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About Ragnilde JotunnsdottirN medium female human (ulfen) ATTACKS (large):
+1 adamantine horsechopper BAB+7/+2, Str+8, enhancement +1, size -1 = +15/+10 (2d8+13/x3) Using Power Attack and Furious Focus: +15/+8 (2d8+19/x3) Mithral Dagger (melee): BAB +7/+2, Str +8, masterwork +1, size -1 = +15/+10 (1d6+8/19x2)
Masterwork cold iron scimitar 1H: BAB +7/+2, Str +8, masterwork +1, size -1 = +15/+10 (1d8+8/18x2)
Ranged Touch: BAB +7, Dex +2, size -1 = +8 Stone/Desert Giant Slam: BAB +7, Str +8, Size -1 = 2 slams +14 (1d8+8) Freshwater Merrow Claws: BAB +7, Str +8, Size -1 = 2 claws +14 (1d6+8) Moss Troll Bite: BAB +7, Str +8, Size -1 = bite +14 (1d4+8)
SKILLS (large):
-3 armor check penalty Climb [1 rank, +8 str, -3 ACP, class] = +9 Diplomacy [10 ranks, +4 wis, +1 trait, class, +2 cracked magenta prism] = +20 Fly 1 rank, +2 dex, -3 ACP, -2 size, class] = +1 Handle Animal [9 ranks, -2 cha, class] = +10 +4 vs. Helga Knowledge (Geography) [1 rank, +1 int, class] = +5 Knowledge (History) [1 rank, +1 int] = +2 Knowledge (Local) [1 rank, +1 int, class] = +5 Knowledge (Nature) [1 rank, +1 int, class] = +5 Linguistics [5 ranks, +1 int] = +6 Perception [5 ranks, +4 wis, class] = +12 Ride [9 ranks, +2 dex, -3 ACP, class] = +11 +5 saddle Sense Motive [1 rank, +4 wis, +1 trait, class] = +9 Survival [5 ranks, +4 wis, class] = +12 Swim [1 rank, +8 str, -3 ACP, class] = +9 +8 racial as freshwater merror --- ATTACKS (medium):
+1 adamantine horsechopper BAB+7/+2, Str+6, enhancement +1 = +14/+9 (1d10+10/x3) Using Power Attack and Furious Focus: +14/+7 (1d10+16/x3) Mithral Dagger (melee): BAB +7/+2, Str +6, masterwork +1 = +14/+9 (1d4+6/19x2)
Masterwork cold iron scimitar 1H: BAB +7/+2, Str +6, masterwork +1 = +14/+9 (1d6+6/18x2)
Ranged Touch: BAB +7, Dex +3 = +10
SKILLS (medium):
-3 armor check penalty Climb [1 rank, +6 str, -3 ACP, class] = +7 Diplomacy [10 ranks, +4 wis, +1 trait, class] = +18 Fly 1 rank, +3 dex, -3 ACP, class] = [b]+4 Handle Animal [9 ranks, -2 cha, class] = +10 +4 vs. Helga Knowledge (Geography) [1 rank, +1 int, class] = +5 Knowledge (History) [1 rank, +1 int] = +2 Knowledge (Local) [1 rank, +1 int, class] = +5 Knowledge (Nature) [1 rank, +1 int, class] = +5 Linguistics [5 ranks, +1 int] = +6 Perception [5 ranks, +4 wis, class] = +12 Ride [9 ranks, +3 dex, -3 ACP, class] = +12 +5 saddle Sense Motive [1 rank, +4 wis, +1 trait, class] = +9 Survival [5 ranks, +4 wis, class] = +12 Swim [1 rank, +6 str, -3 ACP, class] = +7 --- FEATS
TRAITS
RACIAL TRAITS
SPECIAL ABILITIES:
===DRUID=== Woodland Stride (Ex): Move through natural vegetation without hindrance. Trackless Step (Ex): Leave no trail in natural surroundings. ===GOLIATH DRUID===
===MAMMOTH RIDER===
VANITIES:
EQUIPMENT:
===WEAPONS=== +1 adamantine horse chopper mwk CI scimitar mwk CI horsechopper mithral dagger ===SLOTTED===
===MAGIC ITEMS===
===WANDS===
===POTIONS===
===SCROLLS===
===OTHER CONSUMABLE===
===NON-CONSUMABLE===
SPELLS PREPARED:
0 Create Water 0 Detect Magic 0 Mending 0 Stabilize 1 Faerie Fire
2 Barkskin
3 Feather Step, Mass
4 Freedom of Movement
(5) Death Ward Botting:
Ragnilde will generally stay in a large shape, psychologically preferring stone giant but shifting to others if needed. Desert giant has more speed but no darkvision. Moss troll has scent and 15ft reach claws, as well as a bite attack to protect a polearm dead zone. Freshwater merrow for underwater combat. Because Helga isn't really all that well-armored, Ragnilde doesn't make her tank overly much. Helga's Fly score is high enough to always succeed at fly checks to hover so she can comfortably hover 15ft above people and still take AoOs, as can Ragnilde using her 15-20 danger zone with the horsechopper. Ragnilde threatens the 15-20ft