Dwarf Wizard

Graxzos Glyphkeeper's page

578 posts. Organized Play character for The Norv.

Full Name

Graxzos Glyphkeeper


Dwarf (Pahmet)


Gunslinger (Pistolero) 4/Urban Barbarian 1

Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5








Chaotic Neutral


Cayden Cailean

Strength 14
Dexterity 18
Constitution 13
Intelligence 8
Wisdom 14
Charisma 12

About Graxzos Glyphkeeper

Graxzos Khar-Bulkhet
Dwarf Gunslinger (Pistolero) 4/Urban Barbarian 1
Favored class: Gunslinger
CN Medium Humanoid (Dwarf)
Height: 4'3" Weight: 213 lbs.
Init +4 [+6 if at least 1 grit left]; Senses Perception +2
XP: 12 Prestige: 15 Fame: 24

AC 18 [19], touch 15, flat-footed 13 [14] (+3 armor, +4 Dex, [+1 shield], +1 dodge [+1 dodge when adjacent to 2 or more foes])
HP 44 (4d10+1d12+5+4 FCB)
Fort +8, Ref +9, Will +4
SR 10

Speed 20'
Melee Waraxe +7 (1d10+2 S/x3)
Pistol-whip +7 (1d6+2 B/x2); costs 1 grit; if hits, can CMB to knock prone
Ranged Mwk pistol +10 (1d8/20'/x4/Misfire 1, 5')
+1 to attack rolls when adjacent to two or more foes.

Str 14 Dex 16[+2 belt] Con 13 Int 8 Wis 14 Cha 12
Base Attack +5; CMB +7; CMD 21
Feats Gunsmithing, Quick Draw, Rapid Reload, Point-Blank Shot, Precise Shot
Traits Fortified Drinker, Deathkeeper
Trained Skills Survival +9 [2 Wisdom, 4 rank, 3 class], Appraise +4 [-1 Int, 2 rank, 3 class] [+5 for nonmagical goods with precious metals/gems thanks to race], Climb +6 [2 Str, 1 rank, 3 class], Intimidate +8 [1 Cha, 4 rank, 3 class], Knowledge (Local) +5 [-1 Int, 3 rank, 3 class], Sleight of Hand +8 [4 Dex, 1 rank, 3 class] Check Penalties: -1 armor or -3 encumbrance, -1 shield
Languages Common, Dwarven (Latin)
Gear Mwk pistol, 14 doses black powder, 14 bullets, 20 silver bullets (-1 damage), 2 powder horns, dwarven waraxe, hide shirt, light steel shield (quickdraw), gunsmith's kit, bedroll, hot weather outfit, handy haversack, waterskin, silk rope, grappling hook, token of House Thrune (grants a +3 bonus to Diplomacy checks against high-ranking members of House Thrune, the Chelish government, or a Hellknight order in good standing), 4 doses of silver weapon blanche, 5 vials of alchemist's fire, 2 flasks of holy water, machete, 1 paper alchemical cartridges (misfire +1), 2 flare cartridges (misfire +2), 1 flask of alkali, 2 iron pellet grenades, cloak of resistance +1, belt of incredible dexterity +2, potions of lesser restoration, cat's grace, and wand of cure light wounds (43 charges), 4 air crystals. This Scenario: oil of bless weapon.
Cash 2567 gp, 4 sp
Encumbrance: 83 lbs. (Medium load)
Special Abilities

Slow and Steady: Speed is never modified by armor or encumbrance.
Defensive Training: All Pahmet dwarves are trained to fight against the larger races, should they descend from the mountains or the Mwangi Expanse. Graxzos gains a +4 dodge bonus to AC against giants.
Magic Resistant: The Pahmet clans are old, and the breath of Torag stills stirs faintly in their veins. Graxzos has spell resistance equal to 5+character level (currently, SR 10). This can be lowered for 1 round as a standard action. Graxzos takes a -2 penalty on all concentration checks related to arcane spells.
Mountaineer: Growing up in the high places has made Graxzos comfortable maneuvering in tight spots. He is immune to altitude sickness and does not lose his DEX bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Greed: Forget about the stories you hear of dwarves; Graxzos puts them all to shame. He gains a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Graxzos is an experienced explorer and is, besides, a dwarf. He gains a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. He receives a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Surface Survivalist: Graxzos has been aboveground for a long time, and has lost the darkvision he once had. However, he is now able to treat wind conditions (when determining whether or not they are checked or blown away) and hot climates as one step less severe.
Hatred: What more needs saying? 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:The Pahmet dwarves are a vigilant bunch, and are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Fortified Drinker: Cayden Cailean’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mindaffecting effects for 1 hour.
Deathkeeper: Graxzos's growing up in and around the necropolises of the pharaohs grants him a +1 bonus on saving throws against the supernatural abilities of undead creatures.

