Stronfeur Uherer

Azkhoth Khazrothi's page

12 posts. Alias of Kalizkan.


Full Name

Azkhoth Khazrothi

Race

Dwarf

Classes/Levels

Stonelord 1

Gender

Male

Size

Medium

Age

92

Strength 16
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Azkhoth Khazrothi

Statblock:
Azkhoth Khazrothi
Male LG Dwarf Paladin(Stonelord), Level 1, Init +3, HP 13/13, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, Fort +5, Ref +2, Will +3, Base Attack Bonus 1
Dwarven Dorn Dergar +4 (1d10+4, x2)
Dwarven Waraxe +4 (1d10+4, x3)
Dagger +4 (1d4+3, 19-20 x2)
Shortbow +1 (1d6, x3) Range: 60 ft.
Chainmail (+6 Armor, +1 Dex)
Abilities Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Condition None
CMB +4 CMD: 15, 17 against an aberration's grapple, 19 against bull rush and trip while standing on the ground
Saving Throws: +3 bonus to saving throws against spells, SLA, and poison
Stonestrike: 0/1 Used. Attacks are treated as magical and adamantine, and ignore 2 hardness. +1 to attack rolls, damage, and CMB. +1 CMD while touching the ground.
Power Attack: Can choose to take a -1 on attack rolls in exchange for +2 damage, or +3 damage if with a 2-handed weapon

Note: Statblock created on Myth-Weavers


Special Abilities:
Dwarf
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Stonelord
Aura of Good:The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Stonestrike: Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter.


Feats and Traits:
Traits
Campaign: Chance Savior: +2 Init
1: Grounded: +1 Reflex, +2 Acrobatics to balance
2: Glory of Old: +1 trait bonus to saves against spells, SLAs, and poison

Feats
1: Power Attack


Trained Skills:
Note: All Str. and Dex. based skills take a -4 armor check penalty. This has been factored in for any skills listed below.

Also, Azkhoth gains a +2 trait bonus to balance-related acrobatics checks from Grounded.

Knowledge (Religion) +5 (1 SP+3 Class+1 Int)
Perception +5 (1 SP+3 Class+1 Wis)
Sense Motive +5 (+1 SP+3 Class+1 Wis)


Equipment:
Note: Starting gold and information about gold price of items will be taken out after the game starts. It is here for ease of reference for myself and anyone interested in double-checking my gear.

Starting Gold: 300 GP
Weapons and Armor:
Chainmail 40 lbs., 150 GP
Dwarven Dorn Dergar 15 lbs., 50 GP
Dwarven Waraxe 8 lbs., 30 GP
Dagger (not Dwarven, per se) 1 lb., 2 GP
Shortbow 2 lbs., 30 GP
Arrows (20) 3 lbs., 1 GP
300-150-50-30-2-30-1=37 GP after weapons and armor

Assorted Magical Sundries:
None

Miscellaneous Equipment:
Backpack 2 lbs., 2 GP
Waterskin 4 lbs., 1 GP
Trail Rations (5 Days) 5 lbs., 2.5 GP
Whetstone 1 lb., 2 CP
Lamp Oil (3 Flasks) 3 lbs., 3 SP
Hooded Lamp 2 lbs., 7 GP
Tindertwig (5) 0 lbs., 5 GP
Iron Holy Symbol 1 lb., 1 GP? (Guessing. Iron seems appropriate for a Angradd)
Bedroll 5 lbs., 1 SP
Blanket 1 lb., 2 SP
Silk Rope (50 ft.) 5 lbs., 10 GP

37-2-1-2.5-.3-7-.0.2-5-1-.1-.2-10=7 GP 8 SP 8 CP

Weight Carried: 98 lbs.
Carrying Capacity: Light: 76 lbs. or less II Medium: 77–153 lbs. II Heavy: 154–230 lbs.


Background:
Azkhoth was to the Khazroth Clan in the Ustalavan county of Versex. Sequestered deep within the eastern edge of the Hunger Mountains, the Khazrothi mined the rich iron veins nearby, trading small amounts in Carrion Hill. Their constant underreporting of the clan’s size, in combination with the county’s decentralized structure, has helped the clan live undisturbed by unwelcome outsiders. Professor Lorrimor visited the clan once, about twenty years ago, and produced a short paper titled On the Culture of the Khazroth Dwarves: An Anthropological Overview of the Dwarven Tribes in the Hungry Mountains, With a Special Focus on Mining Practices.

