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Vandalia Brunvarsdottr

Lawful Evil

“Often it is whispered among the tribes of the mountain spires that sometimes the frigid winds can be persuaded to
bless the birth of a frost giant jarl’s heir. Brunvar was nothing if not ambitious, so daily he prayed for this gift. When his
daughter was birthed, he left her exposed on the tallest peak for a day, and the howling north wind murmured over the child…
As Vandalia grew, stories began to spread of the frost giant maiden who flew over the rocks like a zephyr and could
strike as swiftly as an adder”
-Brunvarsdotter’s Saga, Verse I
Age: 38
Race: Frost Giant
Class: Paladin of Tyranny/Sorcerer
Level: 21
Prestige Class
Normal Magic item boost
STR: 37 +13 42 +16 (belt)
DEX: 23 +6 29 +9 (gloves)
CON: 26 +8 31 +10 (ring)
INT: 16 +3
WIS: 25* +7
CHA: 20 +5 25 +7 2/1/1/1/1

Eyes: Light Blue Hair: Honey Blond


Height: 14’9” tall Weight: 2615lbs
Movement: 60 ft
Languages Spoken
Common, Giant, Elven
BAB +31/+26/+21/+16 Melee 47/42/37/32 Grapple +49 Ranged 40/35/30/25
Hit Points 233/ 275 with ring* DR Regeneration
AC +9 Dex, +13 Natural, -1 size, +9 armor SR
Initiative +6

Saving Throws Base Attribute Misc Total


Fortitude 21 10 5(Cha), 5 (Cloak) 41
Reflex 10 9 5(Cha) ,5 (Cloak) 29
Will 16 10 5 (Cha), 5 (Cloak) 36
Skills
Climb (Str) +27 Spellcraft (Int) +24 Jump (Str) +27 Sense Motive (Wis) +21
Spot (Wis)+21 Hide (Dex, -4 size) Concentration (Con) +22 Intimidate (Cha)+22
+16
Handle Animal (Cha) +19 Heal (Wis)+21 Knowledge(nobility) (Int) +17 Knowledge (arcane) (Int) +24
Profession (Wis) +21 Ride (Dex) +20

Special Abilities
Frost Giant
Darkvision 60 feet
Cold Immunity
Rock Throwing- 2d6, 120ft range increments
Rock Catching- Frost giants can catch projectiles up to Large size (Reflex DC 25). Once per round as a free action, the giant can
attempt to catch a rock
or other projectile.
Reach – 10 ft
Paladin
Aura of Evil
Detect Good-
Smite Good- 5 x /day as per normal smiting rules (Charisma bonus to hit, level in damage)
Divine Grace
Deadly Touch- Level x Charisma Bonus in damage with a successful touch attack (Will save DC 10+ ½ paladin level + Cha
mod)
Aura of Despair- All enemies within 10ft take -2 to all saves
Divine Health
Rebuke Undead
Special Mount- Wooly Mammoth (Frostburn pg 119)
Cause Disease- 7/week
Spells 5/4/4/4, All DC’s are 20 + spell level
Nonstandard Paladin Spells
1st
speed mount(Call of Duty), vigilant sleep (Call of Duty)
2nd
masochism (BOVD), unstoppable (Call of Duty)
3rd
shadow bane (Call of Duty), pious strength (Call of Duty)
4th
rally(Call of Duty)
(1st) Speed Mount Cast Time: 1 action Range: Touch Duration: 1 minute/level (D)
Your mount’s speed is doubled. If it is a paladin’s special mount, this spell has an additional effect: The
mount’s jumps are no
Longer limited by its height, and it gains a +30 circumstance bonus to Jump checks. You must be riding the
target mount for this
spell to have any effect.
Vigilant Sleep Cast Time: 1 action Range: Touch Duration: 8 hours (D)
You must be in a relatively peaceful and quiet place for this spell to function. You fall asleep immediately
after casting this
spell, but your eyes remain open and active. While in this magical sleep, you remain conscious of your
surroundings as if fully
awake, can see in every direction, and gain the use of the Alertness feat. Also, you can wake up whenever
you wish, and are not
fatigued from sleeping in armor. Otherwise, this is a normal sleep. You may not move around. Loud noises
or rough contact
will wake you up. Waking up for any reason ends the spell. A creature under the effect of this spell with no
need to sleep or who
is immune to sleep spells, such as an elf, gains the Alertness feat for 8 hours, but is otherwise unaffected.
(2nd) Masochism Personal range Duration: 1 round/level Casting Time: 1 action
For every 10 points of damage taken in a given round, the caster gains +1 luck bonus to attack, saves and
skill checks in
the following round.
Unstoppable Cast Time: 1 action Range: Personal/touch Duration: 10 minutes / level
When your movement is negated by magic such as hold person, or web or by effects such as paralysis, you
are not
immobilized. Instead, your force of will enables you to take a partial action each round.
(3rd) Shadow Bane Cast Time: 1 action Range: Personal Duration: 1 round/level
While this spell is in effect, whenever you are attacked by a sneak attack in melee, the attacker provokes an
attack of
opportunity from you, even if you are flat-footed.
Pious Strength Cast Time: 1 action Range: Personal Target: You Duration: 1 hour / level
Your Strength ability score gains an enhancement bonus equal to +2 or equal to your current Wisdom
bonus, whichever is
greater.
Rally Cast Time: 1 action Range: 60ft. Target: You and all allies
You and all allies within 60ft. are affected by the following spells, as if cast by you: bless, cure light
wounds, divine favor,
remove fear, and remove paralysis. The bless and divine favor last for one minute, the other spells are
instantaneous.
XP Cost: 250XP

