Khonnir

K'azz's page

No posts. Alias of Ryan Blomquist.


Full Name

K'azz Drovenge

Race

Human (Chelaxian)

Classes/Levels

Fighter 16

Gender

Male

Size

Medium

Age

46

Special Abilities

Armor training 2, battle awareness, cooperative combatant, tactical awareness +3, weapon training 2 (close, heavy blades)

Alignment

Lawful Neutral

Deity

Abadar

Location

Absalom

Languages

Abyssal, Elven, Taldane

Occupation

Retired mercenary leader

Strength 18
Dexterity 18
Constitution 16
Intelligence 13
Wisdom 8
Charisma 7

About K'azz

Advancement Choices:

Level: Class: Feats: Traits: Class Features:
1 Fighter (Tactician) Improved Shield Bash Iron Will Proud Parent Threatening Defender Strategic training
2 Fighter (Tactician) Weapon Focus (heavy shield) Tactical awareness +1
3 Fighter (Tactician) Two-Weapon Fighting Armor training 1
4 Fighter (Tactician) Weapon Specialization (heavy shield)
5 Fighter (Tactician) Alertness Broken Wing Gambit Tactician
6 Fighter (Tactician) Shield Slam Tactical awareness +2
7 Fighter (Tactician) Power Attack Armor training 2
8 Fighter (Tactician) Dazzling Display
9 Fighter (Tactician) Shatter Defenses Weapon training 1
10 Fighter (Tactician) Greater Weapon Focus (heavy shield) Tactical awareness +3
11 Fighter (Tactician) Shield Master Cooperative combatant
12 Fighter (Tactician) Deadly Stroke
13 Fighter (Tactician) Leadership Weapon training 2
14 Fighter (Tactician) Combat Expertise Tactical awareness +4
15 Fighter (Tactician) Cornugon Smash Battle insight
16 Fighter (Tactician) Combat Reflexes

K'azz Drovenge

Male Human (Chelaxian) Fighter (Tactician) 16

LN Medium Humanoid (human)

Init +9; Senses ; Perception +

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DEFENSE
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AC 43, touch 20, flat-footed 38 (13 armor, 5 Dexterity, 7 shield, 3 deflection, 3 natural, 1 insight. 1 luck)

HP 176 (16d10+76)

Fort +21, Ref +16, Will +14

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OFFENSE
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Speed 30 ft.

Melee heavy steel shield bash +33/+28/+23/+18 (3d6+14, x2) and gladius +24 (1d6+5)

Ranged masterwork composite (+4) shortbow +23/+18/+13/+8 (1d6+4, x3)

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Battle Insight (Ex) At 15th level, as a swift action, a tactician can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the tactician. That ally gains the bonus until the end of the tactician’s next turn. The tactician can use this ability a number of times per day equal to 3 + his Intelligence modifier.

Bonus Feats A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.

Cooperative Combatant (Ex) At 11th level, when a tactician uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For each ally that a tactician aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses. This ability replaces armor training 3.

Strategic Training (Ex) A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.

Tactical Awareness (Ex) At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Tactician (Ex) At 5th level, a tactician gains this ability as the cavalier class feature. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level). If the tactician also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression. This ability replaces weapon training 1.

Weapon Training Starting at 9th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

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STATISTICS
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Str 18 (22), Dex 18 (20), Con 16 (20), Int 13 (15), Wis 8 (10), Cha 7

Base Atk +16; CMB +23; CMD 39

Traits:

Proud Parent - +1 to Will saves and the Endurance feat.

Threatening Defender - When using Combat Expertise, reduce the attack roll penalty by 1.

Feats:
Alertness, Broken Wing Gambit, Combat Expertise, Combat Reflexes, Cornugon Smash, Dazzling Display, Deadly Stroke, Greater Weapon Focus (heavy shield), Improved Shield Bash, Iron Will, Leadership*, Power Attack, Shatter Defenses, Shield Master, Shield Slam, Two-Weapon Fighting, Weapon Focus (heavy shield), Weapon Specialization (heavy shield)

