KROKOD FIRETONGUE CR 16
Male Human (Kellid) Oracle 17
CG Medium Humanoid (Human)
Init +2; Senses Perception +3
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DEFENSE
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AC 26, touch 15, flat-footed 24. . (+8 armor, +3 shield, +2 Dex, +3 deflection)
hp 139 (17d8+51)
Fort +11, Ref +10, Will +16
Immune fire; Resist Tongues (Ignan, Celestial)
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OFFENSE
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Spd 30 ft.
Melee Light Shield Bash +11/+6/+1 (1d3+3/20/x2) and
. . Fel Thorn +18/+13/+8 (1d6+6/20/x2) and
. . Iron Sparrow +18/+13/+8 (1d4+6/19-20/x2) and
. . Spirit Striker +18/+13/+8 (1d8+6/20/x2) and
. . Unarmed Strike +15/+10/+5 (1d3+3/20/x2)
Special Attacks Burning Magic (1/spell level, 1d4 rounds), Fire Breath (15' cone, 17d4) (4/day) (DC 25), Firestorm (17d6, 7 rounds) (1/day) (DC 25)
Oracle Spells Known (CL 17, +15 melee touch, +14 ranged touch):
8 (4/day) Incendiary Cloud (DC 27), Cure Critical Wounds, Mass (DC 25), Summon Monster VIII, Fire Storm (DC 27)
7 (7/day) Fire Storm (DC 26), Cure Serious Wounds, Mass (DC 24), Flame Strike, Empow (DC 24), Destruction (DC 24), Resurrection, Scrying, Greater (DC 24)
6 (7/day) Fire Seeds, Cure Moderate Wounds, Mass (DC 23), Heal (DC 23), Banishment (DC 23), Harm (DC 23)
5 (7/day) Slay Living (DC 22), Breath of Life (DC 22), Cure Light Wounds, Mass (DC 22), Flame Strike (DC 24), Summon Monster V, Plane Shift (DC 22)
4 (7/day) Restoration (DC 21), Cure Critical Wounds (DC 21), Divination (DC 21), Wall of Fire, Neutralize Poison (DC 21), Shield of the Dawnflower (DC 23)
3 (8/day) Cure Serious Wounds (DC 20), Remove Disease (DC 20), Fireball (DC 22), Bestow Curse (DC 20), Continual Flame, Remove Curse (DC 20)
2 (8/day) Restoration, Lesser (DC 19), Resist Energy (DC 19), Delay Poison (DC 19), Cure Moderate Wounds (DC 19), Eagle's Splendor (DC 19), Spiritual Weapon, Zone of Truth (DC 19)
1 (8/day) Cure Light Wounds (DC 18), Burning Hands (DC 20), Bless Water (DC 18), Shield of Faith (DC 18), Deathwatch, Bless, Doom (DC 18)
0 (at will) Light, Read Magic (DC 17), Detect Magic, Create Water, Detect Poison, Mending, Purify Food and Drink (DC 17), Spark (DC 17), Stabilize
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STATISTICS
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Str 14/16, Dex 12/14, Con 14/16, Int 13, Wis 13/17, Cha 21/25
Base Atk +12; CMB +15; CMD 30
Feats Combat Casting, Elemental Focus: Fire, Empower Spell, Eschew Materials, Extra Revelation, Free Spirit, Greater Elemental Focus: Fire, Rugged Northerner, Spell Penetration
Traits Highlander (hills or mountains), Poverty-Stricken
Skills Acrobatics +12, Climb +13, Diplomacy +20, Escape Artist -1, Fly +0, Heal +8, Knowledge (Planes) +20, Knowledge (Religion) +20, Linguistics +2, Perform (Dance) +19, Perform (Oratory) +14, Ride +0, Sense Motive +8, Spellcraft +20, Stealth +13, Survival +17, Swim +1 Modifiers Highlander (hills or mountains)
Languages Celestial, Common, Draconic, Giant, Hallit, Ignan; Tongues (speak and understand)
SQ Form of Flame IV (Huge, 17 hour(s)) (1/day) (Su), Ring of Regeneration, Rod of Flame Extinguishing
Combat Gear Enchanted Yeti Hide (+4 Hide with Improved Cold Resistance 20 points) , Fel Thorn (+3 Bane to Demons Javelin), Iron Sparrow (+3 Returning Ironwood Dagger), Spirit Striker(+3 Adamantine Morningstar with Ghost Touch), Sun Wall (+2 Light Steel Mithral Shield-Blinding); Other Gear 5000 gp worth material components, Bag of Holding IV (3 @ 1702.62 lbs), Bedroll, Belt of Physical Perfection, +2, Boots of Striding and Springing, Cloak of Resistance, +3, Diamond (Res worthy), Figurine, Ebony Fly, Headband of Mental Prowess, WIS & CHA +4, Mammoth Ivory Neckwear, Potion of Invisibility, Ring of Protection, +3, Ring of Regeneration, Rod of Flame Extinguishing, Rope, silk (50 ft.), Wand of Cure Serious Wounds
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SPECIAL ABILITIES
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Burning Magic (1/spell level, 1d4 rounds) (Su) Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if
the creature succeeds at a Ref lex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Breath (15' cone, 17d4) (4/day) (DC 25) (Su) 15' cone of flame deals 17d4 fire damage, Ref Half.
