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Imrijka

Khazmia Makuhuzdia's page

725 posts. Alias of verdigris.


Full Name

Khazmia Makuhuzdia

Race

half-orc

Classes/Levels

stuff:
hp 39/47,................ AC 17, T- 13, FF-14, F. +4, R.+5, W +5

Occupation

former merchant princess

Strength 14
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 21

About Khazmia Makuhuzdia

background:

Khazmia never really cared who's blood it was that ran in her veins; the man that had raised her had been family enough for her. Xodak, the owner of the "Caravan of the Carefree", a traveling circus and brothel, had supposedly traded her for a dissolute scribe with the idea of raising her to work in the carnival. As he had told her often at story time, "One look at those lavender eyes, and I knew you were meant to for far greater things, Princess".

He always provided the best for her, whether it be a tutor for her education, sword training with the guards master to learn to protect herself. He even gave her her own pretty lavender tent when she seemed "more lady than child" to those around her. Xodak treated her like the Princess he often called her, raising her as his only child and the light of his life.

When Xodak died, Khazmia learned that his brother Mirkoah hadn't felt the same. Within a day Mirkoah had seized all Xodak's holdings, dismissed her tutor, and had her lovely lavender tent moved to into the pleasure areas of the caravan's current camp. The guards master was killed after wounding the first "client" Mirkoah had sent to her. She could grieve for him or make his sacrifice worthwhile; not being stupid, she ran. Disguised as a sailor, she left for lands unknown and prayed that whatever great future she was supposed to have, it could find her where ever she would land.

A year later, and thousands of miles away, she feels less a princess every day, but she still refuses to be anyone's property.

Khazmia Makuhuzdia
Female Half-Orc Sorcerer 9
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 74 (9d6+36)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +6, Will +6
Defensive Abilities orc ferocity, unusual anatomy
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+2/19-20) and
. . hanbo +6 (1d6+2) and
. . masterwork sickle +7 (1d6+2)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks acidic ray, bloodline arcana: aberrant, long limbs
Sorcerer Spells Known (CL 9th; concentration +14):
4th (5/day)—ball lightning (DC 19), black tentacles, greater invisibility
3rd (7/day)—fly, heroism, lightning bolt (DC 18), tongues
2nd (7/day)—create pit (DC 17), false life, scorching ray, see invisibility, touch of idiocy
1st (8/day)—color spray (DC 16), corrosive touch, enlarge person (DC 16), expeditious retreat, magic missile, touch of gracelessness (DC 16)
0 (at will)—acid splash, breeze, ghost sound (DC 15), haunted fey aspect, mage hand, prestidigitation, ray of frost, read magic
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 21

Base Atk +4; CMB +6; CMD 19

Feats Combat Casting, Cosmopolitan, Eschew Materials, Extend Spell, Greater Spell Penetration, Spell Penetration, Toughness

Traits armor expert, vagabond child (urban)

Skills Appraise +6, Bluff +9, Climb +3, Craft (jewelry) +6, Diplomacy +6, Disable Device +8, Fly +7, Intimidate +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (planes) +3, Perception +2, Spellcraft +12, Swim +4, Use Magic Device +14; Racial Modifiers +2 Intimidate

Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot

SQ bloodlines (aberrant), orc blood, weapon familiarity
Combat Gear ring of spell storing, wand of mage armor (15 charges), wand of scorching ray (36 charges); Other Gear crossbow bolts (20), dagger, hanbo, light crossbow, masterwork sickle, handy haversack, ioun stone (pink and green sphere), artisan's tools, bedroll, blanket, courtier's outfit, fishhook, flint and steel, hat, scarf, hot weather outfit, perfume/cologne, rope, signet ring, silent whistle, thieves' tools, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 112 gp
--------------------
Special Abilities
--------------------
Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (8/day) (Sp) Ranged touch attack deals 1d6+4 acid damage.
Armor Expert -1 Armor check penalty.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Long Limbs +5' (Ex) Your reach for melee touch attacks increases +5'
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Ring of spell storing A ring of spell storing contains up to 5 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing.

