Crimmnor the Slayer, Fist of Geada and War Chief of the Ice Walkers

 

"This land is ours... So has it been decreed by the Icy Mother. So it shall be."

 

Ambitious even for among his kind, Crimmnor the Slayer seeks no less than to conquer the Northlands and the Savage Coast -- and indeed, the whole world, if it was possible -- and cover it in an eternal winter in emulation of the frosty realm of his goddess Geada, the Icy Mother. As such, through his martial prowess, the divine power bequeathed upon him by his deity, and surprising political savvy, he had set out to gather a force to help make that vision a reality. Though he had united all the transient frost giant and hill giant tribes of the Icy Peaks under his banner, it was not enough... No, he needed something larger, something that can crush the weak cities and kingdoms south of the Icy Peaks under its heel.

It took several years, requiring quite a bit of manipulation and sometimes outright intimidation, but Crimmnor was able to amass the horde he needed: an awesome army of hundreds of thousands of orcs, ogres, goblins, trolls, giants, and even a few white dragons. He unleashed this massive host upon the unwary realm of the Northern Marches, before allowing it to rampage across the other holdings of the fallen kingdom of Northfast. Seeing the might of his gathered army, the frost giant was sure that his dominion was assured, but he underestimated the tenacity of the survivors from the Marches, and it would prove to be the ruin of his plans.

Rallying around a new leader, the men and women of the Marches harried the horde in its tracks. At first, they were considered a minor nuisance, but as the campaign wore on, and the ragtag bands started to actually do some damage, Crimmnor found it hard to ignore them any longer. He was forced to divert more and more of his army from the front lines just to protect the supply lines, and while it caused considerable losses to the offending guerillas, they still harrassed his army's march. The near-constant stream of ambushes took its toll, and daring raids of adventurers into his camps only served to aggravate the situation, not to mention the intervention of the thrice-damned elven archmage Lothiel.

When his horde met the allied armies of the Savage Coast, it was little more than half its starting strength. While still relatively massive, the more organized and better-equipped soldiers from the city-states, fortified by their priests and given support by their wizards, dealt the horde a crushing blow. Crimmnor himself managed to escape, along with his tribe and a pair of white wyrms, but the frost giant swore revenge on those that caused victory to slip from his grasp. He has since then been biding his time in his tribe's hidden fortress, rebuilding his army's strength, waiting for the day that he can once more unleash it upon the lands of the Savage Coast.

Built like a boulder and as imposing as the rest of his kin, Crimmnor wears his snow-white hair uncharacteristically short, and has broken with frost giant tradition by having his beard shaved, revealing a ruggedly handsome, if somewhat cold, face. He wears a massive suit of full plate burnished blue, and a fur cloak crafted from dire wolf pelts. Crimmnor's weapon, a massive greataxe that belonged to his father, the former jarl, is slung across his back, which can be brought to bear surprisingly quickly to bear upon any soul unlucky enough to stoke his icy anger.

 

Crimmnor the Slayer, male frost giant cleric of Geada 7/warpriest 2: CR 14; Large giant (cold); HD 14d8+84 plus 7d8+42 plus 2d10+12; hp 290; wp 22; Init +0; Spd 30 ft.; AC 29 (touch 11, flat-footed 29); Base Attack +17; Grapple +26; Attack +31 melee two-hand (3d6+18//19-20/x3, +2 keen large greataxe), or +29 melee (1d4+12/x2, 2 slams), or +18 ranged (2d6+12/x2, throwing rock), or +17 ranged touch (by spell); Full Attack +31/+26/+21/+16 melee two-hand (3d6+18/19-20/x3, +2 keen large greataxe), or +29 melee (1d4+12/x2, 2 slams), or +18 ranged (2d6+12/x2, throwing rock), or +17 ranged touch (by spell); SA Divine spells, rebuke undead 6/day, rock throwing; SQ Aura of evil, immunity to cold, inflame, low-light vision, prestige domain (domination), rally, spontaenous casting (harm spells), rock catching, vulnerability to fire; Alignment Neutral Evil; Saves Fort +25, Ref +7, Will +15; Str 34, Dex 10, Con 23, Int 13, Wis 19, Cha 16. Height 15 ft.

Skills and Feats (with Synergy bonus included): Climb +24, Concentration +10, Craft (Weaponsmithing) +9, Diplomacy +13, Intimidate +12, Jump +24, Knowledge (Religion) +2, Sense Motive +11 (10 cc), Spellcraft +6, Spot +14; Cleave, Combat Casting, Craft Wondrous Item, Great Cleave, Improved Sunder, Power Attack, Skill Focus (Spellcraft), Spell Focus (Enchantment), Weapon Focus (Greataxe) (B).

Languages Spoken: Abyssal, Common, Giant.

Cleric Domains: War (Weapon Proficiency and Weapon Focus in deity's favored weapon), Destruction (gains smite power, +4 to attack and +7 damage once a day on one melee attack), Domination (prestige domain, gains Spell Focus: Enchantment as bonus feat).

Cleric Spells per Day (6/5+1/4+1/4+1/3+1; Save DC = 14 + spell level, 15 + spell level for Enchantment spells): 0 - create water, detect magic, detect poison, mending, read magic, resistance; 1st - bane, cure light wounds, command (D), divine favor, enthropic shield, sanctuary; 2nd - augury, desecrate, entrall (D), hold person, silence; 3rd - contagion (D), dispel magic, protection from energy, searing light, summon monster III; 4th - cure critical wounds, divination, dominate person (D), summon monster IV. Caster level 8th.

Standard Equipment: +2 keen large greataxe, +1 fire resistance large full plate, cloak of resistance +2, boots of speed, holy symbol of Geada (wood), ring of protection +2, bag of throwing stones (3 large rocks).

 

Class Abilities and Special Qualities:

Aura of Evil (Ex): Crimmnor radiates a strong aura of evil, as a cleric of his level.

Divine Spell Use: Channeling the power of his deity, Crimmnor can cast divine spells.

Immunity to Cold (Ex): Crimmnor is immune to all cold-based attacks, spells and effects.

Inflame (Ex): By making a full-round action before the start of a battle, Crimmnor can rouse the fighting spirits of his followers. All listeners, including himself, gain a +2 Morale bonus to saves against fear and charm effects. The effects of the speech last for 7 minutes before wearing off.

Low-Light Vision (Ex): Crimmnor can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color in this conditions.

Rally (Ex): As a standard action, Crimmnor can fortify his allies and minions against fear. All allies within 60 feet who are under a Fear effect gain a new saving throw, with a +2 Morale bonus to their saves. Crimmnor himself cannot be affected by fear effects when he uses this ability.

Rebuke Undead (Su): Crimmnor can rebuke undead as a 8th-level cleric.

Rock Catching (Ex): Crimmnor can catch small, medium, or large rocks (or projectiles of similar shape). Once per round, when he would normally be hit by a rock, Crimmnor can make a Reflex save to catch it as a free action. DCs are 15 for small projectiles, 20 for medium, and 25 for large rocks. He must be aware and ready for the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Crimmnor can throw large rocks up to a range of 120 feet. He can throw rocks weighing 40 to 50 pounds each.

Spontaenous Casting: Crimmnor can 'lose' any prepared spell in his repertoire in order to cast any harm spell of the same level or lower.

Vulnerability to Fire (Ex): Crimmnor takes 50% more damage from fire-based attacks and spell effects, regardless of whether saves are allowed, or whether the save is a success or failure.