Difference between revisions of "Kazoth's old character sheet"

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(XP after defating the giant stronghold)
m (Kazoth the Rake moved to Kazoth's old character sheet: Complete overhaul of the character sheet, need somewhere to store the original)
 
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Current Hit Points: 124
+
Back to [[3-5_Against_the_Giants_Campaign]] [[Category:Against The Giants]]
Current Nonlethal Damage:  
+
 
Current Ability Damage/Drain:
+
  Current XP: 192292xp
  Current XP: 131719xp
+
  -Next: 210000xp
  -Next: 120000xp
 
http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg
 
Alignment: Chaotic Good
 
Race: Half-Orc (Humanoid [Orc])
 
Speed: 30ft
 
Level: Rogue 14/Fighter 1
 
Hit Dice: 14d6+1d10+30 [124hp]
 
  
  Initative: +7 [+7 Dex]
+
  Active Effects
  Armor Class: 24 [+1 natural, +4 armour, +7 Dex, +2 deflection]
+
  Aid
  Touch AC:      19
+
Death Ward
  Flat-footed AC: 17
+
Protection from Energy (Fire)
  Base Attack: +11/+6/+1
+
Heroes' Feast
  Grapple: +14 [+3 Str, +11 BAB]
+
Haste
 +
Protection from Evil
 +
  Greater Heroism
 +
  Bless Weapon (World's Edge)
  
Attack: Light Crossbow +21 ranged 80' (1d8+5/19-20)
+
http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg
or Greatsword +16 melee (2d6+14/19-20 plus 1d6 electricity)*
 
                or Shortsword +15 melee (1d6+4/19-20)
 
                or Dagger +15 melee [+19 ranged 10'] (1d4+3/19-20)
 
                or Club +15 melee [+19 ranged 10'] (1d6+3)
 
                or Sap +15 melee (1d6+3 nonlethal)
 
Full Attack: Light Crossbow +21 ranged 80' (1d8+5/19-20)
 
or Greatsword +16/+11/+6 melee (2d6+14/19-20 plus 1d6 electricity)*
 
                or Shortsword +15/+10/+5 melee (1d6+4/19-20)
 
                or Dagger +15/+10/+5 melee [+19 ranged 10'] (1d4+3/19-20)
 
                or Club +15/+10/+5 melee [+19 ranged 10'] (1d6+3)
 
                or Sap +15/+10/+5 melee (1d6+3 nonlethal)
 
*Including Power Attack for -2 to hit.
 
  
Fortitude: +12 [+2 Con, +4 Rogue, +2 Fighter, +4 Resistance, +1 luck]
+
Picture: [http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg WotC DMG2 art gallery]
Reflex: +20 [+7 Dex, +9 Rogue, +0 Fighter, +4 Resistance, +1 luck]
 
Will: +10 [+2 Wis, +4 Rogue, +0 Fighter, +4 Resistance, +1 luck]
 
