Axe Lord

Kazador The Clanless's page

1,203 posts. Alias of Grumbaki.


Race

Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4)

Classes/Levels

HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Gender

Dwarf 10HD Sentinel (4) Buffs (n/a)

Size

Teleportation (1/1) Flight (1/1) Curative (3/3) Restoration (1/1) Vision (2/2) Dispel (1/1) Curse (1/1)

Languages

Common, Dwarven, Druidic, Terran

Occupation

Last Rune Warden of Kazad Gravr

Strength 19
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 16
Charisma 6

About Kazador The Clanless

Hammer Combat
* To Hit: +21/+13/+8
[+10/+5 (BaB) +4 (Str) +1 (Enchantment) +1 (Weapon Training) +2 (Symbolic Weapon) +1 (Divine Obedience Torag) +1 (Weapon Focus) -3 (Power Attack) +3 (Furious Focus first attack) +1 (Hatred Orcs)]

* Damage: 2d6+21
[+6 (Str) +9 (PA) +1 (enchantment) +1 (Weapon Training) +2 (Symbolic Weapon) +2 Weapon Specialization]

[dice=Hit]1d20+21[/dice]
[dice=Holy Damage]2d6+21[/dice]

[dice=Hit]1d20+13[/dice]
[dice=Holy Damage]2d6+21[/dice]

[dice=Hit]1d20+8[/dice]
[dice=Holy Damage]2d6+21[/dice]

Helmet
* To Hit: +18/+11/+5
Damage: 1d4+11

[dice=AOO]1d20+18[/dice]
[dice=Damage]1d4+11[/dice]

Saves
Fighter 4: Fort (2) Ref (1.3) Will (1.3)
Brawler 1: Fort (.5) Ref (.3) Will (.3)
Monk 1: Fort (.5) Ref (.3) Will (.3)
Sentinel 3: Fort (2) Ref (1) Will (1)

Fort: 2+2+0.5+0.5+2=7
Ref: 2+1.3+0.3+0.3+1 = 5
Will: 0+1.3+0.3+0.3+1 = 3

Fort: +7 (fractional) +4 (Con) +1 (Cloak) +2 (Feat) = +14
Ref: +5 (fractional) +3 (Dex) +1 (Cloak) = +9
Will: +3 (fractional) +3 (Wis) +1 (Cloak) = +7

Armor
AC: 10 + 3 (Dex) + 11 (armor) + 5 (shield) + 3 (natural armor) + 1 (ring) = 33
Touch: 10 + 3 (Dex) = 13
Flat Footed: 10 + 11 (armor) + 5 (shield) + 3 (natural armor) + 1 (ring) = 30

Race, Traits, Stats:

Dwarf
* Hatred
* Weapon Familiarity
* Greed
* Hardy
* Slow and Steady
* Stability
* Defensive Training
* 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.

Traits
* Without a past (+1 Bluff, class skill and +1 linguistics to forge documents)
* Ease of Faith (+1 Diplomacy and class skill)
* Dangerously Curious (+1 UMD and Class Skill)
* Ancestral Weapon (Free Silver Earthbreaker and +1 to hit with it)

Stats
* Str: 15 + 2 (lvls 4, 8) + 2 (Belt) = 19
* Dex: 14 + 2 (Belt) = 16
* Con: 14 + 2 (Race) + 2 (Belt) = 18
* Int: 10
* Wis: 14 + 2 (Race) = 16
* Cha: 8 - 2 (Race) = 6

Skills, Feats, Equipment:

Skills (6 sentinel, 4 brawler, 12 fighter with FCB, 4 Monk)
* Perception: 5 SP (+14)
* UMD: 6 SP (+8)
* Heal: 5 SP (+8)
* Sense Motive: 1 SP (+7)
* Diplomacy: 6 SP (+10)
* Bluff: 2 SP (+6)
* Intimidate: 2 SP (+5)

Background Skills
* Lore: Dwarven History And Nobility: +12
* Lore: Dwarven Religion: +12
* Linguistics: +2

Equipment
* +1 Silver Glamered Earthbreaker
* Nimble Comfort Glamered Stoneplate +3 (-3 ACP)
* Buckler +3
* Fighter’s Kit
* Belt of Physical Perfection +2
* Wayfinder with cracked dusty rose prism ioun stone (+2 Natural Armor, +1 Initiative)
* Cloak of Resistance +1
* Ring of protection +1
* Ring of Ferocious Action (Once per day, when the wearer gains the staggered condition from an enemy’s attack, she can ignore that condition for up to 5 rounds. This does not prevent her from gaining the staggered condition again, and it doesn’t protect her if she gained the staggered condition multiple times.)
* Amulet of Natural Armor +1
* Dwarven Boulder Helmet of the Defending Warden (Anyone you threaten with the helmet (i.e. natural reach while wearing it), provokes an aoo from you if they attack an ally. The helmet is also enchanted as a +3 weapon.)
* Healer’s Kit
* 6125 gold

