About KhazakDescription:
Khazak stands 4 feet 4 inches tall and weighs in at 199 lbs. He is not overly muscled and moves with surprising, almost elven, grace. He is relatively young for a dwarf at 68 years of age. He has red hair and light blue eyes. He wears his beard in a triple braid down the front of his chest with various small ornaments woven into it. Somebody who was familiar with such things could read that more or less like somebody could read military insignia today. If they did they would realize that Khazak had established an excellent reputation as a ranger, scout and marksman. Khazak wears his breastplate armor over his explorer's outfit. He also has an "H" shaped shoulder harness system that he has attached to his weapon belt to help him carry stuff. He wears his repeating heavy crossbow with one crossbow bolt case loaded into it slung over his right shoulder when he doesn't have it ready. He has 2 pouches on his harness system on the front of his chest that each hold one crossbow bolt case. In addition he carries two more crossbow bolt cases in the equivalent of cargo pockets, one on each thigh. Khazak wears his war axe on his weapon belt on his right hand side and his morningstar on his left hand side. He carries a dagger more or less concealed in the top of each boot and has a handaxe thrust through the middle front of his weapon belt. He carries his chakrams in a special case/holder such that he can pull them out one at a time by reaching back over his left shoulder. His spell component pouch, with some holly and mistletoe to serve as divine foci, is carried on his right hand side by his war axe. His backpack seems to be relatively full but doesn't look as if it weighs that much. When Khazak is not in an area where he is expecting combat, he keeps his sniper goggles in a pouch by his morningstar. Anybody who was familiar with arms and armor could tell at a glance that Khazak's breastplate, repeating heavy crossbow and war axe were at the very least of masterwork quality. In addition to just looking nice, the breastplate armor has a tendency to draw shadows to itself and mute sounds in its immediate vicinity. Background:
Khazak had been part of an elite long range reconnaissance unit based out of a small dwarfhold on the frontier. Khazak and his unit had been on an extended patrol in the Darklands when the dwarfhold was attacked by a large orc horde. Though the dwarfhold did not fall, it was a costly victory and the decision was made to abandon the dwarfhold. When Khazak and his unit returned they found their base deserted. The unit then proceeded to the closest dwarven city where they reunited with most of the survivors from the dwarfhold. However, the dwarven city did not need the unit's services as much as the smaller dwarfhold had, and only a few of them were able to join the ranks of the city's reconaissance unit. Khazak ended up as one of the odd dwarves out because the city's unit already had enough trap detection and sentry removal specialists thank you. So, with not much else to do and a desire to improve the world in general by removing a few orcs from it Khazak set out as an adventuring mercenary for hire. Ability Scores:
_____As bought__Race Mods___LVL increases___Total STR__14______________________________________14
Racial Traits:
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. 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 subtypes due to special training against these hated foes. 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.
Character Traits:
Character Traits: Dwarf Race Trait: Tunnel Fighter – While underground you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). Combat Trait: Armor Expert – When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Feats:
Character_______Class___Feats Level___________Level _1______________R1______LF Deep Sight
R = Ranger, T = Thief/Rogue, LF = Level Feat, CS = Combat Style Feat, TT = Thief/Rogue Talent, RF = Ranger Feat Deep Sight: 120 ft darkvision Point Blank Shot: +1 to attack and damage with ranged attacks at 30ft or less Precise Shot: Can fire at an opponent engaged in melee without taking -4 to attack Trap Spotter: Whenever he 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. Exotic Weapon Proficiency Repeating Heavy Crossbow Endurance: +4 bonus on various checks and saves involving Constitution. Can sleep in light or medium armor without becoming fatigued. Deadly Aim: Can take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your BAB reaches +4, and every +4 thereafter the penalty increases by -1 and the bonus to damage increases by +2. Fast Stealth: Can move at full speed using stealth skill without penalty. Power Attack: Can take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by 50% if you are making an attack with a two-handed weapon or a one handed weapon using both hands. When your BAB reaches +4 and every +4 thereafter the penalty increases by -1 and the bonus damage increases by +2. Ranger Class features:
