Dwarf Wizard

Graxzos Khar-Bulkhet's page

61 posts. Alias of The Norv.


Full Name

Graxzos Khar-Bulkhet

Race

Dwarf (Pahmet)

Classes/Levels

Gunslinger (Pistolero) 1

Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Gender

Male

Size

Medium

Age

59

Alignment

Chaotic Neutral

Deity

Cayden Cailean

Languages

Common, Dwarven, Osiriani

Strength 15
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 11
Charisma 12

About Graxzos Khar-Bulkhet

Graxzos Khar-Bulkhet
Dwarf Gunslinger (Pistolero) 1
Favored class: Gunslinger
CN Medium Humanoid (Dwarf)
Height: 4'3" Weight: 213 lbs.
Init +3; Senses Perception +4
XP: 0
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Defense
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AC 16 [17 with shield], touch 13, flat-footed 13 [14] (+3 Dex, +3 armor [+1 shield])
HP 12
Fort +4, Ref +5, Will 0
SR 6
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Offense
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Speed 20'
Melee Dwarven Waraxe +3 (1d10+2[/3]/x3); Dwarven Longaxe +3 (1d12+3/x3)
Ranged Pistol +4 (1d8/20'/x4/Misfire 1, 5')
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Statistics
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Str 15 Dex 16 Con 14 Int 12 Wis 11 Cha 12
Base Attack +1; CMB +3; CMD 16
Feats Gunsmithing, Quick Draw
Traits Fortified Drinker, Foreign Opportunist
Trained Skills Survival +4 [0 Wisdom, 1 rank, 3 class], Appraise +7 [1 Int, 1 rank, 3 class, 2 trait] [+9 for nonmagical goods with precious metals/gems thanks to race], Climb +5 [2 Str, 1 rank, 3 class, -1 armored; another -2 with shield], Bluff +5 [1 Cha, 1 rank, 3 class], Perception +4 [0 Wis, 1 rank, 3 class]
Languages Common, Dwarven (Latin)
Gear Pistol [battered], studded leather armor, light wooden shield (quick draw), dwarven waraxe, dwarven longaxe, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit, iron pot, mess kit, powder horn, 100' rope, torches (10), trail rations (5 days), waterskin, two candles, chalk, hammer and six pitons, hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs, 6 bullets, 6 doses of black powder, compass, 3 sunrods, hot weather outfit.
Cash 11 gp
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Special Abilities
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RACE
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 6). 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.

TRAIT
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.
Foreign Opportunist: You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re def initely interested in the wealth that’s lain hidden in dusty crypts for millennia— such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.

CLASS
Gunsmith: Graxzos begins play with a battered pistol, and gains Gunsmithing as a bonus feat.
Grit: (Max: 1) At the start of each day, Graxzos gains a number of grit points equal to his WIS mod (min: 1). 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 (1).
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.

FEAT
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.

Appearance:
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. The longaxe (which he's built a telescoping shaft for) and his hand-crafted quickdraw shield ride on his pack, in easy reach.

Personality:
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.

Backstory:
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 taht 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. Since Prince Khemet instituted the lottery system for Wati's tombs, Graxzos has been making his way back to Osirion, hoping to find another group (or some old friends--he's worked with a number of organizations over the years, on all sorts of projects) and strike it rich raiding the ancient pharaohs' tombs.