The ring magically imparts to the wearer the names of all spells currently stored within it.

Construction
Requirements: Forge Ring, imbue with spell ability; Cost 25,000 gp
Unusual Anatomy 25% (Ex) 25% chance to ignore critical hits/sneak attacks.
Wand of mage armor (15 charges) Add this item to create a wand of a chosen spell.
Wand of scorching ray (36 charges) Add this item to create a wand of a chosen spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/spoiler]

Khaz at 5:
Khazmia
Female Half-Orc Sorcerer 5
NG Medium Humanoid (orc)
Init +3; Senses Darkvision(60feet); Perception +2
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+4 mage armor, +3 Dex)
hp 32 (5d6+8)
Fort +3, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft.

Melee Dagger +4 (1d4+2/19-20/x2) and
. . . . . Hanbo +4 (1d6+2/20/x2) and
. . . . . Masterwork Sickle +5 (1d6+2/20/x2) and
. . . . . Unarmed Strike +4 (1d3+2/20/x2)

Ranged
. . . . . Crossbow, Light +5 (1d8/19-20/x2)

Special Attacks Acidic Ray (7/day), Long Limbs +5'

Sorcerer Spells Known (CL 4, +4 melee touch, +5 ranged touch):
. . . Level 2 (4/day) create pit (DC 16), see invisibility, touch of idiocy
. . . Level 1 (7/day) expeditious retreat, color spray (DC 15), corrosive touch, enlarge person (DC 15), touch of gracelessness (DC 15)
. . . Level 0 (at will) Haunted Fey Aspect, Acid Splash, Ray of Frost, Read Magic, Mage Hand, Prestidigitation (DC 14)

--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 18

Base Atk +2; CMB +4; CMD 17

Feats Craft Wondrous Item, Cosmopolitan (Knowledge [local], Knowledge [geography]), Eschew Materials, Spell Penetration

Traits Armor Expert, Vagabond Child (urban): Disable Device

Skills Acrobatics +2, Appraise +6, Bluff +8, Climb +0, Craft (jewelry) +4, Disable Device +5, Escape Artist +0, Fly +4, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Perception +2, Ride +0, Spellcraft +9, Stealth +0, Swim -1, Use Magic Device +12

Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot

SQ Aberrant, Hot Weather Outfit, Orc Ferocity (1/day)

Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Hanbo, Masterwork Sickle;

Other Gear

Handy Haversack: 22 @ 5 lbs), Bedroll, Blanket, Courtier's outfit, Fishhook, Flint and steel, Hat, Perfume/Cologne (2), Perfume/Cologne (1) -grants +5competence bonus to diplomacy for 1 hour/dose, has 6 doses, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Shield of Faith +2 (2), Rope, hempen (50 ft.), Waterskin, Whetstone, Whistle, Silent, Thieves' tools, Alchemist's Fire Flask (3), scroll of fireball (x2), artisan's tools (jewelry).

Spring loaded Wrist sheath (left): wand, mage armor, 32 charges
Spring loaded Wrist sheath (right): wand, shocking grasp
Wearing: Hot Weather Outfit, Scarf, Signet ring, 1 feather token (fan)dressed as a hat pin.

--------------------
SPECIAL ABILITIES
--------------------
Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (6/day) (Sp) Ranged touch attack deals 1d6+2 acid damage.
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Long Limbs +5' (Ex) Your reach for melee touch attacks increases +5'
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Spell Penetration +2 to caster levels checks to overcome spell resistance.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

4th level:
Khazmia
Female Half-Orc Sorcerer 4
NG Medium Humanoid (orc)
Init +3; Senses Darkvision(60feet); Perception +1
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 26 (4d6+8)
Fort +3, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft.