Ranger Class Features: Weapon and armor proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor and shields (except tower shields) Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level plus his Charisma bonus to determine the wild empathy check result. Ranger and animal must be within 30 feet of one another under normal visibility conditions. Usually takes 1 minute but can take longer. It can be used on a magical beast with an intelligence score of 1 or 2, but at a -4 penalty on the check. Combat Style: At 2nd level a ranger must select a combat style. He can choose feats from his combat style even if he does not meet the prerequisites. The benefits of the ranger's chosen style feats feats apply only when he wears light, medium or no armor. Khazak's combat style is crossbow. A ranger gains endurance as a bonus feat at third level. Ranger Guide Archetype Gains Ranger’s focus at level 1; uses 1/day, +2 bonus on attack and damage against target of focus. At 5th ranger level and every 5 ranger levels thereafter this bonus increases by +2. At 4th ranger level and every 3 ranger levels thereafter this can be used an additional time per day. This ability replaces favored enemy. Designating a target is a swift action, target must be within line of sight.[Max at Ranger level 10: + 6 bonus on attack and damage, can be used 4 times a day.] At his current ranger level of 5 he gets a +4 bonus on attack and damage against the target of his focus that he can use 2 times a day. Favored Terrain: At 3rd level a ranger may select a type of terrain from the Favored Terrains Table. The ranger gains a +2 bonus on Initiative checks and Knowledge (Geography), Perception, Stealth and Survival skill checks when he is in his favored terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he chooses to). At 8th level and every 5 levels thereafter a ranger may select another favored terrain. Khazak’s favored terrain is Underground. Gains terrain bond at ranger level 4. It replaces Hunter’s bond. When in his favored terrain the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth and Survival skill checks. Also, as long as they travel with him the ranger’s allies leave no trail and can’t be tracked. Gains Ranger’s Luck at ranger level 9. Once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the second roll even if it’s worse. This replaces evasion. 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: A 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. ... Ranged attacks count as sneak attacks only if the target is within 30 ft. ... The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Sneak attack damage: 3d6 Trapfinding: A rogue adds 1/2 his level to 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. Evasion: A successful Reflex saving throw against an attack that normally deals half damage on a successful save instead results in no damage. Trap Sense: +1 bonus on Reflex saves made to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. These bonuses rise to +2 at 6th level and +3 at 9th level. Uncanny Dodge: Cannot be caught flat footed, nor does he lose his Dex bonus to AC if the attacker is invisible, though does lose it if he is immobilized, can be feinted against. Trained Skills:
Trained Skills _1. Acrobatics* = 10(SR) + 3(CS) + 3(DEX) = 16, 21 for jumping (BT)
(CS) = Class Skill Bonus
Equipment:
Encumbrance (effective strength for encumbrance purposes is 22) Light Load: < 174 lbs, Medium Load < 347 lbs, Heavy load < 520 lbs Gear on person: Explorer’s Outfit_________________________free______________8 lbs
Items in Bag of Holding (carried in backpack)[5] 200 crossbow bolts (40 cases)_______________40 gp__________40 lbs
Total spent = 60,676 + 897.41 = 61,573.41 gp, 426.59 gp left over [1] Armor bonus +9, Max DEX +5, ACP 0 (mithral + armor expert). Shadow special ability grants a +5 competence bonus on stealth checks. [2] Holds 30 cubic feet/250 lbs. [3] Can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet the wearer gains a +2 circumstance bonus on each sneak attack damage die. [4] Wearer treats his strength score as 8 higher than normal when determining his carrying capacity [5] Any items in the bag of holding which could potentially damage the bag have been sheathed/cased or wrapped so that they will not hurt the bag. [6] One for sleeping in, 4 for use to wrap items that might hurt bag of holding. [7] The various blanches have already been applied to 10 crossbow bolts each, thus Khazak has 10 bolts (2 cases) of adamantine xbow bolts, 10 bolts (2 cases) of cold iron xbow bolts and 10 bolts (2 cases) of silver crossbow bolts. The cases are marked to show what they contain so they won’t be mixed up with the others.
Combat Statistics:
AC = 10 + 3 (DEX) + 9(+3 breastplate) = 22, touch 13, flat 19.*^
* AC = 26, touch 17, flat 19 against monsters of the giant subtype
Hit points: 55 + 45 = 100 Saves: Fortitude = 5(base) + 1(CON) = 6*
*+2 more vs poison, spells and spell like abilities. ^+1 more vs traps Initiative modifier = +3(DEX), an additional +4 for +7 total when underground. Ranger Spells Prepared (effective caster level is 2): Level 1
Ranged attacks (point blank shot feat factored in) ________________________To hit__damage__Crit_______Range_______Type +2 RPTG HVY XBOW*_______+14/+9__1d10+3__19-20/x2___120 ft______P
* Normal 8(BAB) + 2(Magic) + 3(DEX) + 1(PBS) = +14/+9
Any attack +4 to hit and +4 damage when made against target of focus.
Melee attacks ________________To hit__Damage__Crit_______Type +1 D. War Axe*__+11/+6__1d10+3__x3_________S
* Normal, used 1 handed
Any attack +4 to hit and +4 damage when made against target of focus.
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