Gunsmith: Graxzos begins play with a battered pistol, and gains Gunsmithing as a bonus feat.
Grit: (Max: 2) At the start of each day, Graxzos gains a number of grit points equal to his WIS mod (2). He can spend grit points to accomplish deeds, and regain them by making critical hits or killing opponents with his firearm. His grit cannot normally go above his maximum (2).
Deeds: Graxzos can spend grit points to accomplish deeds. He has access to the following deeds:
Up Close and Deadly When the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
Gunslinger’s Dodge: The gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear: As a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative: As long as Graxzos has at least 1 grit point, he gains a +2 bonus on initiative checks. Additionally (because he has Quick Draw), as long as his hands are free and unrestrained and the firearm is not hidden, he can draw one firearm as part of the initiative check.
Pistol-Whip: Graxzos can make a surprise melee attack with the butt of his pistol as a standard action. He is considered proficient with this weapon, and gains a bonus to the attack and damage rolls of the attack equal to the firearm's enhancement bonus (if any). A medium pistol deals 1d6 points of damage. If the attack hits, he can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot: As long as Grax has at least 1 grit left, he can perform any of the following utility shots: Blast Lock, Scoot Unattended Object, and Stop Bleed. (See here.)
Nimble: Graxzos gains a +1 dodge bonus to AC when he's wearing light or no armor; any situation that causes him to lose his DEX bonus to AC also negates this dodge bonus.
Crowd Control: Graxzos gains a +1 dodge bonus to AC and a +1 bonus to attack rolls when he's adjacent to two or more enemies. His movement is never impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level (0) to Intimidate checks to influence crowds.
Controlled Rage: Graxzos gains the barbarian's rage ability, but instead of a normal rage, he can choose to gain a +4 morale bonus to either STR, DEX, or CON. He can apply the full bonus to one score, or split it up in increments of +2. When raging, he takes no penalty to AC, gains no bonus to Will saves, and can still use DEX-, INT-, and CHA-based skills.

Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Quick Draw: Graxzos is a fast hand; he can draw a weapon as a free action instead of a move action. He can draw a hidden weapon as a move action.
Rapid Reload (Pistol): Graxzos has trained with his friend Thaia Rossenvelt to learn how to reload his weapon more efficiently. He reloads pistols as a move action (or a free action when using an alchemical cartridge).
Point-Blank Shot [Gunslinger Bonus]: Graxzos gains a +1 bonus on ranged attack and damage rolls against targets within 30'.
Precise Shot: Graxzos can fire a ranged attack into melee without penalty.


Caravan: (Pathfinder Society Field Guide p. 62, 5 PP) Graxzos owns a controlling share of a caravan that carts goods from Absalom through the northern Garundi trade routes and thence, making a sea run, to the Mwangi Expanse and Sargava. It's not particularly ethical (and parts of it aren't entirely legal) but it's heavily armed and it gets the jobs done. He can make Intimidate checks for his Day Job.
Golden Crown Advantage: While in the Bandu Hills, Graxzos obtained a favorable deal with the Golden Crown Company, which specializes in transporting goods. Once per scenario, he can use this boon to waive any custom fees or expenditures to secure transportation worth 25 gp or less. He can cross this boon off his chronicle sheet before attempting a day job check to automatically get a result of 35.
Gripplis' Favor: Also while in the Bandu region, Graxzos befriended the Krihirik tribe of the Kaava Lands. This grants him a +2 bonus on all Charisma-based checks to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more characters access to grippli-related options.
Sky Key (Sargava): Graxzos helped recover one of the five components of the mysterious relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
[ ] Righteous Redemption: Graxzos's work bringing a lost hero's legacy to light has caused the leaders of Lastwall to look on the Society with a more favorable eye than before. He can check the box preceding this boon to requisition one of a variety of items from Lastwall's supplies.
[ ] [ ] [ ] Worthy Foe (Scoundrel): Graxzos has proven himself a bulwark against the scoundrels of Lastwall. As a swift action, he can check one of the boxes preceding this boon to gain a +2 bonus to attack and weapon damage rolls against humanoids of the human subtype, and a +2 dodge bonus to AC against their attacks. (Or he can boost his spellpower against them, but...) This benefit lasts until the beginning of his next turn.
[ ] Gloomspire Explorer: Having explored the upper levels of Sevenfingers's Tomb, Grax is now one of the Pathfinder Society's foremost experts on the Gloomspires! While adventuring in the Gloomspires, he gains a +2 bonus on all Perception checks to find hidden objects (such as traps, treasure, secret doors, etc.). He can check the box preceding this boon to gain that benefit for one adventure set elsewhere, too.
[ ] Elemental Conquest: Grax took part in the quest to recover the Cosmic Captive, Ranginori, and fought on a variety of elemental battlefields. He's particularly attuned to Earth, now; he gains a +1 insight bonus on saving throws against the spells, SLAs, and effects of creatures with the earth subtype, and against spells with the earth or acid descriptors. While adventuring on the Plane of Earth, he instead gains a +1 insight bonus on all saving throws. As a swift action, he can check the box preceding this boon to gain DR 5/adamantine for one minute; once the boon has prevented an amount of damage equal to 5 x his character level, the effect ends.
[ ] [ ] Ranginori's Debt: Graxzos was part of the epic battle that recovered the Untouchable Opal, and Ranginori, Duke of Thunder, has gifted him with a token of power. He can check one (or both) of the boxes preceding this boon to gain a spell-like ability (which scales with level; see full chronicle for The Cosmic Captive).