  
  Strength 16 +3 [15 Base, +2 Race, -1 age]
+
===Basics===
  Dexterity 24 +7 [16 Base, -1 age, +3 level, +6 enhancement]
+
Alignment: Chaotic Good
  Constitution 14 +2 [14 Base, -1 age, +1 inherent]
+
Race: Half-Orc (Humanoid [Orc])
  Intelligence 14 +2 [15 Base, -2 Race, +1 age]
+
Speed: 30ft, fly 60' (good)
  Wisdom 14 +2 [13 Base, +1 age]
+
Level: Rogue 16/Warblade 4
  Charisma 8 -1 [9 Base, -2 Race, +1 age]
+
Hit Dice: 16d6+4d12+100+20 [264hp]
 +
===Combat===
 +
Initiative: +10 [+10 Dex]
 +
Armor Class: 38 [+5 natural, +10 armour, +8 Dex, +5 deflection]
 +
  Touch AC:      23 (33 vs incorporeal)
 +
  Flat-footed AC: 30
 +
Resistances:    Fire 30; criticals and sneak attacks 75% chance of negation
 +
Base Attack: +16/+11/+6/+1
 +
Grapple: +22 [+6 Str, +16 BAB]
 +
====Attacks====
 +
World's Edge +28/+23/+18/+13 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Con dmg
 +
  plus Implacable wound, plus 1d6 Maiming on critical hit; each hit
 +
  deals 1d6 damage to wielder)
 +
or Light Crossbow +28 ranged 80' (1d8+5/19-20)
 +
or Greatsword +26/+21/+16/+11 melee (2d6+13/19-20 plus 1d6 electricity)
 +
or Shortsword +25/+20/+15/+10 melee (1d6+9/17-20)
 +
or Dagger +27/+22/+17/+12 melee [+31 ranged 10'] (1d4+11/19-20)
 +
or Club +23/+18/+13/+8 melee [+27 ranged 10'] (1d6+6)
 +
or Sap +23/+18/+13/+8 melee (1d6+6 nonlethal)
 +
Gain a +5 insight bonus on any roll to confirm a critical hit.
 +
====Saves====
 +
Fortitude: +20 [+5 Con, +5 Rogue, +4 Warblade, +5 Resistance, +1 luck]
 +
Reflex: +32 [+10 Dex, +10 Rogue, +1 Warblade, +5 Resistance, +1 luck, +5 insight*]
 +
Will: +17 [+5 Wis, +5 Rogue, +1 Warblade, +5 Resistance, +1 luck]
 +
*only if not flat-footed
 +
+5 competence bonus vs mind-affecting affects, death effects and negative energy effects;
 +
may re-roll vs one mind-affecting affect per day and vs one death effect or negative energy
 +
effect per day, either reroll is an immediate action.
 +
===Ability Scores===
 +
  Strength 22 +[15 Base, +2 Race, -1 age, +6 enhancement]
 +
  Dexterity 31 +10 [16 Base, -1 age, +5 level, +5 inherent, +6 enhancement]
 +
  Constitution 20 +[14 Base, -1 age, +1 inherent, +6 enhancement]
 +
  Intelligence 20 +[15 Base, -2 Race, +1 age, +6 enhancement]
 +
  Wisdom 20 +[13 Base, +1 age, +6 enhancement]
 +
  Charisma 14 +2 [9 Base, -2 Race, +1 age, +6 enhancement]
 +
===Skills===
 +
Skills:            23/11.5cc
 +
Search        +44 [23 Ranks, +10 Dex, +1 luck, +5 competence, +5 insight]
 +
Disable Device +41 [23 Ranks, +10 Dex, +2 circumstance, +1 luck, +5 insight]*
 +
Open Lock      +46 [23 Ranks, +10 Dex, +2 circumstance, +1 luck, +5 competence, +5 insight]
 +
Tumble        +37 [19 Ranks, +10 Dex, +2 synergy, +1 luck, +5 insight]
 +
Jump          +22 [8 Ranks, +6 Str, +2 synergy, +1 luck, +5 insight]
 +
Climb          +24 [12 Ranks, +6 Str, +1 luck, +5 insight]
 +
Balance        +23 [5 Ranks, +10 Dex, +2 synergy, +1 luck, +5 insight]
 +
Hide          +49 [23 Ranks, +10 Dex, +1 luck, +10 competence, +5 insight]
 +
Move Silently  +49 [23 Ranks, +10 Dex, +1 luck, +10 competence, +5 insight]
 +
Spot          +44 [23 Ranks, +5 Wis, +10 competence, +1 luck, +5 insight]
 +
Listen        +34 [23 Ranks, +5 Wis, +1 luck, +5 insight]
 +
Diplomacy      +18 [8 Ranks, +2 Cha, +2 synergy, +1 luck, +5 insight]
 +
Bluff          +13 [5 Ranks, +2 Cha, +1 luck, +5 insight]
 +
Sense Motive  +15 [4 ranks, +5 Wis, +1 luck, +5 insight]
 +
Escape Artist  +21 [0 Ranks, +10 Dex, +1 luck, +5 competence, +5 insight]
 +
Swim          +12 [0 ranks, +6 Str, +1 luck, +5 insight]
 +
All other skills: 0 Ranks, +1 luck, +5 insight
 +
*Skill Mastery - may always Take 10 even if distracted
  
  Skills:     18/9cc
+
  Skill Tricks
  Search        +25 [17 Ranks, +2 Int, +5 competence, +1 luck]
+
  -Nimble Stand (no AoO when standing)
  Disable Device +22 [17 Ranks, +2 Int, +2 circumstance, +1 luck]
+
  -Twisted Charge (make one 90-degree turn on a charge but only move equal to Speed
Open Lock      +27 [17 Ranks, +7 Dex, +2 circumstance, +1 luck]
+
  instead of double)
Tumble        +27 [17 Ranks, +7 Dex, +2 synergy, +1 luck]
+
  -Acrobatic Backstab (first attack made against enemy whose space tumbled through is
  Jump          +16 [8 Ranks, +3 Str, +2 synergy, +2 untyped, +1 luck]
+
  as though foe is flat-footed).
Climb          +18 [12 Ranks, +3 Str, +2 untyped, +1 luck]
+
  -Opening Tap (can open locks without tools as a swift action at -10 penalty; use
Balance        +15 [5 Ranks, +7 Dex, +2 synergy, +1 luck]
+
  per day until check failed)
Hide          +30 [17 Ranks, +7 Dex, +5 competence, +1 luck]
 
