Gambler

Kazmuk Mithralsmith's page

97 posts. Alias of Cutlass.


Full Name

Kazmuk Mithralsmith

Race

Dwarf

Classes/Levels

Rogue/4 | AC 18, T 13, FF 15 | HP 0/35 | F +4, R +7, W +2 | INIT +5 | Senses 120 ft Darkvision, Perception +8, +10 vs traps

Gender

Male

Size

Medium

Age

50

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Dwarven, Undercommon, Orc

Strength 14
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 12
Charisma 10

About Kazmuk Mithralsmith

Initiative: +5 (+3 DEX, +2 trait) Senses: Darkvision 120 ft, Perception +8 (+10 vs traps and unusual stonework, +12 vs stonework traps)

Defense:

AC: 18, touch = 13, flat footed = 15 (+1 mithral chain shirt) Gets an extra +4 dodge bonus to AC against monsters of the giant subtype.
HP: 0/35
Fort: +4, Reflex: +7, Will: +2

Dwarves receive a +2 racial bonus on saving throws against poison, spells and spell-like abilities

Trap Sense gives him a +1 bonus on Reflex saves made to avoid traps and a + 1 dodge bonus to AC against attacks made by traps.

Offense:

Spd: 20 ft

Ranged MW light crossbow +7(1d8, 19-20/x2) 80 ft, P
Ranged Throwing Dart +6(1d4+2, x2) 20 ft, P
Ranged Dagger +6(1d4+2, 19-20/x2) 10 ft, P or S

Point Blank Shot feat not factored in. +1 to hit and damage at ranges of 30 feet or less.

Melee MW Battleaxe^ +6(1d8+2!, x3) S
Melee MW Warhammer& +6(1d8+2!, x3) B
Melee MW Gladius +6(1d6+2, 19-20/x2) P or S
Melee Dagger +5(1d4+2, 19-20/x2) P or S
Melee Unarmed strike +5(1d3+2, x2) B, nonlethal

^ Cold Iron
& Silvered
! damage 1d8+3 when used two handed

BAB: +3, CMB: +5, CMD: 18

Feats:

Deepsight: Darkvision has 120 ft range.
Point Blank Shot: +1 to hit and damage with ranged attacks at ranges of 30 feet or less.

Character Traits:

Reactionary: +2 trait bonus on Initiative checks.

Sacred Touch: As a standard action you may automatically stabilize a dying creature merely by touching it.

Racial Traits:

Slow and steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet. Modified to 120 feet by the Deepsight feat.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtype.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense 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 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.

Rogue Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 2d6.

Trapfinding: A rogue adds 1/2 his level to his Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Kazmuk gets a +2 bonus.

Evasion: At 2nd level and higher if he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense: Gets a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Rogue Talents:

Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Trained skills:

Note: Favored Class Bonus taken as skill point.

__________________________Class___MOD___RANKS___MISC______Total
Acrobatics (DEX*)_________+3______+3____+4___________________+10
Bluff (CHA)_______________+3_______0____+4____________________+7
Climb (STR*)______________+3______+2____+4______+2@__________+11
Disable Device (DEX*)_____+3______+3____+4______+2^#_________+12
Knowledge [D] (INT)_______+3______+2____+4____________________+9
Perception (WIS)__________+3______+1____+4______#&____________+8
Sense Motive (WIS)________+3______+1____+4____________________+8
Sleight of Hand (DEX*)____+3______+3____+4___________________+10
Stealth (DEX*)____________+3______+3____+4___________________+10
Swim (STR*)_______________+3______+2____+4____________________+9
Use Magic Device (CHA)____+3_______0____+4____________________+7

An * after the ability score indicates that an Armor Check Penalty may apply. Kazmuk is currently wearing armor with an ACP of 0.

Knowledge [D] = Knowledge [Dungeoneering]

@ When using climber's kit.
^Masterwork Thieves' Tools.
#Trapfinding, add an extra +2 when used vs traps.
&Stonecunning, +2 to Perception skill checks vs unusual stonework such as secret doors and traps. Thus Perception is +8 normal, +10 vs non-stonework traps and secret doors in stone, and +12 vs stonework traps.

Physical Description:

Kazmuk is 50 years old. He is relatively tall for a dwarf at 4 feet 4 inches tall. He weighs in at 199 pounds. He has dark brown hair and brown eyes. He wears his beard down to his chest and forked into two braids.

Kazmuk wears an Explorer's Outfit consisting of sturdy boots, leather breeches, a belt, a shirt, a jacket, gloves and cloak. A wide brimmed hat is also part of the ensemble. Kazmuk almost always wears his +1 mithral chain shirt. However, he wears it under his jacket so that somebody looking at him would probably not realize he was wearing armor. He has a set of suspenders that he has attached to his belt to help carry the weight of all the stuff he has hanging on it. Kazmuk is wearing a Heavyload belt that is a wide leather belt with two strands of oxen skin threaded through it. He is also wearing a large backpack that is obviously filled with all kinds of stuff. Yet Kazmuk does not seem to be bothered or encumbered by his load in any way.