zone with her horsechopper and has combat reflexes. With phalanx formation allies don't cover enemies so she can take AoOs through allies. Ragnilde shares her Escape Route teamwork feat with Helga through the magical saddle, so when they're riding neither of them provokes AoOs for movement. When dealing with prohibitively dangerous melee enemies, Helga can just ride close enough for Ragnilde to make an attack, then move back again, like a weird sort of Spring Attack (or if you will, a Ride By Attack that doesn't require annoying straight lines). Ragnilde is a follower of Fandarra, the Blood Mother, an ancient Neutral deity that thinks Erastil is a bit too modern. She was raised by stone giants and tends to speak slowly and deliberately. She doesn't like complex social intrigue. Helga has the Impaling Horn ability. This is a bit of a strange but pretty powerful ability. When Helga hits someone two or more sizes smaller (usually a medium creature) she can impale. This works like Grab, so her Improved/Greater Grab feats apply. She doesn't gain the grappled condition, although the tusk is occupied. With Improved Unarmed Strike she can still make attacks of opportunity. Because Helga has Greater Grapple, maintaining a grapple is only a move action. Impaling Horn doesn't allow the full range of options when maintaining the "grab", you can't deal damage directly or pin. However, Helga can maintain to fling-Awesome Blow an enemy prone (no closer to her, but possibly sideways), then as a standard action make another attack against the now prone enemy. This allows her to effectively gore the enemy twice per round while keeping it preoccupied. If Helga is currently airborne then she can also drop enemies on the ground.
Scenario gear --- HELGA:
L10 Elemental Companion (air) Elasmotherium [B6] N Huge animal (companion, air) Init +0; Senses low-light vision, scent; Perception +7 ===DEFENSE===
===OFFENSE===
===STATISTICS===
===SPECIAL ABILITIES===
Elemental Type (Ex): An elemental companion gains a subtype that matches its element: air, earth, fire, or water. Lesser Elemental Manifestation (Ex): At 2nd level, an elemental companion gains one or more special abilities based on its element. An air companion gains a 20% miss chance against ranged attacks. An earth companion gains DR 1/adamantine, and this damage reduction increases by 1 for every 4 druid levels the master has. A fire companion can see through fire, fog, and smoke without penalty, and it gains Nimble Moves as a bonus feat. A water companion can breathe underwater, gains a swim speed of 20 feet, and gains a +2 dodge bonus to AC against attacks of opportunity; a water companion that already has a swim speed instead increases its swim speed by 10 feet. This replaces evasion and improved evasion. Greater Elemental Manifestation (Su): At 9th level, an elemental companion gains an additional ability based on its element. An air companion gains a fly speed of 20 feet (good maneuverability); an air companion that already has a fly speed instead improves its maneuverability by one category. An earth companion’s natural attacks overcome damage reduction as though they were adamantine, cold iron, and silver weapons. For a fire companion, choose one natural attack; that attack deals an additional 1d6 points of fire damage for every 5 Hit Dice the companion has. For a water companion, choose one melee natural attack; that attack gains the push (10 feet) special ability (Pathfinder RPG Bestiary 2 300). This replaces multiattack. ===Elasmotherium Companions=== Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack gore (1d8); Ability Scores Str 14, Dex 12, Con 15, Int 2, Wis 17, Cha 3; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks impaling horn, powerful charge (gore). |