Skills (X Points - 1 class, 1 race, etc):
Acrobatics +4 (0 rank, 5 Dex, -1 ACP, 1 competence), Appraise +3 (0 rank, 2 Int, 1 competence), Bluff +6 (5 rank, -2 Cha, 3 competence), Climb +10 (1 rank, 3 class, 6 Str, -1 ACP, +1 competence), Craft (any) +3 (0 rank, 2 Int, 1 competence), Diplomacy +5 (1 rank, 3 class, -2 Cha, 3 competence), Disable Device +4 (0 rank, 5 Dex, -1 ACP, 1 competence), Disguise +1 (0 rank, -2 Cha, 3 competence), Escape Artist +4 (0 rank, 5 Dex, -1 ACP, 1 competence), Fly +4 (0 rank, 5 Dex, -1 ACP, 1 competence), Handle Animal +5 (1 rank, 3 class, -2 Cha, 3 competence), Heal +1 (0 rank, 0 Wisdom, 1 competence), Intimdate +20 (16 rank, 3 class, -2 Cha, 3 competence), Knowledge (engineering) +7 (1 rank, 3 class, 2 Int, 1 competence), Knowledge (geography) +7 (1 rank, 3 calss, 2 Int, 1 competence), Knowledge (all others) +3 (0 rank, 2 Int, 1 competence), Linguistics +7 (1 rank, 3 class, 2 Int, 1 competence), Perception +25 (16 rank, 0 Wis, 5 competence, 4 Alertness), Perform (all) +1 (0 rank, -2 Cha, 3 competence), Profession (soldier) +5 (1 rank, 3 class, 0 Wis, 1 competence), Ride +9 (1 rank, 3 class, 5 Dex, -1 ACP, 1 competence), Sense Motive +24 (16 rank, 3 class, 0 Wis, 1 competence, 4 Alertness), Sleight of Hand +5 (0 rank, 5 Dex, -1 ACP, 1 competence), Spellcraft +3 (0 rank, 2 Int, 1 competence), Stealth +5 (0 rank, 5 Dex, -1 ACP, 1 competence), Survival +5 (1 rank, 3 class, 0 Wis, 1 competence), Swim +10 (1 rank, 3 class, 6 Str, -1 ACP, 1 competence), Use Magic Device +17 (16 rank, -2 Cha, 3 competence)

Favored Class: Fighter

Racial Modifiers:

Languages: Abyssal, Elven, Taldane (Common)

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GEAR/POSSESSIONS
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Combat Gear boots of speed, jingasa of the fortunate soldier, oil of daylight, potion of delay poison, potion of gaseous form, potion of lesser restoration (2), potion of remove blindness/deafness, potion of remove curse, potion of remove disease, potion of water breathing, wand of fly (9 charges), wand of lightning bolt[i/i] (CL 10, 7 charges), wand of [I]infernal healing (50 charges)

Other Gear +5 bashing heavy steel shield with masterwork shield spike, +2 defending adamantine gladius, +5 mithral full plate, amulet of natural armor +3, belt of physical might [Str/Con] +4, circlet of persuasion, cloak of resistance +5, deep red sphere ioun stone, dusty rose prism ioun stone, eyes of the eagle, gloves of dueling, incandescent blue sphere ioun stone, masterwork composite (+4) shortbow, pale green prism ioun stone, ring of protection +3

Carrying Capacity Light: 100 (173) lbs. Medium: (200) 346 lbs. Heavy: 300 (520) lbs.

Money: 1,926 GP, 206 SP, 309 CP (1949.69 gp)

Total Weight: 133.58 lbs. [medium load - light load if Belt of Physical Might +4 is worn for at least 24 hours]
Non-Adventuring Wealth military academy with a smithy and tannery, employing an accountant, doctor, headmaster, innkeeper, lieutenant, master smith, and smuggler. Two companies of mercenaries operate out of the academy , as does a robber team led by a smuggler to smuggle goods and supplies into and out of Absalom.
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Background:

Born in Lastwall, K'azz spent his youth at Castle Firinne where his crusader mother, Veleria, met his father, a farrier, while she was recovering from injuries sustained against the orcs of Belkzen; Omri, a Rahadoumi expatriate, shod her destrier before she rode out on patrol after recovering from battle wounds. Their courtship was necessarily a short one; K'azz's mother departed from Castle Firinne days after the two met. However, she would return early from her assignment with a lasting legacy of their brief liaison - pregnant with their son.

K'azz's formative years were spent dreaming of learning the arts of war. His mother's fondest hope was for him to attend the War College in Vigil. While young K'azz was his mother's shining star, his father struggled. Not a native but a foreigner, he ever fought against Lastwall's elitism regarding their horses; regardless of his skill as a blacksmith or a horseman, he was permanently looked down on. As a result, while he was immersing himself in his mother's culture K'azz's time in Lastwall was rapidly drawing to a close; only six years old, his mother was killed by raiding orcs while on patrol across the border in Belkzen. Without the shield of his marriage to a crusader, Omri's business quickly dried up. Few knights would trade with a foreigner not of a people known for horsemanship, and he took his wife's death poorly. While he did not take to drink, he often could not sleep for weeping and exhaustion quickly took its toll. Omri was near to destitute, and only the generosity of the Iomedaeans kept him and his young son from being destitute. Before K'azz's tenth birthday, he set out for better work in another land, taking his young son from the only life the boy had ever known.

