / day for up to 12 hours You can change into any Diminutive, Tiny, Small, Medium, Large or Huge animal, a Small, Medium, Large or Huge elemental, or a Small, Medium, Large or Huge plant creature. When changing into an animal, this functions as Beast Shape III When changing into a plant, this functions as Plant Shape III When changing into an elemental, this functions as Elemental Body IV can assume the form of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus).

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.