Move Silently  +30 [17 Ranks, +7 Dex, +5 competence, +1 luck]
 
Spot          +25 [17 Ranks, +2 Wis, +5 competence, +1 luck]
 
Listen        +20 [17 Ranks, +2 Wis, +1 luck]
 
  Diplomacy      +13 [8 Ranks, -1 Cha, +2 synergy, +3 competence, +1 luck]
 
Bluff          +8  [5 Ranks, -1 Cha, +3 competence, +1 luck]
 
Escape Artist  +23 [0 Ranks, +7 Dex, +15 competence, +1 luck]
 
Swim          +6  [0 ranks, +3 Str, +2 untyped, +1 luck]
 
All other skills: 0 Ranks, +1 luck
 
  
 
  Languages:
 
  Languages:
 
  Common, Orc, Giant, Goblin
 
  Common, Orc, Giant, Goblin
 
+
===Feats===
Feats
 
 
  1:  Point Blank Shot
 
  1:  Point Blank Shot
 
  3:  Precise Shot
 
  3:  Precise Shot
  6:  Weapon Focus (Light Crossbow)
+
  6:  Combat Reflexes
  9:  Crossbow Sniper [PHBII]
+
  9:  Staggering Strike* [CAd]
10: [Fighter Bonus Feat] Power Attack
+
  12: Savvy Rogue** [CS]
  12: Deadeye Shot [PHBII]
+
  15: Telling Blow [PHBII]
  15: Telling Blow [PHBII]  
+
  18: Darkstalker [LoM]
 
+
  20: Tactile Trapsmith [CAd] (Dalt's Blessing bonus)
  Equipment                                                125000gp
+
  *On a sucessful Sneak Attack, target must make a Fort save DC=damage dealt or be treated as
Leather Duster +3, Greater Slick [as Padded Armour]           -
+
  though Staggered for 1 round or until magical healing or a DC 15 Heal check is applied.
  - and Silent Moves                                        3750gp
+
  **Crippling Strike Strength damage dealt even to those normally immune to Sneak Attack; use
  Batwing Tattoo [as Cloak of the Bat]                         -
+
  Defensive Roll 3/day; use Opportunist any number of times per round up to normal limit of AoO
Shocking Burst Greatsword +4                                  -
+
  though only once per opponent per round.
Cold Iron Shortsword +1                                      -
+
===Class/Racial Abilities===
Winged Boots                                                  -
+
  CLASS
Immovable Rods, 2                                            -
+
  Sneak Attack +8d6
Bag of Holding Type II                                        -
 
Chime of Opening (6 charges)                                 -
 
  Figurine of Wondrous Power: Ebony Fly                        -
 
  Amulet of Natural Armour +1                                   -
 
Light Crossbow +2                                            -
 
  - plus Deadly Precision [+2 enhancement cost]            14000gp
 
Hat of Persuasion [as Circlet of Persuasion]              4500gp
 
Harness of Resistance +4 [as Vest of Resistance]          16000gp
 
MW Dagger                                                  302gp
 
MW Sap                                                      301gp
 
MW Club                                                    300gp
 
Gloves of Dexterity +6                                    36000gp
 
Ring of Sustenance                                        2500gp
 
Ring of Protection +2                                      8000gp
 
Eyes of the Eagle                                          2500gp
 
Lens of Detection                                          3500gp
 
Bracers of Might                                          4100gp
 
Stone of Good Luck                                        20000gp
 
Efficient Quiver                                          1800gp
 
Adamantine Crossbow Bolts, 15                               901.5gp
 
  Cold Iron Crossbow Bolts, 15                                  3gp
 
  Alchemical Silver Crossbow Bolts, 15                        31.5gp
 
Crossbow Bolts, 15                                            1.5gp
 
MW Thieve's Tools, 2                                        200gp
 
Potion of Invisibility, 4                                  1200gp
 
Potion of Tongues                                          750gp
 
  Feather Token: Anchor                                        50gp
 
Feather Token: Bird                                        300gp
 
Feather Token: Fan                                          200gp
 
Feather Token: Swan Boat                                    450gp
 
Feather Token: Tree                                        400gp
 
Feather Token: Whip                                        500gp
 
Silversheen, 2                                              500gp
 
  Potion of Cure Light Wounds, 2                              100gp
 
Potion of Lesser Vigour, 12                                600gp
 
 
1259gp 5sp
 
 
 
Class Abilities:
 
  Sneak Attack +7d6
 
 
  Trapfinding
 
  Trapfinding
 
  Evasion
 
  Evasion
  Trap Sense +4
+
  Trap Sense +5
 
  Uncanny Dodge
 
  Uncanny Dodge
  Improved Uncanny Dodge
+
  Improved Uncanny Dodge (effective Rogue level 20)
 