After a long year spent on the road, Omri and K'azz crossed Lastwall to Caliphas. There he was able to settle down and work, but when K'azz was twelve grief overcame his father again, and they pushed on to Kerse in Druma, buying passage with his father's labor; while his strong hands were made for shoeing horses, Omri was gifted with all animals and could turn decent wages on ships full of livestock headed for market. They stayed in Kerse six months before heading south again, joining a caravan bound for Almas. Here, the family finally settled down and K'azz grew to manhood in the lone republic on the Inner Sea. His relationship with his father was ever a cold one - K'azz was not inclined to hard work in his youth, preferring athletic and military pursuits to learning a settled trade like blacksmithing. By sixteen, he was actively pursuing work with several disreputable mercenary groups, barely more than thugs, and by eighteen he had run afoul of the law as a result. He spent six months languishing in the Almas jail and lost a finger in n aborted escape attempt; a stump remains on his sword hand where his ring finger used to be, the finger cut at the second knuckle.

All his fighting, however, did earn him a fair bit of coin, and rather than tell the father he had always kept at arm's length, he instead stashed it away. He dreamed of taking to the road once again, only this time to return to Lastwall and become a proper knight, like his mother. After his jail stint, he made an effort to work more legitimate jobs than before, and his reputation earned him enough respect to find gainful employ with local businesses ferrying goods to Lumber Consortium outposts. Finally, he believed he had enough to buy passage, but before he could tell his father and depart an offer too good to refuse arrived; one last job guarding a scholar heading for the Augustana sewers. The scholar hired several local toughs to get him there and back again in one piece, and was paying too much to turn down. K'azz took the offer, and changed the direction of his life forever.

The sewers turned out to be an unwelcoming place for the company. K'azz's employer was a bit of a liar; what he had presented as a historical artifact was in fact a madman, believing himself to be the long-lost Taldan prince of Augustana, and the "scholar" was in fact a Pathfinder, a Society field agent sent to collect the man for study by his mysterious masters. In his haste to acquire the fellow, he managed to sicken several of his companions and find the group in a bloody confrontation with the local undead. In a moment of desperation, K'azz struck their assailant with the first object close at hand - the shield of one of it's fallen skeletal allies. The blow, as much the result of years of hard labor as any skill on his part, laid the beast low and quite probably saved the life of the dishonest field agent, who after recovering from the plague the beast carried made K'azz an offer on the spot; a sponsorship to join the Society. K'azz initially rejected, but the Pathfinder wore him down on the return to Almas. His return to Lastwall would be all the better, after all, if he returned a renowned adventurer ready to take his place with the Knights of Ozem on the front lines, wouldn't it? K'azz finally relented. Rather than sign on with a caravan heading north, he paid for space on a ship to the south, to Absalom.

K'azz proved a capable, if not academically gifted, pupil of the three masters. He clashed frequently with his other classmates, especially hot-tempered peer Filraen Ghaun. After finally earning the privilege of passing his Test, K'azz was set with dreams of returning to Lastwall and leading expeditions across the borders into Gallowspire. However, his masters felt otherwise, and the Venture-Captains reassigned him to Rahadoum, where his father's heritage made him a uniquely qualified agent to lead operations out of Garund; and lead he did.

K'azz proved an adept leader of expeditions in his time operating from Rahadoum, and later from the Osiriani city of Wati. While he was not happy with his assignment, like a good soldier he lost himself in his work rather than complain to his superiors (perhaps the only truly wise choice of his entire career as a Pathfinder). He made a name for himself as a rising star, and was even considered for a Venture-Captaincy himself after he and several companions thwarted an assault on the Sothis lodge. However, much to his chagrin, his aspirations were thwarted when

Description
Ht: 5' 11"
Wt: 183 lbs
Age: 46
Hair: Black, starting to gray
Eyes: Blue
Skin: Caucasian, "olive" skin complexion (see link).

Of average height and build with a plain, forgettable face, K'azz does not look the part of storybook adventurer, famous explorer, or fearless millitary officer. His skin betrays his father's Rahadoumi ancestry, while his eyes are a telltale sign of his Chelish mother. The only visible sign of a hard life lived plundering tombs and marching on battlefields is the network of scars that mar his face and arms. He typically dresses plain traveling clothes, reserving his military uniform (white and gold in homage to his native Lastwall) for functions at the the academy he founded. Though it has been many years since he wore full military kit, a borderline compulsive work ethic means it still fits the way it did when he was campaigning in the Worldwound, and he can still carry the heavy adamantine shield that was his signature weapon as well as his bulwark against enemy blows.