Inventory Tracking:

The Horn of Aroden:
Starting GP: 4910.4
Purchased: belt of incredible dexterity +2 for 4000 gp (Hall of the Flesheaters chronicle)
Sold: None
Received: 1857 gp (chronicle sheet)
Ending: 2767.4 gp
Signs in Senghor:
Starting GP: 2767.4 gp
Purchased: 4 x air crystals for 200 gp

Graxzos is a medium-high dwarf, stoutly built, and generally keeps his battered leather armor on unless he's in a tavern or other place he knows he can relax. He has shiny chestnut hair and beard, excepting one striking streak that runs from his widow's peak back all the way through his hair in a broad stripe. This streak is dead white, but seems to almost absorb light, making it appear gray. Under the robes he wears in Osirion, one can find a large network of ropy scars lacing his shoulders, in a pattern that looks, at a glance, like spread, feathery wings.

Grax is the consummate professional when it comes to tomb-raiding, and his clothes and gear are sewn with a multiplicity of buckles, straps, pockets, pouches, pull-chains, and catches--many home-made--for ease of use. He wears a pair of tinted goggles on his head for bright sun and gunsmithing, and wears a pistol on one hip and his waraxe on the other. His backpack and shield ride on his back, in easy reach

Graxzos is a true worshiper of Cayden Cailean: loud, boisterous, gruff, and frequently rude. He's surprisingly outgoing and charismatic for a dwarf--it's one of the traits that's helped him get along so well in the antiquities and smuggling businesses. At the end of the day, Grax believes that the world is full of wicked, cruel, and stupid people: the main thing he's concerned with is figuring out which type he's dealing with. The ale he drinks can give him a bit of a bipolar personality; normally he's good-natured, if crude, enough; but given a drink and a reason for aggressiveness, and his anger can quickly turn him into a devotee of Gorum. Given too much of a push, and too much to drink, and he starts to rage (quietly and internally) against himself and the world, sometimes even going so far as to name the Rough Beast as the only god worth a damn, the only one that makes sense. The next morning he feels the same as ever (despite the hangover), but it's always a terrifying period of time for him.

Despite these dark urges, Grax desperately wants the approval of others, and his loyalty, once won, is unshakeable (which doesn't mean he believes his companions perfect; quite the contrary). He's a tactical thinker and an aggressive explorer, and he's willing to share with anyone who put in their chunk of the work.

Graxzos Khar-Bulkhet grew up in the foothills of the Brazen Peaks, third of five children born to parents who toiled day and night as gem-polishers for the Hall of the Forger, the great temple to Torag not far from Tar Kuata. Graxzos's childhood was pleasant enough, but he longed--unusually for a dwarf--to see the world beyond the fasting. By the time he was nearing 40, it was becoming a problem: courtship, for example, was difficult for Grax, as so few of his fellow dwarves shared his dreams of the world beyond. Travelers were not uncommon there, particularly adventurous ones; and, once Grax was convinced that his younger brother and sister would be able to make their own way without his help, he seized the first chance he could to leave the fasting. Hitching a ride with an ambitious Garundi Pathfinder named Kito, Grax set out for the open road and adventure.

Grax hero-worshiped Kito, and learned from him how to search ancient dungeons, how to survive in the heat and in the cities of men, and--perhaps most important of all--how to use the new type of weapon that Kito had brought with him from Alkenstar: the pistol. Grax was enchanted by the efficacy of the firearm, and holds it in high regard (he's known to sneer at other weapons, though he likes his dwarven axes). Over several years, Kito built a small following of other young adventurers to mentor: Kjell, a hot-blooded young swordsman from Avistan; Barezata, an acolyte of Abadar intent on seeing the world before taking her final vows; and Soki, a dark-skinned, tattooed Bekyar from the Mwangi Expanse, who had the most incredible control over the spirits of the natural world. The five of them traveled happily together for a year and half (and Graxzos started to become fascinated by Soki), when the unthinkable happened.