Firestorm (17d6, 7 rounds) (1/day) (DC 25) (Su) Create 17 10' cubes of fire, dealing 17d6 Fire damage, Ref. Half, for 7 rounds.
Form of Flame IV (Huge, 17 hour(s)) (1/day) (Su) Assume the form of a Huge fire elemental (Elemental Body IV, for up to 17 hours.
Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Greater Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Immunity to Fire You are immune to fire damage.
Ring of Regeneration This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, he is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
CONSTRUCTION
Requirements Forge Ring, regenerate; Cost 45,000 gp
Rod of Flame Extinguishing This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action).
For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod's charges.
Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.
When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.
If the device is used upon a fire creature (a melee touch attack), it deals 6d6 points of damage to the creature. This use requires 3 charges.
A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price 15,000 gp.
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Tongues (speak and understand) (Ex) Speak and understand any language.
Tongues: Ignan, Celestial You can only understand and speak two languages in combat.
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Background:
The Kellid of the Mammoth Lords are a primitive savage people, still worshiping not just gods but the spirits of ancestors, and spirits of wind, water, stone and ... of course, fire.
Krokod was claimed by the fire at a young age. He had stared at it too long, and when one of his elders asked him if he was well... Krokod did not understand him. When the youth spoke, none understood him either.
Eventually his tongue returned to him, but his elders were mightily afraid. Unsure if the boy was blessed or punished by the fire, they drove him away on the darkest moon and told him not to return until the moon spun round to full then empty yet again. If he survived the freezing mountains alone for that long; he could return.
At first, Krokod was sure he might die, but he managed to start the smallest of fires and it warmed not just his body, but his soul. He slept by the fire. It should have gone out, but it did not. When he awoke, he felt the power of the fire within his very soul.
His newly found oracle powers had turned out to be most useful to him. Krokod would return to his clan and be welcome as blessed. They called him Firetongue.
But he would not remain long. A few years later, a group of troublemakers who sought danger and then seemed to complain when they found it (They called themselves "Adventurers") had lost a member guarding a caravan traveling south. When they discovered the flames allowed him to heal. They invited him along. Perhaps, they hinted, Krokod would learn more of what it meant to be an 'Oracle'.
He accepted. He learned much. Not all civilized people were soft, and some who were soft could yet be cruel. Krokod faced monsters his people would not likely believe if they were told about and saw wonders he did not believe himself.
He resisted for a time, but finally learned to read and write. And with knowledge, he gained sorrow, for he learned that gods he had never heard of might be as much behind the gaining of his gifts as the fire spirts themselves. One of them, Asmodeous, had poisoned wisdom. Drink too much of it, and your soul could die inside of you. The other was more to his liking, or grew to be, but she was fierce and demanding like a lover who expected greater and greater things of those men around her. At times he felt the civilized gods were threatening to tear him asunder and him with no say. He felt most at home with the firespirits of his ancestors.
The power does not seem to be something he can escape, however. Now, mightier than he ever expected to be, he finds himself in the lands of ice witches with his fellow companions. No doubt, they mean to cause trouble and will complain when they find it.
It is the way of things.