  Special Ability: Crippling Strike
 
  Special Ability: Crippling Strike
  Special Ability: Slippery Mind
+
  Special Ability: Defensive Roll
 +
Special Ability: Opportunist
 +
Battle Clarity (Reflex saves)
 +
Weapon Aptitude
 +
Battle Ardor (critical confirmation)
  
  Qualities/Traits:
+
  Initiator Level 12th
  Darkvision 60 feet
+
Maneuvers known:
  Orc Blood
+
-[[Wall of Blades]] (Iron Heart 2, Counter, 0 prerequisites)
'''Description'''
+
-[[Iron Heart Surge]] (Iron Heart 3, 1 prerequisite)
 +
-[[Emerald Razor]] (Diamond Mind 2, Strike, 0 prerequisites)
 +
-[[Rapid Counter]] (Diamond Mind 5, Counter, 0 prerequisites)
 +
-[[Iron Heart Endurance]] (Iron Heart 6, Boost, 2 prerequisites)
 +
Stance: [[Dancing Blade Form]] (Iron Heart 5, 2 prerequisites)
 +
Stance: [[Hearing the Air]] (Diamond Mind 5, 2 prerequisites)
 +
Maneuvers Readied (4): Iron Heart Endurance, Iron Heart Surge, Emerald Razor,
 +
Rapid Counter
  
 +
RACIAL
 +
Darkvision 60 feet
 +
Orc Blood
 +
 +
DALT'S BLESSING
 +
+1 hp per HD
 +
+1 skill point per level
 +
Skill Mastery (Disable Device)
 +
Bonus feat (Tactile Trapsmith)
 +
+5 inherent bonus (Dex)
 +
===Magic Items by body slot===
 +
Head:      Headband of All Skills
 +
Face:      Improved Eyes of Truth
 +
Shoulders:  Wings of Resistance +5
 +
Neck:      Amulet of Natural Armour +5
 +
Torso:      Plain Vest
 +
Body:      Leather Duster (see below)
 +
Arms:      Bracers of Armour +10
 +
Hands:      -
 +
Waist:      Belt of Magnificence +6
 +
Left Ring:  Ring of Protection +5 plus Freedom of Movement
 +
Right Ring: Ring of One Wishes
 +
Feet:      Boots of Swift Passage
 +
===Equipment===
 +
[[World's Edge]]: Deadly Precision, Implacable, Keen, Maiming, Vicious, Wounding
 +
  adamantine Greatsword +6
 +
Sacred Scabbard [for World's Edge]
 +
Leather Duster +3, Moderate Fortification, Slick, Improved Shadow, Improved Silent
 +
  Moves, Greater Fire Resistance, Etherealness, Glamoured [as Padded Armour]
 +
Crystal of Life and Mind (attached to Leather Duster) [as Greater Armour Crystals of Mind
 +
  Cloaking and Lifekeeping]
 +
Light Crossbow +2, Deadly Precision, Seeking
 +
Greatsword +4, Shocking Burst
 +
Cold Iron Shortsword +1
 +
Shortsword +3, Keen, Deadly Precision, Vicious
 +
Adamantine Dagger +5
 +
Crystal of Reaving (attached to World's Edge) [as Greater Weapon Crystals of Truedeath and
 +
  Demolition]
 +
Wings of Resistance +5 [as Wings of Flying and Cloak of Resistance +5]
 +
Plain Vest [bestows Hide in Plain Sight ability]
 +
Immovable Rod, 2
 +
Figurine of Wondrous Power: Ebony Fly
 +
Bag of Holding Type II
 +
Chime of Opening (6 charges)
 +
Amulet of Natural Armour +5
 +
Hat of Persuasion [as Circlet of Persuasion]
 +
Headband of All Skills (underneath Hat)
 +
MW Dagger
 +
MW Sap
 +
MW Club
 +
Ring of Sustenance [not worn]
 +
Ring of Lockpicking [worn only to pick locks]
 +
Ring of Invisibility [worn when specified]
 +
Ring of One Wishes [worn when specified]
 +
Ring of Protection +5 plus Freedom of Movement
 +
Greater Ring of Spell Storing
 +
Lens of Detection
 +
Bracers of Might [not worn]
 +
Bracers of Armour +10
 +
Improved Eyes of Truth
 +
Stone of Good Luck
 +
Efficient Quiver
 +
Case of +5 adamantine Crossbow Bolts, 25
 +
Adamantine Crossbow Bolts, 12
 +
Cold Iron Crossbow Bolts, 15
 +
Alchemical Silver Crossbow Bolts, 15
 +
Crossbow Bolts, 5
 +
MW Thieve's Tools, 2
 +
Feather Token: Whip
 +
Feather Token: Bird
 +
Feather Token: Anchor
 +
Feather Token: Swan Boat
 +
Feather Token: Tree
 +
Feather Token: Fan
 +
Silversheen, 2
 +
Potion of Lesser Vigour, 10
 +
Air Elemental Gem
 +
Water Elemental Gem
 +
Belt of Magnificence +6
 +
Potion of Neutralise Poison
 +
Potion of Tongues
 +
Potion of Cure Light Wounds, 2
 +
Potion of Remove Blindness/Deafness
 +
Potion of Remove Curse
 +
Potion of Remove Disease
 +
Potion of Resist Cold 30
 +
Oil of Keen Edge
 +
Iridescent Spindle Ioun Stone [sustains without air]
 +
Possum Pouch [12"x 3" wide pouch; Search DC30 to find]
 +
Rod of Revealing [1/day: Antimagic Field vs. spells from the School of Illusion only; 110'
 +
radius, for 110 minutes]
 +
Contingent Consecrate ("If I take Vile damage")
 +
Contingent Greater Slide ("If I am about to be Disjoined")
 +
Boots of Swift Passage
 +
 +
Bag: Emerald (1000gp), Fire Opal (1000gp), Sapphire (1000gp),
 +
  Ruby (1000gp), small Diamond (1000gp)
 +
1259gp 5sp
 +
===Description===
 
