Golem-Breaker

Azwynn Khazarak's page

109 posts. Organized Play character for Kere.


Full Name

Azwynn Khazarak

Race

Dwarf

Classes/Levels

LG Ranger (Wild Hunter) 2 |AC 14 | T 12 | FF 12 | HP 18 | Saves - F 5 | R 5 | W 3 | BAB +2 | CMB +5 | CMD 17 | Init +4 | Perception +7

Gender

Female

Size

medium

Age

65

Special Abilities

darkvision, hardy, slow and steady, stability, stonecunning, wild empathy

Alignment

LG

Deity

Torag

Location

Five Kings Mountain (homeland)

Languages

Dwarven, Common, Orc, Ancient Osiriani, Osiriani Sign Language

Strength 17
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 14
Charisma 9

About Azwynn Khazarak

Azwynn Khazarak

Crunch:

Female Dwarf Ranger 2
LG Medium humanoid (dwarf)
Init +4, Senses Perception +7

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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex)
hp 18 (1 HD; 2d10 + 4)
Fort +5, Ref +5, Will +3; +2 racial bonus vs. poisons, spells, and spell-like abilities.

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Offense
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Speed 20 ft , but does not slow when under medium or heavy burden or from armor.
Melee falchion (s), damage 2d4+3, crit 18-20 x2
Cold Iron Dagger (p or s), damage 1d4+3, crit 19-20x2, range 10 ft (thrown)
Quarterstaff (b), damage 1d6+3, crit x2
Lucerne Hammer (b or p), 1d12+3, crit x2 (reach weapon)
Ranged Blowgun (p), damage 1d2+3, crit x2, range 20 ft.
Composite Shortbow (p), damage 1d6+3, crit x3, range 70 ft

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Statistics
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Str 16, Dex 15, Con 14, Int 12, Wis 14, Cha 10 (25 pt buy)
Base Atk +2; CMB +5; CMD 17
Feats: Quick Draw, Power Attack, Deadly Aim
Traits - Reactionary (+2 to init), Blood of Pharaohs (+1 to Will, Knowledge (Nobility) and Knowledge (Nobility) is a class skill.
Skills - Climb +4, Heal +6, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Knowledge (nobility) +2, Perception 6, Spellcraft +5, Stealth +2, Survival +6, Swim +3
Background Skills - Handle Animal +4, Knowledge (geography) +1, Knowledge (engineering) +2, Knowledge (nobility) +6, Linguistics +2
Languages: Common, Dwarven, Orc, Ancient Osiriani, Osiriani Sign Language
SQ: Darkvision, Stonecunning, hardy, Weapon Familiarity battle axes, war hammers, heavy picks, and anything with ‘dwarven’ in the name; slow and steady, stability, track, wild empathy, greed. Hatred, defensive training
Magic Gear: Akhentepi's Armor (padded, staunching, gives +3 to initiative 1x/day)
Mundane Gear: bedroll, blanket, silk rope, chalk, twine, spell component pouch, flint and steel, crowbar, lamp, lamp oil x2, steel mirror, pitons x4, hammer, common shovel, alchemist’s fire x2, silversheen x4, signal whistle, tindertwig, sack of flour x2, bag of marbles, empty sack x2, stone box from her grandfather.
Coin: 31 gp, 1 sp, 3 cp
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Special Abilities
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Darkvision
Dwarves have darkvision to 60 ft.
[Defensive Training]
Dwarves get a +4 bonus to AC against against monsters of the giant subtype.
Greed
Dwarves receive a +2 racial bonus on the Appraise skill checks to determine the price of non-magical goods that contain precious metals or gemstones.
Hardy
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred
Dwarves receive a +1 bonus on attack rolls made against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Slow and Steady
Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance.
Stability
Dwarves receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning
Dwarves receive a +2 bonus on Perception checks to potentially 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.

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons as well as with light armor, medium armor, and shields (except for tower shields).
Animal Focus (Su)
At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time.
This ability replaces all instances of the favored enemy class ability.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Combat Style Feat (Ex) - Archery
At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Combat Style Feats:
Point-Blank Shot - You get a =1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Hunter’s Bond - Animal Companion. (Thinking maybe a small cat to fit with the theme.)
At 4th level, a ranger may choose to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his Animal Focus and favored terrain bonuses.

Shared Focus
At 7th level, a wild hunter can share his current animal focus with one creature appropriate to his hunter’s bond. If the wild hunter’s bond is with an animal companion, the companion automatically gains the benefits of the wild hunter’s current animal focus. If the wild hunter’s bond is with his companions, as a swift action he can select one bonded ally to gain the benefits of the hunter’s current animal focus; this lasts until the hunter’s bond ends, the animal focus ends for the wild hunter, or the wild hunter selects a different companion.
This ability replaces woodland stride and swift tracker.
Feats
Quick Draw - Draw weapon as a free action.
Free Feats (due to 'no feat tax' rule)
Power Attack - Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Deadly Aim - Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

[i]Combat Expertise[i] - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Description:

Azwynn is a taller than average Dwarf woman, about 4 feet 2 inches tall, weighing in at 155 lbs. She has long auburn hair, which she wears pulled back from her face in a high ponytail, tanned skin, and solemn deep brown eyes. She wears a breastplate as armor and carries a shortbow over her shoulder and a falchion on her hip. She has a nearly phobic dislike of scorpions and can be found prodding her sleeping area with her quarterstaff before bedtime muttering about “blasted buggers”. She is an indifferent follower of Torag, neither especially devout nor especially disobedient.

