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

From RPGnet
Jump to: navigation, search
(Skills: updated Spot skill)
(Magic Items by body slot: updated Eyes)
Line 125: Line 125:
 
===Magic Items by body slot===
 
===Magic Items by body slot===
 
  Head:      Headband of All Skills
 
  Head:      Headband of All Skills
  Face:      Eyes of the Eagle
+
  Face:      Improved Eyes of Truth
 
  Shoulders:  Wings of Resistance +5
 
  Shoulders:  Wings of Resistance +5
 
  Neck:      Amulet of Natural Armour +5
 
  Neck:      Amulet of Natural Armour +5
Line 136: Line 136:
 
  Right Ring: -
 
  Right Ring: -
 
  Feet:      -
 
  Feet:      -
 +
 
===Equipment===
 
===Equipment===
 
  [[World's Edge]]: Deadly Precision, Implacable, Keen, Maiming, Vicious, Wounding  
 
  [[World's Edge]]: Deadly Precision, Implacable, Keen, Maiming, Vicious, Wounding  

Revision as of 05:02, 6 December 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

Basics

Alignment:	Chaotic Good
Race:		Half-Orc (Humanoid [Orc])
Speed:		30ft, fly 60' (good)
Level:		Rogue 16/Warblade 3
Hit Dice:	16d6+3d12+95 [227hp]

Combat

Initative:	+7 [+7 Dex]
Armor Class:	37 [+5 natural, +10 armour, +7 Dex, +5 deflection]
 Touch AC:       22 (32 vs incorporeal)
 Flat-footed AC: 30
Resistances:    Fire 30; criticals and sneak attacks 75% chance of negation
Base Attack:	+15/+10/+5
Grapple:	+21 [+6 Str, +15 BAB]

Attacks

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 +26 melee [+27 ranged 10'] (1d4+11/19-20)
             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 +26/+21/+16 melee [+27 ranged 10'] (1d4+11/19-20)
             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.

Saves

Fortitude:	+19 [+5 Con, +5 Rogue, +3 Warblade, +5 Resistance, +1 luck]
Reflex:		+24 [+7 Dex, +10 Rogue, +1 Warblade, +5 Resistance, +1 luck]*
Will:		+17 [+5 Wis, +5 Rogue, +1 Warblade, +5 Resistance, +1 luck]
*+5 insight bonus 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 eneergy
effect per day, either reroll is an immediate action.

Ability Scores

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

Skills:             22/11cc
Search         +38 [22 Ranks, +5 Int, +1 luck, +5 competence, +5 insight]
Disable Device +35 [22 Ranks, +5 Int, +2 circumstance, +1 luck, +5 insight]
Open Lock      +39 [19 Ranks, +7 Dex, +2 circumstance, +1 luck, +5 competence, +5 insight]
Tumble         +34 [19 Ranks, +7 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        +20 [5 Ranks, +7 Dex, +2 synergy, +1 luck, +5 insight]
Hide           +42 [19 Ranks, +7 Dex, +1 luck, +10 competence, +5 insight]
Move Silently  +42 [19 Ranks, +7 Dex, +1 luck, +10 competence, +5 insight]
Spot           +42 [21 Ranks, +5 Wis, +10 competence, +1 luck, +5 insight]
Listen         +30 [19 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]
Escape Artist  +18 [0 Ranks, +7 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 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/Racial 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

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:       Greater Slick Leather Duster +3 of Silent Moves
Arms:       Bracers of Armour +10
Hands:      -
Waist:      Belt of Magnificence +6
Left Ring:  Ring of Protection +5 plus Freedom of Movement
Right Ring: -
Feet:       -

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 Three Wishes [worn when specified]
Ring of Protection +5 plus Freedom of Movement
Lens of Detection
Bracers of Might [not worn]
Bracers of Armour +10
Eyes of the Eagle
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 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]

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.

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.


Back to: 3-5_Against_the_Giants_Campaign