Azkhoth father, Khargrim Runesmelter, was a priest of Torag, and often traveled with the clan’s patrols deep beneath the Hungry Mountains. The main purpose of the patrols was to fight the aberrations that resided in the depths, and Khargrim often returned home with tales of his exploits. Fascinated by these stories, Khargrim trained incessantly as a warrior—even to the exclusion of learning how to forge weaponry—and dedicated himself to Angradd. He trained primarily with traditional Dwarven weaponry, and eventually settled on the traditional dorn dergar as his primary weapon, backed up by his waraxe.

After several years in the patrol, Azkhoth began to show signs of Angradd’s favor, eventually manifesting the abilities of a stonelord. As his connection with Angradd grew, Azkhoth heard the god calling him to the west. Once he was certain of where he was being called, Azkhoth packed up and traveled to the border, giving his farewell to the clan and travelling with nothing but his gear.

Eight years ago, as he traveled to Belkzen to aid against the Orcish hordes, Azkhoth ran across a man being attacked by a wild group of Worgs. Rushing in with his dorn dergar swinging above his head, Azkhoth aided the professor in killing several and driving off the rest. Grateful for the help, and recognizing Azkhoth from his previous visit, the Professor insisted on travelling the rest of the way with Azkhoth, asking questions and taking copious notes the whole way. Upon arriving at the border fort of Orkenwall, the professor left, citing obligations at home. Thinking that he would never see Lorrimor again, Azkhoth gave a gruff goodbye, and jumped into his duties.

Since then, Azkhoth has been fighting along the Belkzen border, serving his god and fighting alongside the local Ustalavan troops. Recently, Angradd’s call has shifted, and Azkhoth has been feeling the urge to go to Ravengro. News of the Professor’s death has only strengthened the call, clearly indicating that he is meant to be there.


DM Questions:
Azkhoth appears to be devoted to both his God and duty as a holy warrior in His service, but what challenges is he most afraid of facing? What temptations, if any, would most likely cause him to seriously question his dedication to Angradd?

Hrrm. Insightful questions. Azkhoth would be afraid of failure, for one. While he's had some nasty scraps before, he hasn't fought any foes who were overwhelming enough that the group he was with came to the verge of certain defeat--the point where he's on his last legs, with the rest of the party dead, dying, or fleeing around him. Fighting against the orcs, the group he was with would have been efficient and organized. While Orcish berserkers would certainly be a threat, and battles would certainly have been lost, I don't imagine Azkhoth being engaged in any sort of utter rout--a loss terrible enough to cause him to question Angradd. Being faced with that for the first time would be a great test for him, particularly if a loss at that point wold result in pain and death to those whom he is protecting.

The threat of madness would also be a fear of his. Having fought abominations, it makes sense that he would have seen at least some of his comrades go insane, and gained a creeping horror of the same happening to him. While he is able to physically resist and strike at any enemies, slow, subtle enemies creeping into his mind with tendrils that whisper off realms beyond his ken (and so forth) would be problematic.

I'd say that he is afraid of several things--primarily, the destruction of the Kazrothi and the possibility of losing his connection to Angradd. Power could potentially tempt him--enough power to destroy the orcs of Belkzen or the aberrations of the Hungry Mountains. Part of his motivation is to protect his clan. Angradd's philosophy focuses on striking first--destroying a threat before it becomes too threatening. If something gave a credible offer of such power, that would tempt him.

Other than an offer of power, I'd say wrath might turn him from Angradd. While the god is offensively minded, he's still Lawful Good. Depending on your interpretation of alignment (and how you want to flesh out Angradd), a situation where Azkhoth fights through an Orcish horde and reaches the nursery (or local Orc equivalent) while still filled with battle-anger could be problematic; the most efficient way to reduce the orc threat in the future would be to wipe out the little orclings, but this (I imagine) would not jive with Angradd's tenets.