Sorcerer
Spells per Day
DC is 21 + spell level
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
8 7 7 7 7 6 6 6 6 6
Known Spells
0th Detect magic, prestidigitate, mage hand, read magic, quick sober, dancing lights, mending, detect poison, message
1st
true strike, expeditious retreat, feather fall, icebolt(Diablo), elemental weapon(BOAS)
2nd frost nova(Diablo), ice blast (Diablo), scorching ray, mighty blow, protection from arrows
3rd fly, storm of arrows(BOAS), magic weapon(greater), wind wall
4th wall of ice, ice storm, stoneskin, coldscream (BOEM)
5th frosted great axes of Thrym (BOAS), cone of cold, break enchantment
6th chain lightning, shadow walk, frozen orb (Diablo)
7th spell turning, control weather, mordenkainen’s sword (axe)
8th lava wyrm(BOAS), Fimbulwinter(Frostburn), clone
9th meteor swarm, time stop, frostfell (Frostburn)

Nonstandard Known Spells


(1st) Ice Bolt Medium range 100ft +10ft/level 1 creature Ref half/SR YES
5d4 cold + -2 cold penalties to AC, melee and Reflex saves, halves jump distances for 1 minute
Elemental Weapon Personal 1 weapon 1 round/level
Weapon is coated in 1 elemental type that inflicts +1d6 extra damage.
(2nd) Frost Nova Emanates 20ft from caster Ref half/SR YES
1d4+1/caster level (5d4+5 max) Fort save also or paralyzed with cold and helpless for 1d3 rounds
Ice Blast 20ft long, 5 foot wide blast Ref half/SR YES
1d4 per caster level.(max 10d4). Failing Ref save means paralyzed with cold and helpless for 1d3 rounds
Mighty Blow Caster’s next attack inflicts maximum damage.
(3rd) Storm of Arrows 1 action 1 round/level
Weapon touched splits into 1 identically enchanted projectile per 3 caster levels, each is resolved as a separate attack
using the BAB
of the first projectile.
(4th) Coldscream Close 25ft+5ft/2 level Cone Ref half/SR YES
Shriek inflicts 1d6 per level (max 10d6) Half is cold, half is sonic. 1 Object in area must make a Reflex save or shatter.
(5th) Frosted Great Axes of Thrym Medium range 100ft +10ft/level 1 target/ 2 levels Ref half/SR YES
Frozen axes fly out and strike for 1d3 cold/caster level to each target. The spell can strike multiple targets or just the
one.
(6th)` Frozen Orb 100ft range Ref half/SR YES (ice bolts only)
Sphere of absolute cold flies from your location and fires ice bolts at any foes within 50ft of the sphere’s path, inflicting
10d4 cold
( effectively attacking a total area up to 200ft long and 50 ft wide). Those failing their Reflex saves are -2 to AC, melee
and Reflex
saves , ½ jump distances for 1 minute
(8th) Lava Wyrm 400ft + 40ft/level 1 round/level Reflex negates/SR No
Lava flow forms a serpentine form 20ft long and 5ft diameter. As a move action , the wyrm may move up to 30ft and
form any shape
within the restrictions of the flow’s size. It inflicts 8d6 fire damage.
Fimbulwinter 1 mile/level Range 1 mile/ level area centered on caster Duration: 4d12 weeks Casting
Time: 10 minutes
Onset time is 10 minutes to manifest.
Season Possible Weather
Spring Frequent snowfall, nightly frost
Summer Light snow, hailstorms, cold rain, cloudy
Autumn Frequent snowfall, frost
Winter Frigid cold, blizzard, constant snowfall