Melee Dagger +4 (1d4+2/19-20/x2) and
. . . . . Hanbo +4 (1d6+2/20/x2) and
. . . . . Masterwork Sickle +5 (1d6+2/20/x2) and
. . . . . Unarmed Strike +4 (1d3+2/20/x2)

Ranged
. . . . . Crossbow, Light +5 (1d8/19-20/x2)

Special Attacks Acidic Ray (7/day), Long Limbs +5'

Sorcerer Spells Known (CL 4, +4 melee touch, +5 ranged touch):
. . . Level 2 (4/day) create pit (DC 16)
. . . Level 1 (7/day) expeditious retreat, color spray (DC 15), enlarge person (DC 15), touch of gracelessness (DC 15)
. . . Level 0 (at will) Haunted Fey Aspect, Acid Splash, Ray of Frost, Read Magic, Mage Hand, Prestidigitation (DC 14)

--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 18

Base Atk +2; CMB +4; CMD 17

Feats Cosmopolitan (Knowledge [local], Knowledge [geography]), Eschew Materials, Spell Penetration

Traits Armor Expert, Vagabond Child (urban): Disable Device

Skills Acrobatics +2, Appraise +6, Bluff +8, Climb +0, Disable Device +5, Escape Artist +0, Fly +4, Intimidate +9, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Perception +1, Ride +0, Spellcraft +8, Stealth +0, Swim -1, Use Magic Device +11

Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot

SQ Aberrant, Hot Weather Outfit, Orc Ferocity (1/day)

Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Hanbo, Masterwork Sickle;

Other Gear Alchemist's Fire Flask (3), Backpack (12 @ 22 lbs), Bedroll, Blanket, Courtier's outfit, Fishhook, Flint and steel, Hat, Hot Weather Outfit, Perfume/Cologne (2), Perfume/Cologne (1) -grants +5competence bonus to diplomacy for 1 hour/dose, has 6 doses, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Shield of Faith +2 (2), Rope, hempen (50 ft.), Scarf, Signet ring, Thieves' tools, Wand of Mage Armor, Waterskin, Whetstone, Whistle, Silent, 2 feather tokens (fan)dressed as hat pins, wand shocking grasp.

--------------------
SPECIAL ABILITIES
--------------------
Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (6/day) (Sp) Ranged touch attack deals 1d6+2 acid damage.
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Long Limbs +5' (Ex) Your reach for melee touch attacks increases +5'
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Spell Penetration +2 to caster levels checks to overcome spell resistance.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

level 3 purchases:

hanbo, thieves tools, wand mage armor, scarf, hat, courtiers outfit, ]Alchemist's Fire Flask (3),

khazmia level 2:

Khazmia CR 1
Female Half-Orc Sorcerer 2
NG Medium Humanoid (Orc)
Init +3; Senses Darkvision (60 feet); Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
hp 14 (2d6+4)(current=12, -1 con damage from trapped lock=-2hp)
Fort +2, Ref +3, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Sickle +4 (1d6+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Acidic Ray (6/day)
Sorcerer Spells Known (CL 2, +3 melee touch, +4 ranged touch):
1 (5/day) Expeditious Retreat (DC 14), Color Spray (DC 14)
0 (at will) Haunted Fey Aspect (DC 13), Acid Splash, Ray of Frost, Read Magic (DC 13), Mage Hand
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 17
Base Atk +1; CMB +3; CMD 16
Feats Cosmopolitan: Knowledge (Local), Knowledge (Geography), Eschew Materials
Traits Armor Expert, Vagabond Child (urban): Disable Device
Skills Acrobatics +5, Appraise +6, Climb +3, Disable Device +6, Intimidate +7, Knowledge (Dungeoneering) +6, Knowledge (Geography) +6, Knowledge (Local) +6, Knowledge (Nobility) +3, Spellcraft +6, Use Magic Device +7
Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot
SQ Aberrant, Hot Weather Outfit, Orc Ferocity (1/day)
Combat Gear Leather, Masterwork Sickle; Other Gear Backpack (9 @ 21 lbs), Bedroll, Blanket, Fishhook, Flint and steel, Hat, Hot Weather Outfit, Perfume/Cologne, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Shield of Faith +2 (3), Rope, hempen (50 ft.), Signet ring, Waterskin, Whetstone, Whistle, Silent
--------------------
SPECIAL ABILITIES
--------------------
Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (6/day) (Sp) Ranged touch attack deals 1d6+1 acid damage.
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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