Ezren

Kazmuk the quiet's page

21 posts. Alias of verdigris.


Full Name

Kazmuk the Quiet (6)

Race

Human

Classes/Levels

Metal Oracle/6

Size

medium

Age

52

Alignment

NG

Deity

Torag

Languages

Celestial, Common, Dwarven, Orc, Terran

Occupation

stone mason, soldier

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 9
Charisma 16

About Kazmuk the quiet

Hero Lab:
KAZMUK THE QUIET AT 6TH CR 5
Male Human Oracle 6
NG Medium Humanoid (Human)
Init +1; Senses Perception +2
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DEFENSE
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AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 51 (6d8+18)
Fort +4, Ref +3, Will +5
Tongues: Terran, Celestial You can only understand and speak two languages in combat.

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OFFENSE
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Spd 40 ft.

Melee
. . Javelin of Lightning +6 (1d6+2/20/x2) becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.
. . Masterwork Silver Warhammer +7 (1d8+2/20/x3) and
. . Masterwork Cold Iron (any simple or martial melee weapon/6 times a day)
. . Unarmed Strike +6 (1d3+2/20/x2)

Ranged
. . Masterwork Crossbow, Light +6 (1d8/19-20/x2) and
. . . . bolts: Screaming Bolt (4), Tangle Bolt (3), Masterwork bolts (50)
. . Javelin of Lightning +6 (1d6+2/20/x2) becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.

Oracle Spells Known (CL 6, +6 melee touch, +5 ranged touch):
Level 3 (4/day): Cure Serious Wounds (DC 16), Dispel Magic, Keen Edge (DC 16)
Level 2 (6/day): Shield Other (DC 15), Heat Metal (DC 15), Cure Moderate Wounds (DC 15), Align Weapon (DC 15), Bull's Strength (DC 15)
Level 1 (7/day): Lead Blades (DC 14), Divine Favor (DC 14), Shield of Faith (DC 14), Bless, Magic Weapon (DC 14), Cure Light Wounds (DC 14), Abundant Ammunition, Sun Metal (DC 14)
Orisons (at will): Resistance (DC 13), Stabilize, Virtue, Read Magic (DC 13), Light, Detect Poison, Spark (DC 13)

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STATISTICS
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Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +6; CMD 17 (18 vs. Trip)
Feats Blind-Fight, Extra Revelation, Extra Revelation, Toughness +6
Traits Child of the Temple: Knowledge (Nobility), Log Roller (forest)
Skills Acrobatics +3, Appraise +4, Bluff +7, Climb +3, Craft (Stonemasonry) +2, Diplomacy +7, Heal +7, Intimidate +7, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +6, Knowledge (Religion) +8, Linguistics +2, Perception +2, Sense Motive +6, Spellcraft +6, Use Magic Device +5

Languages Celestial, Common, Dwarven, Giant, Terran
SQ Armor Mastery +/-1 (Ex), Dance of the Blades (Ex), Iron Weapon (cold iron, 6 minutes) (6/day) (Su), Tangle Bolt
Combat Gear +1 Breastplate, Javelin of Lightning, Masterwork Bolts, Crossbow (50), Masterwork Crossbow, Light, Masterwork Silver Warhammer, Screaming Bolt (4), Tangle Bolt (3);

Other Gear Acid Flask, Artisan's tools, masterwork: Craft (Stonemasonry), Backpack, Masterwork (empty), Bag of Holding I (75 @ 53.12 lbs), Bedroll, Bladeguard (3), Blanket, winter, Bloodblock (3), Healer's kit (10 uses), Holy symbol, silver: Torag, platinum rings, two, Potion of Fly (CL 3), Pulley, Wand of Barkskin, Wand of Magic Weapon, Waterskin, Weapon Blanch, Adamantine, Weapon Blanch, Silver

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SPECIAL ABILITIES
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Armor Mastery +/-1 (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Blind-Fight Re-roll misses because of concealment, other benefits.
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Iron Weapon (cold iron, 6 minutes) (6/day) (Su) You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron.
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
Tangle Bolt Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt damage, the target is entangled as if it had been hit by a tanglefoot bag.