D20 Roll Amount of Snowfall Amount of Wind


0 or less 1d12 inches of snowfall melt Weak (0-10mph)
1-5 No new snow Weak (0-10mph)
6-10 1d4-1 inches of snow Moderate (11+mph)
11-15 1d8 inches snow or 1 inch hail Moderate (11+)
16-20 1d12 inches snow Strong (21 + mph)
21-25 2d12+4 inches snow Strong (21+ mph)
26+ 1d6+1 feet of snow Very strong (31+mph)
Add + 8 to both rolls in winter, +4 in spring or autumn, -2 in summer, +2 for cold climates, -2 in temperate climates and
-6 for hot climates.
The caster can control general tendencies of the weather, such as wind speed and direction, to the rolled maximum.
Each change occurs
gradually, over 10 minutes.
(9th) Frostfell Med range 100ft +10ft/level 20ft cube/level Dur: 1 hour/level Casting Time: 1 round
The area indicated drops 3 temperature bands (moderate becomes extreme cold) and becomes a frigid and icy
environment. All water turns
to ice and the stone/ground becomes everfrost 10 ft/ caster level deep. All subjects turn to ice (as the flesh to ice spell)
Fort save means
they take 1d6 per caster level (max 20d6) frostburn damage. Objects in this area are covered in a thin layer of frost and
are slippery. Multiple
casting can push the temperature into the unearthly cold temperature band, but no lower.

Temperature Range Effect


Band
Extreme heat 140 or more
Severe heat 110 to 140
Hot 90 to 110
Warm 60 to 90
Moderate 40 to 60
Cold 0 to 40 Unprotected Fort DC 15 + 1 per previous check or 1d6 nonlethal. Level 1( cold weather
outfit or Cold Endurance feat) or higher protection is required for safety
Severe cold -20 to 0 Unprotected Fort saves every 10 minutes, partial protection 1/hr. Level 2 (cold weather
outfit and fur clothing) is safe, Level 1 partially safe
Extreme cold -50 to -20 Unprotected 1d6 cold per 10 minutes, no save. Fort DC 15 +1 per or take 1d4 nonlethal;
Metal contacted is as if by chill metal spell. Partially protected makes saves 1/ hour.
Level 3 or higher required for safety. Level 2 is considered partial protection.
Unearthly -50 or less Unprotected characters take 1d6 cold and 1d4 nonlethal per minute (no save), Partially
cold protected takes damage per 10 minutes. Complete protection is Level four or higher,
Level 2 and 3 partial, and Level 1 is no protection.

Basic Level of Protection


0 Character or creature with no cold adaptations
1 Cold Endurance feat, non-arctic animal with fur, monsters native to cold terrain
2 Cold-tolerant character (glacier dwarf or Neanderthal), arctic animal with fur, monsters native to Frostfell terrain
3 endure elements spell or effect, resistance to cold 5 or more
Quickened Template
Speed: Increases by +50% in all modes.
Special Qualities:
Quickening (Ex): Once per day, plus once per 6 HD, a quickened creature moves and acts more quickly than normal for a number
of rounds equal to the creature’s HD. On its turn, the creature may take an extra partial action, either before or after its regular
action and gains a +4 haste bonus to AC, losing this bonus whenever it would lose a dodge bonus. The creature can jump one and
a half times as far as normal (an enhancement bonus). After using the ability, the creature is fatigued until it can rest for an hour
(–10 minutes per point of Constitution bonus; +10 minutes per point of Constitution penalty, minimum 10 minutes). The creature
may otherwise use this ability every 1d4+1 rounds after the last use expired, but suffers exhaustion if the ability is used while the
creature is fatigued.
Abilities: Modify from the base creature as follows: Dexterity +8, Constitution +2.
Feats: The base creature gains the Weapon Finesse feat with its primary attack if its Dexterity is now higher than its Strength. If
it meets the prerequisites, the base creature also gains the following feats: Combat Reflexes, Dodge, and Mobility.

