Sevroth

Ragnilde Jotunnsdottir's page

58 posts. Organized Play character for Ascalaphus.


Full Name

Ragnilde Jotunnsdottir

Race

HP 84/84 | Spells Active: Barkskin, Freedom of Movement, Mass Feather Step | Conditions: wildshape | Wand of CLW: 22/50 |

Classes/Levels

AC 19 (23 barkskin); Touch 10; FF 19 (23) | CMD 30 | F +13; R +7; W +15; +4 vs. giant Su/SLA | Speed 30ft. |

Gender

N Large stone giant goliath druid 9/mammoth rider 1 | Init +2 | Perception +12; Sense Motive +9

Size

6'5", 185lbs

Age

30

Deity

Fandarra

Languages

Common, Skald, Giant, Druidic, Terran, Tien, Androffan, Kellid, Kelish

Strength 260
Dexterity 140
Constitution 14
Intelligence 12
Wisdom 18
Charisma 7

About Ragnilde Jotunnsdottir

N 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)
Mithral Dagger (thrown): BAB +7/+2, Dex +2, masterwork +1, size -1 = +11 (1d4+8/19x2)

Masterwork cold iron scimitar 1H: BAB +7/+2, Str +8, masterwork +1, size -1 = +15/+10 (1d8+8/18x2)
2H, PA, FF: +15/+8 (1d8+18/18x2)

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)
Moss Troll Claws: BAB +7, Str +8, Size -1 = 2 claws +14 (1d4+8) 15ft reach

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

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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)
Mithral Dagger (thrown): BAB +7/+2, Dex +3, masterwork +1 = +11 (1d4+6/19x2)

Masterwork cold iron scimitar 1H: BAB +7/+2, Str +6, masterwork +1 = +14/+9 (1d6+6/18x2)
2H, PA, FF: +14/+7 (1d6+15/18x2)

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

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FEATS
1 Combat Reflexes
3 Phalanx Formation
5 Power Attack
7 Furious Focus
9 Escape Route

TRAITS
Upstanding
Empathic Diplomat

RACIAL TRAITS
Standard human

SPECIAL ABILITIES:

===DRUID===
Woodland Stride (Ex): Move through natural vegetation without hindrance.
Trackless Step (Ex): Leave no trail in natural surroundings.

===GOLIATH DRUID===
Primal Size: can cast enlarge person on self by spontaneously consuming a spell slot.
Primal Bond (Ex): can only have dino or megafauna companions. Can cast enlarge person on companion.
Primal Empathy (Ex): wild empathy only works on Large and bigger creatures.
Face Nature’s Might (Ex): +4 on saves vs. giants' Su and SLAs
Wild Shape (Su): can only turn into dinosaurs and megafauna, and Alter Self into Large giants
Primal Summons: get some extra dinosaurs on your summon nature's ally list

===MAMMOTH RIDER===
Gigantic Steed (Ex): Huge and +2 Str, +2 Con
Steed (Ex): choose from a specific list of mounts
Wild Coercion (Ex): like animal empathy and stacks with it, can also use use Str+Cha+Level to intimidate beasts.

EQUIPMENT:

===WEAPONS===
+1 adamantine horse chopper
mwk CI scimitar
mwk CI horsechopper
mithral dagger

===SLOTTED===
Armor +1 bone breastplate
Neck swarmbane clasp
Shoulders cloak of resistance +3
Belt Belt of the Weasel
Wrists Sleeves of Many Garments
Headband Wisdom +4

===MAGIC ITEMS===
cracked dusty rose prism ioun stone

===WANDS===
wand of Cure Light Wounds
wand of Longstrider

===POTIONS===
Bless Weapon oil
Cure Light Wounds
Infernal Healing
Magic Fang oil
Daylight oil

===SCROLLS===
Air Bubble
Comprehend Languages (can’t cast)
Decompose Corpse
Endure Elements (2x)
Faerie Fire
Feather Step
Obscuring Mist
Monkey Fish
Touch of the Sea
---
Air Step
Delay Poison
Fog Cloud
Gust of Wind
Harmless Form
Spider Climb
Summon Swarm
---
Sleet Storm

===OTHER CONSUMABLE===
2 Air Crystals
2 Alchemical Grease
Alchemist’s Fire
Alkali Flask
Antiplague
2 Antitoxin
Congealer Spray
2 Essence of Independence
Holy Water
Mimic Fibers
Shard Gel
---
Medlance

===NON-CONSUMABLE===
2 Bandolier
10 Candle
10 Chalk
Courtier’s Jewelry
Courtier’s Outfit
5 Earplugs
Explorer’s Outfit
Fishhook
Flint and Steel
Holy Symbol, wooden
Ink
Inkpen
Journal
Oldlaw Whiskey
(bottle)
Rope, Silk, 50ft
Scroll Box
Signal Whistle
Smoked Goggles
String or twine (50ft.)
2 Wrist Sheath (spring loaded)

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

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HELGA:

L10 Elemental Companion (air) Elasmotherium [B6]
N Huge animal (companion, air)

Init +0; Senses low-light vision, scent; Perception +7

===DEFENSE===
AC 23, touch 8, flat-footed 23 (+5 armor, +0 Dex, +10 natural, -2 size)
hp 85hp (9d8+45)
Fort +11, Ref +6, Will +6 (+4 vs. enchantment)
Defensive Abilities devotion, evasion, 20% miss chance against ranged attacks

===OFFENSE===
Speed 40ft., fly 20ft. (good) Typically boosted by 20 each with Greater Longstrider
Melee gore +16 (3d6+13) or or unarmed strike +15/+10 (1d6+9), gore +10 (3d6+4)
Space 15 ft; Reach 15 ft.
Special Attacks impaling horn +25, powerful charge (3d8+18)
Note: Greater Magic Fang is often in effect for a +2 to hit and damage with the gore.

===STATISTICS===
Str 28, Dex 11, Con 21, Int 3, Wis 17, Cha 3
BAB +6; CMB +17 (+4 impale; +4 grapple); CMD 27 (+4 grapple)
Feats Narrow Frame, Extra Item Slot (saddle), Improved Unarmed Strike, Improved Grapple, Greater Grapple
Skills escape artist +1, fly +10, perception +7
SQ Link, share spells, Multiattack
Gear sable company elite saddle (14000); +1 darkleaf lamellar armor
Tricks (Int x 3 = 9, 4 bonus): Attack, Attack Everything, Come, Defend, Down, Exclusive, Flank, Guard, Maneuver (trip, bull rush), Track, Serve(x2)

===SPECIAL ABILITIES===
Impaling Horn (Ex) An elasmotherium’s immense horn can fully impale a creature that is two or more size categories smaller than the elasmotherium (a Medium or smaller creature for the typical elasmotherium). This ability effectively adds the grab universal monster ability to the elasmotherium’s gore attack against such a creature, but if the elasmotherium successfully “grabs” a foe in this manner by impaling it on the horn, the elasmotherium does not gain the grappled condition. An elasmotherium’s options while grappling a foe in this way are limited—it can either move while grappling the foe, or it can whip its head and attempt to fling the foe as if using the Awesome Blow feat (the damage dealt by this is equal to its gore damage). An elasmotherium can impale only one creature at a time with its horn, but can continue to attack normally with its gore.

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).