Level Feats
Lvl 1: Power Attack
Lvl 3: Shield Focus
Lvl 5: Great Fortitude
Lvl 7: Divine Obedience Torag
Lvl 9: Extra Traits
Lvl 11: Steel Soul

Fighter Feats
Lvl 1: Furious Focus
Lvl 2: Weapon Focus (earthbreaker)
Lvl 4: Unhindering Shield

Sentinel Feats
Lvl 2: Weapon Specialization

Brawler Feats
Lvl 2: Dirty Fighting

Background Feats
Lvl 2: Skill Focus Bluff
Lvl 6: Persuasive

Classes:

Weapon Master Fighter (4)
* Weapon Guard (At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces Bravery.)

* Weapon Training (At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces Armor Training 1, 2, 3 and 4.)

Brawler (2)

* Brawler’s cunning (If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.)
* Martial flexibility (A brawler can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his brawler level (minimum 1).)
* Martial training (At 1st level, a brawler counts his total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.)
* Brawler’s Flurry
* Unarmed strike (Improved Unarmed Strike that does 1d6 damage)

Sentinel (4)
* Symbolic Weapon (When wielding his deity’s favored weapon, the sentinel gains a +1 sacred or profane bonus on attack and damage rolls. These bonuses increase by 1 for every 3 levels he has in the sentinel prestige class (maximum +4). His deity’s favored weapon also functions as a holy (or unholy) symbol when wielded by a sentinel.)
* Battlefield Protector (Sp) sanctuary 3/day, shield of faith 2/day, prayer 1/day
* Divine Quickness (Ex): Starting at 4th level, so long as the sentinel carries his deity’s favored weapon, he gains a +2 sacred or profane bonus on initiative checks. The weapon doesn’t need to be carried in hand, but must at least be on his person and accessible enough that he can wield it with no greater than a move action. At 8th level, this bonus increases to + 4

Aligned Strike (Su)
* The sentinel’s righteous fervor allows him to cut through certain types of damage reduction.
* At 5th level, the sentinel gains the ability to bypass a specific type of damage reduction when wielding his deity’s favored weapon.
* Good: The sentinel can treat his weapon as holy if his deity is good.

Stalwart
* At 5th level, the sentinel gains mental fortitude through his constant meditation and adherence to religious tenets. He gains a +2 sacred or profane bonus on saving throws to resist divine spells.

Iron Caster:

Incase anyone was wondering what Kazador is saying...all of his spells are using warhammer's Khazalid (dwarven language) to make simple sentences. They are as follows:

Teleportaion Mastery
* Dwarven: Gromthi! Dringorak-ha!
* Common: Ancestors! I have just realized the cunning road!
* You can cause an item that has a conjuration spell of 3rd level or higher in its construction requirements to cast dimension door. You can use this ability once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.
* 3 points

Curative Mastery
* Dwarven: Gromthi! Akrak-an!
* Common: Ancestors! Fortune will be come!
* You can cause an item that has a 1st-level or higher conjuration spell listed in its construction requirements to cast cure light wounds as a spell-like ability, using the item’s caster level as the spell’s caster level. You can use this feat once per day, plus one additional time per day when your base Fortitude save bonus reaches +4, +6, +8, +10, and +12. You can expend two uses of this feat to cast cure moderate wounds, three uses to cast cure serious wounds, four uses to cast cure critical wounds, and five uses to cast breath of life, provided that the item’s construction requirements include a spell whose level is equal to or greater than the level of the spell-like ability to be used (2nd level for cure moderate wounds, 3rd level for cure serious wounds, 4th level for cure critical wounds, and 5th level for breath of life).
* 6 points

Restoration Mastery
* Dwarven: Gromthi! Azamar-an!
* Common: Ancestors! Eternal fortune!
* You can cause an item that has a conjuration (healing) spell of 2nd level or higher listed in its construction requirements to cast lesser restoration. If you have 9 ranks in both Heal and Use Magic Device, you can instead cause an item that has a conjuration (healing) spell of 3rd level or higher listed in its construction requirements to cast either remove blindness/deafness or remove paralysis. You can use this feat once per day, plus an additional time per day when your base Fortitude save bonus reaches +9 and +12.
* 3 points