Kazmuk carries his battleaxe slung over his right shoulder. He has a small quiver like device that holds six throwing darts in it slung over his left shoulder. Kazmuk carries a light crossbow on the right side of his belt, a Gladius rigged in the center front of his belt set up for a right hand draw and a silvered warhammer on the left side of his belt. He has a crossbow bolt case that holds 10 crossbow bolts strapped to each thigh (for 20 bolts total). Last but usually unnoticed are the two daggers that Kazmuk carries, one hidden in each boot.

Backstory:

Kazumuk's tale almost ended before it even began. The small dwarfhold that Kazumuk's family lived in was overrun by orcs when Kazumuk's mother, Rusilka, was 8 months pregnant with him. In all the chaos and confusion Rusilka was able to escape. But Rusilka got separated from the group she was with and found herself wandering all alone in the mountains. Totally exhausted and at her wits end Rusilka collapsed on a small mountain trail she had been following.

However, fortune was with Rusilka for she was found not by orcs, goblins or hungry predators but by a small caravan of Varisian wanderers. They came upon Rusilka just as the stresses that she was under caused her to go into labor. The healer for the small caravan, who was also a Priestess of Desna, sprang into action to make sure that everything went as well as it could.

Thus it was that Kazmuk was born several hours later under the starlight on the side of a mountain as the constellation sacred to Desna was at its zenith. About a week or so later the Varisians were able to get Rusilka to another dwarfhold. There Rusilka found to her joy that Rogar, her husband, had also survived the orc attack. There was a happy reunion and life went on.

As Kazmuk grew up he became something of a minor problem for his parents. While the general overall bent of dwarves is towards being lawful in alignment, Kazmuk was most definitely chaotic in nature. Furthermore, as time went on he became far more interested in studying scouting and light infantry tactics and techniques than in studying heavy infantry weaponry or in mastering all the theology inherent in Torag worship. It was apparent that Kazmuk had inherited the "Deepsight" vision trait that tended to run in the Mithralsmith family. That enabled Kazmuk to see twice as far in the dark than most dwarves or orcs could. So Rogar eventually caved in and let Kazmuk join the small group of dwarven scouts that operated out of the dwarfhold.

For a while Kazmuk did well as a scout for the dwarfhold, but through time he had the urge to wander and see new places. So he set off on his own to go exploring the great wide world. While visiting one of the big cities a couple of month's travel from home Kazmuk fell in with a group of people from the Pathfinder Society and decided to help them out. Eventually he became a member of the Pathfinder Society himself.


Personality:

Kazmuk tends to be something of a free spirit as far as dwarves go. As a member of the Pathfinder Society he found himself drawn to and joining the Andoran faction. Kazmuk occasionally enjoys smoking a good cigar, but will only do do during "down" time. Otherwise the smell from the cigar might give him away when he's trying to be stealthy.

Equipment:

Encumbrance limits without Heavyload belt:

Light: < 59 lbs, Medium < 117 lbs, Heavy < 175 lbs

Encumbrance limits with Heavyload belt:

Light: < 177 lbs, Medium: < 351 lbs, Heavy: < 525 lbs

on person:

Explorer's Outfit____________(free)__________8 lbs
+1 Mithral Chain Shirt*______2,250 gp_______12.5 lbs
MW Cold Iron Battleaxe_________320 gp________6 lbs
MW Silvered Warhammer__________402 gp________5 lbs
MW Light Crossbow______________335 gp________4 lbs
20 bolts_________________________2 gp________2 lbs
MW Gladius_____________________315 gp________3 lbs
2 daggers________________________4 gp________2 lbs
MW Thieves' Tools______________100 gp________2 lbs
Mirror, small steel_____________10 gp________0.5 lbs
Flint and Steel__________________1 gp________-
6 throwing darts_________________3 gp________3 lbs
Heavyload belt%______________2,000 gp________3 lbs

_____________________________5,742 gp_______51 lbs

Backpack and contents:

Backpack_________________________2 gp_________2 lbs
Waterskin________________________1 gp_________4 lbs
13 days trail rations____________8 gp________13 lbs
60 xbow bolts (in a case)________6 gp_________6 lbs
12 throwing darts (In a case)____6 gp_________6 lbs
Rope, silk (50 ft)______________10 gp_________5 lbs
Grappling hook___________________1 gp_________4 lbs
Climber's kit___________________80 gp_________5 lbs
Bedroll__________________________0.1 gp_______5 lbs
Winter blanket___________________0.5 gp_______3 lbs
Cold weather outfit______________8 gp_________7 lbs
Spare explorer's outfit_________10 gp_________8 lbs
Whetstone________________________0.02 gp______1 lb

_______________________________132.62 gp_____69 lbs

Total spent: 5742 + 132.62 = 5874.62 gp. 125.28 gp left over (2.7 lbs weight of coins)

Total carried = 51 lbs + 69 lbs + 2.7 lbs = 122.7 lbs, light load, can carry another 52.3 lbs of stuff before he hits medium load

* Armor bonus +5, Max Dex +6, ACP 0
% This wide leather belt is held together with two strands of oxen skin threaded through holes on each end. The belt's wearer is affected as though subject to a permanent Ant Haul spell. As a result carrying capacity triples. This does not affect Strength in any way, merely the amount of material that can be carried.