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

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(added belt of magnificence)
(removed trade items: ring prot +5, ring freedom, belt +4, gloves +6)
Line 156: Line 156:
 
  Ring of Sustenance [not worn]
 
  Ring of Sustenance [not worn]
 
  Ring of Lockpicking [worn only to pick locks]
 
  Ring of Lockpicking [worn only to pick locks]
Ring of Protection +5
 
 
  Ring of Invisibility [worn when specified]
 
  Ring of Invisibility [worn when specified]
 
  Ring of Three Wishes [worn when specified]
 
  Ring of Three Wishes [worn when specified]
Ring of Freedom of Movement
 
 
  Ring of Protection +5 plus Freedom of Movement
 
  Ring of Protection +5 plus Freedom of Movement
 
  Lens of Detection
 
  Lens of Detection
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  Water Elemental Gem
 
  Water Elemental Gem
 
  Belt of Magnificence +6
 
  Belt of Magnificence +6
Gloves of Dexterity +6
 
Belt of Giant Strength +4
 
 
  Potion of Neutralise Poison
 
  Potion of Neutralise Poison
 
  Potion of Invisibility
 
  Potion of Invisibility

Revision as of 09:04, 23 November 2007

Back to: 3-5_Against_the_Giants_Campaign

Current XP: 184519xp
-Next: 190000xp
Active Effects
-

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

Picture: 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]
Armor Class:	30 [+4 natural, +4 armour, +7 Dex, +5 deflection]
 Touch AC:       22
 Flat-footed AC: 23
DR:             5/slashing or bludgeoning
Base Attack:	+15/+10/+5
Grapple:	+21 [+6 Str, +15 BAB]
Attack:      World's Edge +27 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Constitution
                plus Implacable wound, plus 1d6 Maiming on critical hit; each hit 
                deals 1d6 damage to wielder)
             or Light Crossbow +24 ranged 80' (1d8+5/19-20)
             or Greatsword +25 melee (2d6+13/19-20 plus 1d6 electricity)
             or Shortsword +24 melee (1d6+9/17-20)
             or Dagger +22 melee [+23 ranged 10'] (1d4+6/19-20)
             or Club +22 melee [+23 ranged 10'] (1d6+6)
             or Sap +22 melee (1d6+6 nonlethal)
Full Attack: World's Edge +27/+22/+17 melee (2d6+15, 17-20/x2 plus 2d6 plus 1 Constitution
                plus Implacable wound, plus 1d6 Maiming on critical hit; each hit
                deals 1d6 damage to wielder)
             or Light Crossbow +24/+19/+14 ranged 80' (1d8+5/19-20) 
             or Greatsword +25/+20/+15 melee (2d6+13/19-20 plus 1d6 electricity)
             or Shortsword +24/+19/+14 melee (1d6+9/17-20)
             or Dagger +22/+17/+12 melee [+23 ranged 10'] (1d4+6/19-20)
             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.
Fortitude:	+18 [+5 Con, +5 Rogue, +3 Warblade, +4 Resistance, +1 luck]
Reflex:		+23 [+7 Dex, +10 Rogue, +1 Warblade, +4 Resistance, +1 luck]*
Will:		+16 [+5 Wis, +5 Rogue, +1 Warblade, +4 Resistance, +1 luck]
*+5 insight bonus if not flat-footed
Strength	22 +6 [15 Base, +2 Race, -1 age, +6 enhancement]
Dexterity	25 +7 [16 Base, -1 age, +4 level, +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:			     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:
Common, Orc, Giant, Goblin
Feats
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]
*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 Abilities:
Sneak Attack +8d6
Trapfinding
Evasion
Trap Sense +5
Uncanny Dodge
Improved Uncanny Dodge (effective Rogue level 19)
Special Ability: Crippling Strike
Special Ability: Defensive Roll
Special Ability: Opportunist
Battle Clarity (Reflex saves)
Weapon Aptitude
Battle Ardor (critical confirmation)
Maneuvers Known:
Initiator Level 11th
-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)
Maneuvers Readied (3): Rapid Counter, Emerald Razor, Iron Heart Endurance
Qualities/Traits:
Darkvision 60 feet
Orc Blood
Equipment by body slot
Head:       Hat of Persuasion
Eyes:       Eyes of the Eagle
Shoulders:  Tattoo of the Bat
Neck:       Amulet of Natural Armour +4
Torso:      Harness of Resistance +4
Body:       Greater Slick Leather Duster +3 of Silent Moves
Arms:       Bracers of Might
Hands:      -
Waist:      Belt of Magnificence +6
Left Ring:  Ring of Protection +5 plus Freedom of Movement
Right Ring: -
Feet:       Winged Boots
Equipment
World's Edge: +6 Deadly Precision, Implacable, Keen, Maiming, 
 Vicious, Wounding adamantine greatsword
Leather Duster +3, Spearblock, Greater Slick, Silent Moves [as Padded Armour]
Light Crossbow +2, Deadly Precision, Seeking
Greatsword +4, Shocking Burst
Cold Iron Shortsword +1
Shortsword +3, Keen, Deadly Precision, Vicious
Tattoo of the Bat [as Cloak of the Bat]
Winged Boots
Immovable Rod, 2
Figurine of Wondrous Power: Ebony Fly
Bag of Holding Type II
Chime of Opening (6 charges)
Amulet of Natural Armour +4
Hat of Persuasion [as Circlet of Persuasion]
Harness of Resistance +4 [as Vest of Resistance]
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 Three Wishes [worn when specified]
Ring of Protection +5 plus Freedom of Movement
Lens of Detection
Bracers of Might
Eyes of the Eagle
Stone of Good Luck
Efficient Quiver
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 Invisibility
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]
Shattered remains of Atadiko, wrapped in a giant's cloak

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.

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.

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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