Kazoth is a lean, muscular half-orc, starting to show the signs of age: a face wrinkled at the eyes with crow's feet, and greying hair on his grizzled countenance. Known as the Rake for his easygoing, casual attitude, he nevertheless has seen the group through some difficult times. He moves easily and with an oiled grace that belies his bulk, and has proven himself a useful warrior as well as a cunning and stealthy scout.
 
Kazoth is a lean, muscular half-orc, starting to show the signs of age: a face wrinkled at the eyes with crow's feet, and greying hair on his grizzled countenance. Known as the Rake for his easygoing, casual attitude, he nevertheless has seen the group through some difficult times. He moves easily and with an oiled grace that belies his bulk, and has proven himself a useful warrior as well as a cunning and stealthy scout.
  
 
He has enjoyed all the successes of the party as they triumphed over evil, but never had the inclination to take up the mantle of power. For the last five years, he has served as Gregor's first spy and scout, and has spent long periods in the monster-ridden mountains, trying to pry out the secrets of which menace will next rise to trouble the people. He has recently returned from the last of these trips and is spending some well-earned time at the feasthalls and amongt his friends, and to pursue another of his interests. Since Gregor gained power, and the party was gifted the key to the town, Kazoth has set about campaigning hard to make the land a place less xenophobic and more firendly toward those humanoids who only want to live peacefully, despite their bestial appearances. Having faced such prejudice repeatedly in the past, he now seeks to counter it as best he can, now that he is able - and has proven surprisingly good at it. On his travels, it was this impulse which caused him to befriend an exiled kobold warrior by the name of Soleghur. Soleghur and Kazoth do not always share the same views, but Kazoth has a great deal of patience for Soleghur's sometimes strange ways, and will defend him against those who would persecute the kobold.
 
He has enjoyed all the successes of the party as they triumphed over evil, but never had the inclination to take up the mantle of power. For the last five years, he has served as Gregor's first spy and scout, and has spent long periods in the monster-ridden mountains, trying to pry out the secrets of which menace will next rise to trouble the people. He has recently returned from the last of these trips and is spending some well-earned time at the feasthalls and amongt his friends, and to pursue another of his interests. Since Gregor gained power, and the party was gifted the key to the town, Kazoth has set about campaigning hard to make the land a place less xenophobic and more firendly toward those humanoids who only want to live peacefully, despite their bestial appearances. Having faced such prejudice repeatedly in the past, he now seeks to counter it as best he can, now that he is able - and has proven surprisingly good at it. On his travels, it was this impulse which caused him to befriend an exiled kobold warrior by the name of Soleghur. Soleghur and Kazoth do not always share the same views, but Kazoth has a great deal of patience for Soleghur's sometimes strange ways, and will defend him against those who would persecute the kobold.
  
Kazoth is rarely seen without his favourite leather coat, and is almost never seen without his hat. When armed, it is always with his trusy crossbow, which which he has felled many an enemy, and with his surprisingly large sword, capable of dealing deadly blows. A variety of magical trinkets and potions are hidden around and about his many pockets, and many more are kept stashed in a bag of holding under his coat. One item is a living tattoo, cut from the skin of a defeated vampire, which takes the form of bat wings spread across the shoulder blades and is able to form wings of shadow to bear Kazoth aloft, or to transmogrify him into a bat himself.  
+
Kazoth is rarely seen without his favourite leather coat, and is almost never seen without his hat. When armed, it is always with his trusy crossbow, which which he has felled many an enemy, and with his surprisingly large sword, capable of dealing deadly blows. A variety of magical trinkets and potions are hidden around and about his many pockets, and many more are kept stashed in a bag of holding under his coat.
  