FEATS
Combat Reflexes*
Dodge*
Mobility*
Improved Rock Throwing- When attacking with a thrown rock, you can use larger, more damaging rocks. Thrown rocks now
deal 2d10 + Strength modifier damage
Improved Critical: Giant’s Axe (19-20)
Final Strike- When killed, your body explodes in a final strike, inflicting your elemental subtype damage to everything in 60ft.
1d6 per HD (Ref save= 10+ ½ HD + Con mod) to halve the damage. A secondary effect inflicts a blast of Ice Shards that inflict
1d6/2 HD (Ref for ½)
Improved Unarmed Strike
Power Attack
Thunderclap- As a full round action, you may clap your hands together and create a cone of sound, starting at your position and
going out to a range of 5 x your Hit Dice. Creatures caught in the cone must make a Fortitude save (DC 10+1/2 your HD + your
Con mod) to resist. Those who fail are deafened for the duration of the encounter. Those failing by 5 or more are knocked down
(see Chapter 3 of the DMG for condition summaries) It also automatically extinguishes unprotected flames.
Energy Substitution- May substitute one elemental type for another.
Penetrate Damage Reduction (EPIC) - All attacks are considered to have a +2 greater enchantment bonus.

Gear 975,000gp
(10) Comet Stones (Monster’s Handbook pg 94) When thrown, they are encased in fiery light and leave a blazing trail .
They strike as a
thrown boulder + as a 12d6 fireball. These are stored in sacks on the mammoth’s saddle. She also keeps normal nonmagical stones as well
Heward’s Handy Haversack
Thrym’s Rage (+5 Large Keen Merciless 2 handed Giant’s Axe of Pestilence) 4d8 + (3d6) +10, 15-20, x3
+1 Large Balanced Throwing Axes of returning (x2) 1d8+1+Str Range increment 10ft
Ring of Greater Energy Resistance: Fire 30 points reduced from fire attacks
Ruby Ring of the Zodiac: +4 to saves versus fire and halves fire damage, +5 to Constitution and Wisdom attributes
Gloves of Dexterity +6
Wand of Ice Storm-3d6 Bludgeoning, 2d6 cold in a 20ft radius,-4 to all Listen checks and ½ land movement in that area. 50 charges
Wand of Cure Critical Wounds 4d6+20
Fur trimmed leather Cloak of Resistance +5
Belt of Giant Strength- +6 to Strength score
+5 Fur lined Blue washed Silver Spiderweave Armor of Heavy Fortification- +9 to AC, negates critical hits 100%
Boots of the Winterlands- The boots allow the wearer to travel across snow and horizontal ice at normal speed without slipping or falling.
They also warm the wearer.
Tome of Understanding +5 (already read)
175,732 gold left

Wooly Mammoth
HD: 267 Initiative: +0 Speed: 50ft/75ft
AC: 31 (-2 size, -1 Dex, +20 natural,+4 Dodge) touch 17 , flatfooted 20)
Base Attack/Grapple: +10/+30
Gore +20 melee 2d10+23+3d6 cold, 19-20
or Full Attack Gore 2d6+17+3d6 cold, 19-20 and 2 stomps +18 melee 2d6+11+3d6 cold, 19-20 each
Space/Reach: 15ft/10ft
SA: Improved grab, toss, trample 2d8+23+3d6 cold, 19-20
SQ: Low light vision, scent
Saves: F +16/Ref +8/W+10
Abilities: Str 38 Dex 8 Con 25 Int 9 Wis 12 Cha 7 Skills: Listen +12 Spot +11
Feats: Alertness, Endurance, Improved Bull Rush, Multi-attack, Power attack
SA:
Improved grab (ex) - To use, the mammoth must hit a Large or smaller foe with a gore attack. If it gets a hold, it tosses
the opponent
Toss (ex) - The mammoth vigorously shakes any creature caught in its tusks and flings it in a random direction (resolve as
a bull rush with a +20 to the check, but there is no possibility of an attack of opportunity because the foe is already in the
mammoth’s tusks. It does not have to move with its target to throw its foe. Tossed foes take impact damage on landing
as if falling the distance they were thrown.
Trample (ex) – As a full round action, the mammoth can move double its speed and literally run over Large or smaller
foes, provoking an attack of opportunity at a -4 penalty. If not opting for the attack of opportunity, they may make Reflex
saves (DC 20) for ½ damage
Scent- Mammoths detect any foes within 30ft.
Paladin Special Abilities(see PHB)
Collar of resistance +5- to all saves
Rugged Ring of Haste- Wearer is immune to fatigue and moves at 50% faster, gains +4 dodge bonus and 1 extra partial
action per round
Merciless Ring of the Glacier – The wearer inflicts +5 damage, +2 to threat range, and gains +3d6 cold damage to all
physical attacks

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