Vision Mastery
* Dwarven: Gromthi! Drazh-nu!
* Common: Ancestors! Now there is darkness!
* You can cause an item that has a divination spell of 1st level or higher in its construction requirements to cast either darkvision or see invisibility. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +6, +8, +10, and +12.
* 5 points

Dispel Mastery
* Dwarven: Gromthi! Rhun-dum!
* Common: Ancestors! Doom of magic!
* You can cause an item that has an abjuration spell of 2nd level or higher in its construction requirements to cast dispel magic, but only to per form a targeted dispel. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.
* 3 points

Force Shield Mastery
* Dwarven: Gromthi! Karin-ut!
* Common: Ancestors! Shield us!
* You can cause an item that has an abjuration spell of 1st level or higher listed in its construction requirements to create a magical effect that functions like shield, except the shield bonus to AC gained is equal to 1/3 your base Fortitude save bonus (minimum +1). You can use this feat once per day, plus an additional time per day when your base Fortitude save bonus reaches +6, +9, and +12.
* 4 points (+4 shield bonus)

Flight
* Dwarven: Gromthi! Dringorak-un!
* Common: Ancestors! I will realize the cunning road!
* Prerequisite(s): Use Magic Device 3 ranks, base Fortitude save bonus +6.
* Benefit(s): You can cause an item that has a transmutation spell of 2nd level or higher listed in its construction requirements to cast fly. If the item is a suit of armor you are wearing, you can use the item’s enhancement bonus in place of your Dexterity modifier on Fly skill checks while the spell lasts.

You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.

Level Plan:

Feats
Lvl 9: Iron Will
Lvl 11: Steel Soul
Lvl 13: Greater Weapon Focus, Greater Weapon Specialization
Lvl 15: Dodge
Lvl 17: Ironhide
Lvl 19: Armor Focus

Class
1-4: Weapon Master Fighter (Rune Warden)
5-6: Brawler (Disgraced, living on the streets)
7-16: Sentinel (Devoted to Torag)
17-20: Stonelord Paladin (Devoted to Torag)

Background:

Kazadaor has been called many names. Drunkard. Lout. Gambler. Trouble maker. The Clanless.

This was not always so. Once, Kazador had a clan. He and his people worked mines within the untamed lands. Surrounded as they were by orcs, giants, and other uncivilized races, life was rarely easy. But the dwarves kept to themselves, only traveling to the Bishopric of Helm to sell their goods, and to buy that which they could not produce for themselves.

That was in the past. Kazador now lives within the Bishopric in a destitute state. Every once in awhile he will manage to earn enough money as a smith to pull himself out of the gutter, but inevitably he will just drink his way back to the bottom. He has never spoken of what had happened to his clan, only that they were 'taken from him.' The seething fury in his eyes is usually enough to deter anyone from asking further.

Unwashed, often hungry, and reeking of ale, Kazador is currently not a pleasant sight. Which is why his hammer is such an odd sight. Polished, and shining with silver, it is obviously worth quite a pretty penny. Many a thief has tried to steal it. Most have left broken. Some crippled. Some wound up dead. There is nothing that Kazador cherishes as much as his hammer. No matter how low he sinks, he has never even considered selling it. Not only is it his last link to his home, but it is also his focus. While he is a trained smith, he also is a practitioner of runic magic. The act of carving runes into stone, storing arcane power within, and then releasing it. His hammer is one such item that he can work his craft on. To give it away would mean to forfeit the last shred of self that he has left.

His life has not been an easy one. Certainly, he has learned how to fight. One does not make the perilous journey through the untamed lands without knowing how to swing a hammer. His time on the streets has also turned him into a skilled brawler, able to use his hands, feet, and head, to devastating effect.

At the moment, what he is looking for, is a way out. A cause he can believe in...a meal in his stomach, coins in his pouch. So far he has tried unsuccessfully to join the Bishopric's armed forces, the city guard, and several mercenary companies. To date, all have smelled the ale on his breath and refused.

But now? Now it is different. In large part because he is dead broke. He knows that he has to do something...anything...to change the trajectory of his life. He knows that he is no hero. But at the same time, he doesn't want to drink himself to death, or end up with a slit throat after insulting the wrong person. So all that he can do is look for any band of armed ruffians, adventurers, or other assorted wanderers, and hope that they will take him in.