 
Throughout his life, Kazoth has variously maintained attitudes of grim determination, quick-witted humour, and irreverence. He knows that in this world, one falls or stands on one's friends, and it is genuine friendship that motivates his respect for his companions, as well as the will to bring about more good in the land.
 
Throughout his life, Kazoth has variously maintained attitudes of grim determination, quick-witted humour, and irreverence. He knows that in this world, one falls or stands on one's friends, and it is genuine friendship that motivates his respect for his companions, as well as the will to bring about more good in the land.

Latest revision as of 07:49, 2 April 2009

Back to 3-5_Against_the_Giants_Campaign

Current XP: 192292xp
-Next: 210000xp
Active Effects
Aid
Death Ward
Protection from Energy (Fire)
Heroes' Feast
Haste
Protection from Evil
Greater Heroism
Bless Weapon (World's Edge)

http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg

Picture: WotC DMG2 art gallery

Basics[edit]

Alignment: Chaotic Good
Race: Half-Orc (Humanoid [Orc])
Speed: 30ft, fly 60' (good)
Level: Rogue 16/Warblade 4
Hit Dice: 16d6+4d12+100+20 [264hp]

Combat[edit]

Initiative:	+10 [+10 Dex]
Armor Class:	38 [+5 natural, +10 armour, +8 Dex, +5 deflection]
 Touch AC:       23 (33 vs incorporeal)
 Flat-footed AC: 30
Resistances:    Fire 30; criticals and sneak attacks 75% chance of negation
Base Attack:	+16/+11/+6/+1
Grapple:	+22 [+6 Str, +16 BAB]

Attacks[edit]

World's Edge +28/+23/+18/+13 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Con dmg
  plus Implacable wound, plus 1d6 Maiming on critical hit; each hit
  deals 1d6 damage to wielder)
or Light Crossbow +28 ranged 80' (1d8+5/19-20) 
or Greatsword +26/+21/+16/+11 melee (2d6+13/19-20 plus 1d6 electricity)
or Shortsword +25/+20/+15/+10 melee (1d6+9/17-20)
or Dagger +27/+22/+17/+12 melee [+31 ranged 10'] (1d4+11/19-20)
or Club +23/+18/+13/+8 melee [+27 ranged 10'] (1d6+6)
or Sap +23/+18/+13/+8 melee (1d6+6 nonlethal)
Gain a +5 insight bonus on any roll to confirm a critical hit.

Saves[edit]

Fortitude:	+20 [+5 Con, +5 Rogue, +4 Warblade, +5 Resistance, +1 luck]
Reflex:		+32 [+10 Dex, +10 Rogue, +1 Warblade, +5 Resistance, +1 luck, +5 insight*]
Will:		+17 [+5 Wis, +5 Rogue, +1 Warblade, +5 Resistance, +1 luck]
*only if not flat-footed
+5 competence bonus vs mind-affecting affects, death effects and negative energy effects;
may re-roll vs one mind-affecting affect per day and vs one death effect or negative energy
effect per day, either reroll is an immediate action.

Ability Scores[edit]

Strength	22 +6  [15 Base, +2 Race, -1 age, +6 enhancement]
Dexterity	31 +10 [16 Base, -1 age, +5 level, +5 inherent, +6 enhancement]
Constitution	20 +5  [14 Base, -1 age, +1 inherent, +6 enhancement]
Intelligence	20 +5  [15 Base, -2 Race, +1 age, +6 enhancement]
Wisdom		20 +5  [13 Base, +1 age, +6 enhancement]
Charisma	14 +2  [9 Base, -2 Race, +1 age, +6 enhancement]

Skills[edit]

