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

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Back to: [[3-5_Against_the_Giants_Campaign]]
+
Back to [[3-5_Against_the_Giants_Campaign]] [[Category:Against The Giants]]
  Current XP: 184519xp
+
 
  -Next: 190000xp
+
  Current XP: 192292xp
 +
  -Next: 210000xp
  
 
  Active Effects
 
  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
 
http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg
  
 
Picture: [http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg WotC DMG2 art gallery]
 
Picture: [http://www.wizards.com/dnd/images/dmg2_gallery/90035.jpg WotC DMG2 art gallery]
Alignment: Chaotic Good
 
Race: Half-Orc (Humanoid [Orc])
 
Speed: 30ft
 
Level: Rogue 16/Warblade 3
 
Hit Dice: 16d6+3d12+95 [227hp]
 
  
  Initative: +7 [+7 Dex]
+
===Basics===
  Armor Class: 30 [+4 natural, +4 armour, +7 Dex, +5 deflection]
+
Alignment: Chaotic Good
   Touch AC:      22
+
Race: Half-Orc (Humanoid [Orc])
   Flat-footed AC: 23
+
Speed: 30ft, fly 60' (good)
  DR:             5/slashing or bludgeoning
+
Level: Rogue 16/Warblade 4
  Base Attack: +15/+10/+5
+
Hit Dice: 16d6+4d12+100+20 [264hp]
  Grapple: +21 [+6 Str, +15 BAB]
+
===Combat===
 
+
  Initiative: +10 [+10 Dex]
  Attack:      World's Edge +27 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Constitution
+
  Armor Class: 38 [+5 natural, +10 armour, +8 Dex, +5 deflection]
                plus Implacable wound, plus 1d6 Maiming on critical hit; each hit
+
   Touch AC:      23 (33 vs incorporeal)
                deals 1d6 damage to wielder)
+
   Flat-footed AC: 30
              or Light Crossbow +24 ranged 80' (1d8+5/19-20)
+
  Resistances:   Fire 30; criticals and sneak attacks 75% chance of negation
              or Greatsword +25 melee (2d6+13/19-20 plus 1d6 electricity)
+
  Base Attack: +16/+11/+6/+1
              or Shortsword +24 melee (1d6+9/17-20)
+
  Grapple: +22 [+6 Str, +16 BAB]
              or Dagger +22 melee [+23 ranged 10'] (1d4+6/19-20)
+
====Attacks====
              or Club +22 melee [+23 ranged 10'] (1d6+6)
+
  World's Edge +28/+23/+18/+13 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Con dmg
              or Sap +22 melee (1d6+6 nonlethal)
+
  plus Implacable wound, plus 1d6 Maiming on critical hit; each hit
Full Attack: World's Edge +27/+22/+17 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Constitution
+
  deals 1d6 damage to wielder)
                plus Implacable wound, plus 1d6 Maiming on critical hit; each hit
+
or Light Crossbow +28 ranged 80' (1d8+5/19-20)  
                deals 1d6 damage to wielder)
+
or Greatsword +26/+21/+16/+11 melee (2d6+13/19-20 plus 1d6 electricity)
              or Light Crossbow +24/+19/+14 ranged 80' (1d8+5/19-20)  
+
or Shortsword +25/+20/+15/+10 melee (1d6+9/17-20)
              or Greatsword +25/+20/+15 melee (2d6+13/19-20 plus 1d6 electricity)
+
or Dagger +27/+22/+17/+12 melee [+31 ranged 10'] (1d4+11/19-20)
              or Shortsword +24/+19/+14 melee (1d6+9/17-20)
+
or Club +23/+18/+13/+8 melee [+27 ranged 10'] (1d6+6)
              or Dagger +22/+17/+12 melee [+23 ranged 10'] (1d4+6/19-20)
+
or Sap +23/+18/+13/+8 melee (1d6+6 nonlethal)
              or Club +22/+17/+12 melee [+23 ranged 10'] (1d6+6)
 
              or Sap +22/+17/+12 melee (1d6+6 nonlethal)
 
 
  Gain a +5 insight bonus on any roll to confirm a critical hit.
 
  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 +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===
 +
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
  
  Fortitude: +18 [+5 Con, +5 Rogue, +3 Warblade, +4 Resistance, +1 luck]
+
  Skill Tricks
  Reflex: +23 [+7 Dex, +10 Rogue, +1 Warblade, +4 Resistance, +1 luck]*
+
  -Nimble Stand (no AoO when standing)
Will: +16 [+5 Wis, +5 Rogue, +1 Warblade, +4 Resistance, +1 luck]
+
-Twisted Charge (make one 90-degree turn on a charge but only move equal to Speed  
*+5 insight bonus if not flat-footed
+
  instead of double)
 
+
-Acrobatic Backstab (first attack made against enemy whose space tumbled through is  
Strength 22 +6 [15 Base, +2 Race, -1 age, +6 enhancement]
+
  as though foe is flat-footed).
Dexterity 25 +7 [16 Base, -1 age, +4 level, +6 enhancement]
+
-Opening Tap (can open locks without tools as a swift action at -10 penalty; use
Constitution 20 +5 [14 Base, -1 age, +1 inherent, +6 enhancement]
+
  per day until check failed)
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:     22/11cc
 