The team was exploring the tomb of a well known alchemist from the ancient days of Nex, when they sprang a number of traps simultaneously. Kjell, Grax, and Kito became separated from the others; when Grax and Kito fell into a pit that began to fill, slowly but surely, with a terrible acid, Kjell fled, abandoning them to their fate. Kito was trying to work out a plan when a voice whispered in Grax's ear, offering hope--salvation--a way out. Panicked, not thinking to wonder what the voice was, Grax begged for salvation.

An immense roar filled the young dwarf's ears as pain lanced through him and he heard his mentor cry out. There was a cruel laugh inside his head, and the dwarf felt himself rising upwards on wings made of dark, smokeless fire. The wings bore him out of the pit, but when he looked back, there was nothing but a pile of ash where his mentor had stood, already dissolving in the pit's acid. Glowing runes now covered the pit's sides, and he felt a terrible presence barrel past him, out of the tomb, as he landed. Free, he seemed to hear something whisper, snarl, cry: free.

In the end, all but Kito made it out of the tomb alive, though Kjell was shame-faced and Grax was scarred. He still bears the marks of his encounter with whatever the Beast of the Pit (as he thinks of it) was: twisted, knotty scars along his shoulder blades that resemble spread, feathery wings, and a shock of dead white hair among his normally lustrous chestnut mane.

The four youngsters continued on, trying to patch together a living, but to no avail. Grax, in his pain and grief, was searching for someone to listen to him, to share his pain, to be his companion; when he found that Soki preferred Kjell, he turned to drink. He drank more and more each night, abandoning any thought but forgetting what he had seen and, inadvertently, done. And then, late one night when Kjell, too, had gotten drunk, the blackmail began. Small at first--Grax demanded that Kjell tell him where he and Soki would be going that day, or what he and Soki talked about when alone together. If he didn't comply, the dwarf warned Kjell, the young warrior's secret would be spilled to his lover. Then Grax began to demand more: for Kjell to bring him trinkets, from Soki or from other men and women who caught the dwarf's eye, or for the young man to relate the most intimate details of his and Soki's lives. Grax became, over a matter of less than a year, an ale-soaked tyrant.

Of course, it couldn't last. Soki eventually learned where her "misplaced" objects had been disappearing too and, in a rage--for Kjell confessed all--she and Barezata turned against Graxzos, demanding that he leave the group forever. In a drunken rage, the dwarf took his leave.

For the past 15 years, Graxzos has been wandering. The shock of being left friendless and alone helped him regain his sobriety, though he still likes to indulge semi-regularly. In the years since, a strange mix of shame and pride have grown in Graxzos's breast. Since leaving the group, he feels, he's become stronger, more independent, able to tackle any number of challenges--he's been making a good living obtaining and smuggling antiquities. But, deep down, there's a destructive rage with which he hates himself for what he did to Soki, and particularly to Kjell. Joining the Pathfinders is one way that Grax has sought to distract himself from his own self-loathing through work.

Ammunition Prices:

Name of Ammunition / Regular Cost / Gunsmithing Cost

Black Powder (dose) / 10gp / 1gp
Black Powder (keg) / 1000gp / 100gp

Regular Bullet / 1gp / 1sp
Cold Iron Bullet / 2gp / 2sp
Silver Bullet / 25gp / 2gp, 5sp
Pitted Bullet / 5gp / 5sp
Adamantine Bullet / 61gp / 6gp, 1sp
Elysian Bronze Bullet / 21gp / 2gp, 1sp
Alchemical Silver Bullet / 3gp / 3sp
30 Mithral Bullets / 280gp / 28gp
10 Ghost Salted Bullets / 210gp / 201gp

Regular Paper Cartridge / 12gp / 6gp
Cold Iron Paper Cartridge / 24gp / 12gp
Adamantine Paper Cartridge / 72gp / 36gp
Elysian Bronze Paper Cartridge / 32gp / 16gp
Alchemical Silver Cartridge / 14gp / 7gp
Mithral Paper Cartridge / 262gp / 131gp*
Dragon's Breath Cartridge / 40gp / 20gp
Entangling Shot Cartridge / 40gp / 20gp
Flare Shot Cartridge / 10gp / 5gp
Salt Shot Cartridge / 12gp / 6gp

Advancement Notes:

4th level ability increase: CON +1