Skills:             23/11.5cc
Search         +44 [23 Ranks, +10 Dex, +1 luck, +5 competence, +5 insight]
Disable Device +41 [23 Ranks, +10 Dex, +2 circumstance, +1 luck, +5 insight]*
Open Lock      +46 [23 Ranks, +10 Dex, +2 circumstance, +1 luck, +5 competence, +5 insight]
Tumble         +37 [19 Ranks, +10 Dex, +2 synergy, +1 luck, +5 insight]
Jump           +22 [8 Ranks, +6 Str, +2 synergy, +1 luck, +5 insight]
Climb          +24 [12 Ranks, +6 Str, +1 luck, +5 insight]
Balance        +23 [5 Ranks, +10 Dex, +2 synergy, +1 luck, +5 insight]
Hide           +49 [23 Ranks, +10 Dex, +1 luck, +10 competence, +5 insight]
Move Silently  +49 [23 Ranks, +10 Dex, +1 luck, +10 competence, +5 insight]
Spot           +44 [23 Ranks, +5 Wis, +10 competence, +1 luck, +5 insight]
Listen         +34 [23 Ranks, +5 Wis, +1 luck, +5 insight]
Diplomacy      +18 [8 Ranks, +2 Cha, +2 synergy, +1 luck, +5 insight]
Bluff          +13 [5 Ranks, +2 Cha, +1 luck, +5 insight]
Sense Motive   +15 [4 ranks, +5 Wis, +1 luck, +5 insight]
Escape Artist  +21 [0 Ranks, +10 Dex, +1 luck, +5 competence, +5 insight]
Swim           +12 [0 ranks, +6 Str, +1 luck, +5 insight]
All other skills: 0 Ranks, +1 luck, +5 insight
*Skill Mastery - may always Take 10 even if distracted
Skill Tricks
-Nimble Stand (no AoO when standing)
-Twisted Charge (make one 90-degree turn on a charge but only move equal to Speed 
 instead of double)
-Acrobatic Backstab (first attack made against enemy whose space tumbled through is 
 as though foe is flat-footed).
-Opening Tap (can open locks without tools as a swift action at -10 penalty; use 
 per day until check failed)
Languages:
Common, Orc, Giant, Goblin

Feats[edit]

1:  Point Blank Shot
3:  Precise Shot
6:  Combat Reflexes
9:  Staggering Strike* [CAd]
12: Savvy Rogue** [CS]
15: Telling Blow [PHBII]
18: Darkstalker [LoM]
20: Tactile Trapsmith [CAd] (Dalt's Blessing bonus)
*On a sucessful Sneak Attack, target must make a Fort save DC=damage dealt or be treated as
though Staggered for 1 round or until magical healing or a DC 15 Heal check is applied.
**Crippling Strike Strength damage dealt even to those normally immune to Sneak Attack; use 
Defensive Roll 3/day; use Opportunist any number of times per round up to normal limit of AoO
though only once per opponent per round.

Class/Racial Abilities[edit]

CLASS
Sneak Attack +8d6
Trapfinding
Evasion
Trap Sense +5
Uncanny Dodge
Improved Uncanny Dodge (effective Rogue level 20)
Special Ability: Crippling Strike
Special Ability: Defensive Roll
Special Ability: Opportunist
Battle Clarity (Reflex saves)
Weapon Aptitude
Battle Ardor (critical confirmation)
Initiator Level 12th
Maneuvers known:
-Wall of Blades (Iron Heart 2, Counter, 0 prerequisites)
-Iron Heart Surge (Iron Heart 3, 1 prerequisite)
-Emerald Razor (Diamond Mind 2, Strike, 0 prerequisites)
-Rapid Counter (Diamond Mind 5, Counter, 0 prerequisites)
-Iron Heart Endurance (Iron Heart 6, Boost, 2 prerequisites)
Stance: Dancing Blade Form (Iron Heart 5, 2 prerequisites)
Stance: Hearing the Air (Diamond Mind 5, 2 prerequisites)
Maneuvers Readied (4): Iron Heart Endurance, Iron Heart Surge, Emerald Razor, 
Rapid Counter
RACIAL
Darkvision 60 feet
Orc Blood
DALT'S BLESSING
+1 hp per HD
+1 skill point per level
Skill Mastery (Disable Device)
Bonus feat (Tactile Trapsmith)
+5 inherent bonus (Dex)

Magic Items by body slot[edit]

Head:       Headband of All Skills
Face:       Improved Eyes of Truth
Shoulders:  Wings of Resistance +5
Neck:       Amulet of Natural Armour +5
Torso:      Plain Vest
Body:       Leather Duster (see below)
Arms:       Bracers of Armour +10
Hands:      -
Waist:      Belt of Magnificence +6
Left Ring:  Ring of Protection +5 plus Freedom of Movement
Right Ring: Ring of One Wishes
Feet:       Boots of Swift Passage

Equipment[edit]