Search        +33 [22 Ranks, +5 Int, +1 luck, +5 competence]
 
Disable Device +30 [22 Ranks, +5 Int, +2 circumstance, +1 luck]
 
Open Lock      +34 [19 Ranks, +7 Dex, +2 circumstance, +1 luck, +5 competence]
 
Tumble        +29 [19 Ranks, +7 Dex, +2 synergy, +1 luck]
 
Jump          +19 [8 Ranks, +6 Str, +2 synergy, +1 luck, +2 untyped]
 
Climb          +21 [12 Ranks, +6 Str, +1 luck, +2 untyped]
 
Balance        +15 [5 Ranks, +7 Dex, +2 synergy, +1 luck]
 
Hide          +32 [19 Ranks, +7 Dex, +1 luck, +5 competence]
 
Move Silently  +32 [19 Ranks, +7 Dex, +1 luck, +5 competence]
 
Spot          +32 [21 Ranks, +5 Wis, +5 competence, +1 luck]
 
Listen        +25 [19 Ranks, +5 Wis, +1 luck]
 
Diplomacy      +16 [8 Ranks, +2 Cha, +2 synergy, +1 luck, +3 competence]
 
Bluff          +11 [5 Ranks, +2 Cha, +1 luck, +3 competence]
 
Escape Artist  +23 [0 Ranks, +7 Dex, +1 luck, +15 competence]
 
Swim          +9  [0 ranks, +6 Str, +1 luck, +2 untyped]
 
All other skills: 0 Ranks, +1 luck
 
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).
 
  
 
  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
Line 86: Line 98:
 
  15: Telling Blow [PHBII]
 
  15: Telling Blow [PHBII]
 
  18: Darkstalker [LoM]
 
  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
 
  *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.
 
  though Staggered for 1 round or until magical healing or a DC 15 Heal check is applied.
Line 91: Line 104:
 
  Defensive Roll 3/day; use Opportunist any number of times per round up to normal limit of AoO
 
  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.
 
  though only once per opponent per round.
 
+
===Class/Racial Abilities===
  Class Abilities:
+
  CLASS
 
  Sneak Attack +8d6
 
  Sneak Attack +8d6
 
  Trapfinding
 
  Trapfinding
Line 98: Line 111:
 
  Trap Sense +5
 
  Trap Sense +5
 
  Uncanny Dodge
 
  Uncanny Dodge
  Improved Uncanny Dodge (effective Rogue level 19)
+
  Improved Uncanny Dodge (effective Rogue level 20)
 
  Special Ability: Crippling Strike
 
  Special Ability: Crippling Strike
 
  Special Ability: Defensive Roll
 
  Special Ability: Defensive Roll
Line 106: Line 119:
 
  Battle Ardor (critical confirmation)
 
  Battle Ardor (critical confirmation)
  
  Maneuvers Known:
+
Initiator Level 12th
Initiator Level 11th
+
  Maneuvers known:
 
  -[[Wall of Blades]] (Iron Heart 2, Counter, 0 prerequisites)
 
  -[[Wall of Blades]] (Iron Heart 2, Counter, 0 prerequisites)
 
  -[[Iron Heart Surge]] (Iron Heart 3, 1 prerequisite)
 
  -[[Iron Heart Surge]] (Iron Heart 3, 1 prerequisite)
Line 114: Line 127:
 
  -[[Iron Heart Endurance]] (Iron Heart 6, Boost, 2 prerequisites)
 
  -[[Iron Heart Endurance]] (Iron Heart 6, Boost, 2 prerequisites)
 
  Stance: [[Dancing Blade Form]] (Iron Heart 5, 2 prerequisites)
 
  Stance: [[Dancing Blade Form]] (Iron Heart 5, 2 prerequisites)
  Maneuvers Readied (3): Rapid Counter, Emerald Razor, Iron Heart Endurance
+
Stance: [[Hearing the Air]] (Diamond Mind 5, 2 prerequisites)
 +
  Maneuvers Readied (4): Iron Heart Endurance, Iron Heart Surge, Emerald Razor,  
 +
Rapid Counter
  
  Qualities/Traits:
+
  RACIAL
 
  Darkvision 60 feet
 
  Darkvision 60 feet
 
  Orc Blood
 
  Orc Blood
  
  Equipment by body slot
+
  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
 
  Head:      Headband of All Skills
  Eyes:      Eyes of the Eagle
+
  Face:      Improved Eyes of Truth
  Shoulders:  Tattoo of the Bat
+
  Shoulders:  Wings of Resistance +5
  Neck:      Amulet of Natural Armour +4
+
  Neck:      Amulet of Natural Armour +5
  Torso:      Harness of Resistance +4
+
  Torso:      Plain Vest
  Body:      Greater Slick Leather Duster +3 of Silent Moves
+
  Body:      Leather Duster (see below)
  Arms:      Bracers of Might
+
  Arms:      Bracers of Armour +10
 
