Fire Giant

Mabelode's page

83 posts. Alias of Jubal Breakbottle.


About Mabelode

Lawful Evil Medium humanoid (giant)
Male Half-giant Warpriest 1 of Zursvaater
Favored Class Warpriest
Initiative +1; Senses Perception +3, Low-light vision
Hero Points 1

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AC 17, touch 11, flat-footed 16 (+6 armor +1 dex)
HP 11 (8 +2 Con +1 favored class)
Fort +4, Ref +0, Will +5
Defensive Abilities
- Fire Acclimated & Volcano Child +3 bonus on saving throws against all fire spells and effects.
- Birthmark +2 trait bonus on all saving throws against charm and compulsion effects.
- Volcano Child +4 trait bonus on saving throws made to resist the effects of being in hot conditions
- Fire God's Blessing When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.
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Speed 20 ft/x4 – Chainmail
Melee Large Greatsword +5 (3d6+6) Slashing 19-20x2
Melee Large Greatclub +4 (2d8+6) Bludgeoning 20x2
Melee Large Spiked Gauntlet +4 (1d6+6) Piercing 20x2
Ranged Large sling & bullets +1 (1d6) Bludgeoning Range 50-ft.
Offensive Abilities
- Fearless Zeal: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied.
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Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 10
BAB +0, CMB +5, CMD 16 (+0 BAB +4 Str +1 Dex +1 size)

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Fearless Zeal: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied.

FEATS
Armor Proficiencies (Light & Medium) – Warpriest
Shield Proficiencies (All but Tower) – Warpriest
Weapon Proficiencies (Simple & Martial) – Warpriest
Weapon Focus (Greatsword) – Warpriest 1st bonus
Armor Proficiencies (Heavy) – Warpriest 1st bonus combat feat
Fearless Zeal – bonus story
Fire God's Blessing – 1st level

TRAITS

Birthmark (faith) This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Volcano Child (regional) You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.

Exchange Agent (Campaign) (Thassilon & Survival) To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.

Cruelty (Drawback) Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

SKILLS

Survivor: Half-giants gain a +4 racial bonus to Survival checks.

2 ranks = (2 +0 Int)
(1) Climb +8
(1) Survival +12 (Exchange Agent & Survivor)

*Armor Check Penalty –5 for Chainmail

Languages Common, Giant, Thassilon

EXTRAORDINARY & SUPERNATURAL ABILITIES

Blessings (Su): 3 per day. A warpriest’s deity inf luences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Fire Blessing :
Fire Strike (minor): At 1st level, as a standard action you can touch one melee weapon to bestow upon it the glory of fire. For 1 minute, this weapon glows red hot and deals 1d4 points of fire damage with each strike. This bonus damage does not stack with the flaming or f laming burst weapon special abilities.
Armor of Flame (major): At 10th level, as a standard action you can touch an ally to wreath it in f lames. This works as fire shield (warm shield only) with a duration 1 minute.

Trickery Blessing:
Copycat (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability doesn’t stack with the mirror image spell.
Greater Invisibility (major): At 10th level, as a swift action you can become invisible (as greater invisibility) for 1 round.

SPELLS & SPELL-LIKE ABILITIES

Spell-casting
Concentration check +10
DC = 3 + spell level
Spells Prepared
0th – level (3 at-will): Create Water, Purify Food & Water, Spark
1st – level (2 per day): Endure Elements, Infernal Healing

EQUIPMENT

Worn
(free) Explorer’s Outfit – 8 lb.
(150 gp) Chainmail – 40 lb.
(100 gp) Large greatsword – 16 lb.
(10 gp) Large greatclub – 16 lb.
(10 gp) Large spiked gauntlet – 2 lb.
(1 sp) Large sling & bullets (10) – 10 lb

(2 gp) Backpack – 2 lb.
- (2 sp) Mess kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.) – 1 lb.
- (1 gp) Grooming kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.) – 2 lb.
- (1 sp) Bedroll (This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.) – 5 lb.
- (3 sp) Blanket (This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.) – 3 lb.
- (4 gp) 200 ft of Hemp rope (The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check.) – 40 lb.
- (1 gp) Grappling hook (Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.) – 4 lb.
- (1 sp) Torches (10) (A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.) – 10 lb.
- (10 gp) Snowshoes (These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.) – 4 lb.
- (10 gp) Cleats (Useful on any terrain where traction may be a concern, cleats are shoes with spikes or hooks attached to the soles. Cleats reduce the penalty for walking over slick surfaces by 50%; for example, walking across ice normally costs 2 squares for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring.) – 2 lb.

Current Load 175 lb.

Currency 1 gp 2 sp

Carrying Capacity Medium (101 – 200 lb.)

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DESCRIPTION
Age 45 Height 7-ft, 5-in Weight 350 lb.
Hair bright orange Eyes green

PERSONALITY

BACKGROUND
Charbonardent was born into a poverty-stricken family of carnivals who more frequently produced runts. During his Zursvaatering ceremony, the chaplain Zeldurr discovered a holy birthmark on Charbonardent and took him into his religious services in compensation for the ceremony.

From his earliest memory, Charbonardent has had a close relationship with Zursvaater. This entity has been a constant presence in his life: his greatest comfort, best companion, truest love, or some combination of the three. Charbonardent has never had to see or speak with the Prince of Steel to know that he watches over him, and the beliefs and criticisms of others do not faze him—his faith is enough.

One of Charbonardent’s greatest influences was a sentient undead creature, the clan’s grave knight enforcer. They met when he assisted chaplain Zeldurr healing the grave knight. Eventually, it became his responsibility to heal the grave knight. Through this strange relationship he learned of its mortal life as a tremendously successful general. Instead of losing him to Zursvaater too early, the clan transformed him into a grave knight. Charbonardent learned that success can extend life and lesser races are insignificant.

The return of the runelord of greed, Karzoug the Claimer, drastically changed Charbonardent’s life as well as millions of others. Karzoug called his clan of fire giants into the service of his army to reconquer Varisia. While Charbonardent could not serve with the assault troops only being the size of five year old fire giant, he became a messenger and quartermaster. His focus became moving information to material for the army, specifically serving his clan.

Charbonardent came to the attention of Karzoug when he slaughtered a company of Shaoti tradesmen. Charbonardent suspected that they were providing inferior material and skimming profits, or at least that is what he told everyone. In reality, he wanted to test his new found authority over the baggage caravan of the army.

With a pause in the fighting, his clan was sent home to their volcano in the Kodar Mountains to rest and recover. Charbonardent was summoned to Xin-Shalast and given a scroll box to deliver to Magnimar. It took him a long time to cross the Storval Plateau, down the Storval Stairs, follow the Lampblack River and the western side of the Ember Lake, to the Yondabakari River, and into the city of Magnimar. He stayed away from civilization, and civilization stayed away from him. He carried a token of the runelord when they didn’t.

ADVANCEMENT:

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