History:

Azwynn was born in Five Kings Mountains and spent her early youth there among her people. She was raised by a grandfather who was considered to be rather eccentric among the other Dwarves because of his belief that that the Khazarak line has in it the blood of Pharaohs. As a young Dwarf, Azwynn was incessantly bullied by other Dwarves her age, who taunted her about Dwarf blood not being good enough for her family.

She asked her grandfather, Bangrim, for proof of his claim, but he told her only that he’d tell her when she became old enough. With no proof to offer her tormentors, she began to get into fights with them, and when she almost killed one, she and her grandfather were ordered to move to a different cavern. Her grandfather chose a remote one, and Azwynn vowed never to speak of her grandfather’s claim to anyone, begging the old dwarf to do the same. Sadly he agreed, and the two began to rebuild their lives.

As she grew, she found she had a way with the beasts of the underground, and Bangrim encouraged her to seek further training in that area if it interested her. He arranged for her to meet a grizzled old Dwarf named Taurun, who wasn’t particularly thrilled at first about the idea of taking on an apprentice at his age. But he agreed to train her on a trial basis, and this led to a friendship between him and Bangrim.

Taurun had traveled the world in his younger days, and was always telling stories about his adventures in various places. He was also a big believer in Dwarves with his skills knowing about more than just underground animals, so he began to take Azwynn on trips out of the caverns and out into the world. He taught her weaponswork, survival, and tracking, and inspired her to want to be able to fight both at range and in melee.

Five years later, on the day Taurun told her he’d taught her all he could and it was up to her to find her own way now, Harfur, the biggest bully from her childhood and also the Dwarf she’d nearly killed, hobbled into her home cavern, ostensibly looking for a wife. Azwynn managed to avoid him, but not without him noticing her, and when she told her grandfather, Bangrim was sobered.

He said, “There’s al’ays been bad blood atween me an’ ‘at ‘Arfur’s fam’ly. My daddy an’ ‘is great grandaddy fought, I fought with his grandaddy, and my son fought wif ‘is daddy. Always over stupid, pidlin’ t’ings. W’en I were a young Dwarf, I t’ought it were important ta be standin’ up fer meself an’ fightin’ back. But acuz I did t’at, ‘is grandaddy killed me wife an’ yer parents. I done learned t’at t’ cost o’ fightin’ back do sometimes be more t’an a Dwarf be wantin’ ta pay. Ye gots a choice ta be makin’, Azwynn. ‘Arfur an’ ‘is fam’ly do be ‘oldin’ grudges more’n even t’ average Dwarf, an’ ye done clipped t’is ‘Arfur’s wings, an’ ’e ain’t gonna be fergettin’ t’at. Ye kin be stayin’ ‘ere an’ ‘ope ’e leaves ye be, which I ‘spect ’e won’t now t’at ’e knows where ye are, ’r ye kin ‘ead out inta t’ worl’ fer a while an’ let ‘im pitch a fit round here acuz ’e can’t find ye. He’ll ‘ventually ferget ‘bout ye an’ find some’n else ta be mad at. It ain’t like I do be wantin’ ye ta be leavin’, but e’s a fight ye no kin be winnin’ an’ I no do be wantin’ ta lose ye t’ way I lost yer grandmammy an’ yer parents. I’ve lived with guilt every day o’ me life since t’ey died, an’ it ain’t a life worth livin’. But th’ choice ‘ere do be yers.”

Azwynn agreed to think about it, and a few weeks later, she came back to her grandfather and said that she’d decided to leave the 5 King Mountains for a while.

“T’at does me ‘eart good ta ‘ear, lass. I only gots one more t’ing fer ye.” And he went and got a sealed box and handed it to her. “This ‘ere do be t’ best clue I got o’ our fam’ly’s Pharaoh blood. It be very delicate, an’ I ‘ad ta ‘ave a box made ta seal it up real tight. No be opening’ it til ye do be someplace real dry, like t’ desert. I always did be t’inkin’ I’d get out ta t’ desert ta look more inta it meself, but always was too busy. I know folk around ‘ere ain’t real open ta t’ idea o’ us bein’ related ta Pharaohs, but if ye do be wantin’ ta find t’ truth an’ some proof, I reckon yer old enough ta go lookin’ inta it now.”

And so with a hug for her grandfather, Azwynn left her home and set sail for the land of Osirion, where she spent some time adjusting to the heat of the desert, keeping herself fed, learning about the ancient Pharaohs, and even learning some ancient Osiriani. Her studies have thus far taken her to the city of Wati, where she hopes that searching for ancient artifacts will lead her to some reference of her family line so she can prove her claim once and for all.

Bot Me!:

Dice Rolls
[dice=Azwynn Perception check for FILLER HERE]1d20+6[/dice]
[dice=Azwynn Survival check for FILLER HERE]1d20+6[/dice]
[dice=Azwynn Knowledge (Dungeoneering) check for FILLER HERE]1d20+5[/dice]
[dice=Azwynn Knowledge (Nature) check for FILLER HERE]1d20+5[/dice]
[dice=Azwynn Spellcraft check for FILLER HERE]1d20+5[/dice]
[dice=Azwynn Swim check for FILLER HERE]1d20+3[/dice]
[dice=Azwynn Climb check for FILLER HERE]1d20+3[/dice]
[dice=Azwynn Handle Animal check for FILLER HERE]1d20+3[/dice]

Combat