  Hands:      -
 
  Hands:      -
 
  Waist:      Belt of Magnificence +6
 
  Waist:      Belt of Magnificence +6
 
  Left Ring:  Ring of Protection +5 plus Freedom of Movement
 
  Left Ring:  Ring of Protection +5 plus Freedom of Movement
  Right Ring: -
+
  Right Ring: Ring of One Wishes
  Feet:      Winged Boots
+
  Feet:      Boots of Swift Passage
 
+
===Equipment===
Equipment
+
  [[World's Edge]]: Deadly Precision, Implacable, Keen, Maiming, Vicious, Wounding
  [[World's Edge]]: Deadly Precision, Implacable, Keen, Maiming, Vicious,  
+
   adamantine Greatsword +6
   Wounding adamantine Greatsword +6
+
Sacred Scabbard [for World's Edge]
  Leather Duster +3, Spearblock, Greater Slick, Silent Moves [as Padded Armour]
+
  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
 
  Light Crossbow +2, Deadly Precision, Seeking
 
  Greatsword +4, Shocking Burst
 
  Greatsword +4, Shocking Burst
Line 143: Line 167:
 
  Shortsword +3, Keen, Deadly Precision, Vicious
 
  Shortsword +3, Keen, Deadly Precision, Vicious
 
  Adamantine Dagger +5
 
  Adamantine Dagger +5
  Greater Truedeath Weapon Crystal (attached to World's Edge)
+
  Crystal of Reaving (attached to World's Edge) [as Greater Weapon Crystals of Truedeath and
Greater Demolition Weapon Crystal (attached to Shortsword +3)
+
  Demolition]
  Tattoo of the Bat [as Cloak of the Bat]
+
  Wings of Resistance +5 [as Wings of Flying and Cloak of Resistance +5]
  Winged Boots
+
  Plain Vest [bestows Hide in Plain Sight ability]
 
  Immovable Rod, 2
 
  Immovable Rod, 2
 
  Figurine of Wondrous Power: Ebony Fly
 
  Figurine of Wondrous Power: Ebony Fly
 
  Bag of Holding Type II
 
  Bag of Holding Type II
 
  Chime of Opening (6 charges)
 
  Chime of Opening (6 charges)
  Amulet of Natural Armour +4
+
  Amulet of Natural Armour +5
 
  Hat of Persuasion [as Circlet of Persuasion]
 
  Hat of Persuasion [as Circlet of Persuasion]
 
  Headband of All Skills (underneath Hat)
 
  Headband of All Skills (underneath Hat)
Harness of Resistance +4 [as Vest of Resistance]
 
 
  MW Dagger
 
  MW Dagger
 
  MW Sap
 
  MW Sap
Line 161: Line 184:
 
  Ring of Lockpicking [worn only to pick locks]
 
  Ring of Lockpicking [worn only to pick locks]
 
  Ring of Invisibility [worn when specified]
 
  Ring of Invisibility [worn when specified]
  Ring of Three Wishes [worn when specified]
+
  Ring of One Wishes [worn when specified]
 
  Ring of Protection +5 plus Freedom of Movement
 
  Ring of Protection +5 plus Freedom of Movement
 +
Greater Ring of Spell Storing
 
  Lens of Detection
 
  Lens of Detection
  Bracers of Might
+
  Bracers of Might [not worn]
  Eyes of the Eagle
+
  Bracers of Armour +10
 +
Improved Eyes of Truth
 
  Stone of Good Luck
 
  Stone of Good Luck
 
  Efficient Quiver
 
  Efficient Quiver
 +
Case of +5 adamantine Crossbow Bolts, 25
 
  Adamantine Crossbow Bolts, 12
 
  Adamantine Crossbow Bolts, 12
 
  Cold Iron Crossbow Bolts, 15
 
  Cold Iron Crossbow Bolts, 15
Line 185: Line 211:
 
  Belt of Magnificence +6
 
  Belt of Magnificence +6
 
  Potion of Neutralise Poison
 
  Potion of Neutralise Poison
Potion of Invisibility
 
 
  Potion of Tongues
 
  Potion of Tongues
 
  Potion of Cure Light Wounds, 2
 
  Potion of Cure Light Wounds, 2
Line 194: Line 219:
 
  Oil of Keen Edge
 
  Oil of Keen Edge
 
  Iridescent Spindle Ioun Stone [sustains without air]
 
  Iridescent Spindle Ioun Stone [sustains without air]
  Possum Pouch [12”x 3” wide pouch; Search DC30 to find]
+
  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'  
 
  Rod of Revealing [1/day: Antimagic Field vs. spells from the School of Illusion only; 110'  
 
  radius, for 110 minutes]
 
  radius, for 110 minutes]
  Shattered remains of Atadiko, wrapped in a giant's cloak
+
  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),
 
  Bag: Emerald (1000gp), Fire Opal (1000gp), Sapphire (1000gp),
 
   Ruby (1000gp), small Diamond (1000gp)
 
   Ruby (1000gp), small Diamond (1000gp)
 
  1259gp 5sp
 
  1259gp 5sp
 
+
===Description===
'''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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