World's Edge: Deadly Precision, Implacable, Keen, Maiming, Vicious, Wounding 
 adamantine Greatsword +6
Sacred Scabbard [for World's Edge]
Leather Duster +3, Moderate Fortification, Slick, Improved Shadow, Improved Silent 
 Moves, Greater Fire Resistance, Etherealness, Glamoured [as Padded Armour]
Crystal of Life and Mind (attached to Leather Duster) [as Greater Armour Crystals of Mind
 Cloaking and Lifekeeping]
Light Crossbow +2, Deadly Precision, Seeking
Greatsword +4, Shocking Burst
Cold Iron Shortsword +1
Shortsword +3, Keen, Deadly Precision, Vicious
Adamantine Dagger +5
Crystal of Reaving (attached to World's Edge) [as Greater Weapon Crystals of Truedeath and
 Demolition]
Wings of Resistance +5 [as Wings of Flying and Cloak of Resistance +5]
Plain Vest [bestows Hide in Plain Sight ability]
Immovable Rod, 2
Figurine of Wondrous Power: Ebony Fly
Bag of Holding Type II
Chime of Opening (6 charges)
Amulet of Natural Armour +5
Hat of Persuasion [as Circlet of Persuasion]
Headband of All Skills (underneath Hat)
MW Dagger
MW Sap
MW Club
Ring of Sustenance [not worn]
Ring of Lockpicking [worn only to pick locks]
Ring of Invisibility [worn when specified]
Ring of One Wishes [worn when specified]
Ring of Protection +5 plus Freedom of Movement
Greater Ring of Spell Storing
Lens of Detection
Bracers of Might [not worn]
Bracers of Armour +10
Improved Eyes of Truth
Stone of Good Luck
Efficient Quiver
Case of +5 adamantine Crossbow Bolts, 25
Adamantine Crossbow Bolts, 12
Cold Iron Crossbow Bolts, 15
Alchemical Silver Crossbow Bolts, 15
Crossbow Bolts, 5
MW Thieve's Tools, 2
Feather Token: Whip
Feather Token: Bird
Feather Token: Anchor
Feather Token: Swan Boat
Feather Token: Tree
Feather Token: Fan
Silversheen, 2
Potion of Lesser Vigour, 10
Air Elemental Gem
Water Elemental Gem
Belt of Magnificence +6
Potion of Neutralise Poison
Potion of Tongues
Potion of Cure Light Wounds, 2
Potion of Remove Blindness/Deafness
Potion of Remove Curse
Potion of Remove Disease
Potion of Resist Cold 30
Oil of Keen Edge
Iridescent Spindle Ioun Stone [sustains without air]
Possum Pouch [12"x 3" wide pouch; Search DC30 to find]
Rod of Revealing [1/day: Antimagic Field vs. spells from the School of Illusion only; 110' 
radius, for 110 minutes]
Contingent Consecrate ("If I take Vile damage")
Contingent Greater Slide ("If I am about to be Disjoined")
Boots of Swift Passage

Bag: Emerald (1000gp), Fire Opal (1000gp), Sapphire (1000gp),
 Ruby (1000gp), small Diamond (1000gp)
1259gp 5sp

Description[edit]

Kazoth is a lean, muscular half-orc, starting to show the signs of age: a face wrinkled at the eyes with crow's feet, and greying hair on his grizzled countenance. Known as the Rake for his easygoing, casual attitude, he nevertheless has seen the group through some difficult times. He moves easily and with an oiled grace that belies his bulk, and has proven himself a useful warrior as well as a cunning and stealthy scout.

He has enjoyed all the successes of the party as they triumphed over evil, but never had the inclination to take up the mantle of power. For the last five years, he has served as Gregor's first spy and scout, and has spent long periods in the monster-ridden mountains, trying to pry out the secrets of which menace will next rise to trouble the people. He has recently returned from the last of these trips and is spending some well-earned time at the feasthalls and amongt his friends, and to pursue another of his interests. Since Gregor gained power, and the party was gifted the key to the town, Kazoth has set about campaigning hard to make the land a place less xenophobic and more firendly toward those humanoids who only want to live peacefully, despite their bestial appearances. Having faced such prejudice repeatedly in the past, he now seeks to counter it as best he can, now that he is able - and has proven surprisingly good at it. On his travels, it was this impulse which caused him to befriend an exiled kobold warrior by the name of Soleghur. Soleghur and Kazoth do not always share the same views, but Kazoth has a great deal of patience for Soleghur's sometimes strange ways, and will defend him against those who would persecute the kobold.

Kazoth is rarely seen without his favourite leather coat, and is almost never seen without his hat. When armed, it is always with his trusy crossbow, which which he has felled many an enemy, and with his surprisingly large sword, capable of dealing deadly blows. A variety of magical trinkets and potions are hidden around and about his many pockets, and many more are kept stashed in a bag of holding under his coat.

Throughout his life, Kazoth has variously maintained attitudes of grim determination, quick-witted humour, and irreverence. He knows that in this world, one falls or stands on one's friends, and it is genuine friendship that motivates his respect for his companions, as well as the will to bring about more good in the land.

It is a very nice hat, though.


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