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About Khazmia Makuhuzdiabackground:
Khazmia never really cared who's blood it was that ran in her veins; the man that had raised her had been family enough for her. Xodak, the owner of the "Caravan of the Carefree", a traveling circus and brothel, had supposedly traded her for a dissolute scribe with the idea of raising her to work in the carnival. As he had told her often at story time, "One look at those lavender eyes, and I knew you were meant to for far greater things, Princess". He always provided the best for her, whether it be a tutor for her education, sword training with the guards master to learn to protect herself. He even gave her her own pretty lavender tent when she seemed "more lady than child" to those around her. Xodak treated her like the Princess he often called her, raising her as his only child and the light of his life. When Xodak died, Khazmia learned that his brother Mirkoah hadn't felt the same. Within a day Mirkoah had seized all Xodak's holdings, dismissed her tutor, and had her lovely lavender tent moved to into the pleasure areas of the caravan's current camp. The guards master was killed after wounding the first "client" Mirkoah had sent to her. She could grieve for him or make his sacrifice worthwhile; not being stupid, she ran. Disguised as a sailor, she left for lands unknown and prayed that whatever great future she was supposed to have, it could find her where ever she would land. A year later, and thousands of miles away, she feels less a princess every day, but she still refuses to be anyone's property. Khazmia, Christmas 2015 edition:
Khazmia Makuhuzdia Female half-orc sorcerer 13 NG Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 104 (13d6+50) Fort +7 (+2 circumstance bonus vs. hot weather), Ref +8, Will +9 Defensive Abilities orc ferocity, unusual anatomy (50%); SR 27 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +8/+3 (1d4+2/19-20) or . . . . hanbo +8/+3 (1d6+2) or . . . . mwk sickle +9/+4 (1d6+2) Ranged light crossbow +9 (1d8/19-20) Special Attacks long limbs (15 ft.) Bloodline Spell-Like Abilities (CL 13th; concentration +20) . . 10/day—acidic ray (1d6+8 acid) Sorcerer Spells Known (CL 13th; concentration +20) . . 6th (5/day)—disintegrate (DC 23), sirocco[APG] (DC 23), veil (DC 23) . . 5th (7/day)—baleful polymorph (DC 22), feeblemind (DC 22), overland flight, teleport . . 4th (7/day)—ball lightning[APG] (DC 21), bestow curse (DC 21), black tentacles, enervation, greater invisibility, unbearable brightness[ACG] (DC 21) . . 3rd (8/day)—dispel magic, fly, heroism, lightning bolt (DC 20), tongues . . 2nd (8/day)—burst of radiance (DC 19), create pit[APG] (DC 19), false life, scorching ray, see invisibility, touch of idiocy . . 1st (8/day)—color spray (DC 18), corrosive touch[UM], enlarge person (DC 18), expeditious retreat, magic missile, touch of gracelessness[APG] (DC 18) . . 0 (at will)—acid splash, breeze[UM], detect magic, ghost sound (DC 17), haunted fey aspect[UC], mage hand, prestidigitation, ray of frost, read magic . . Bloodline Aberrant -------------------- Statistics -------------------- Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 24 Base Atk +6; CMB +8; CMD 21 Feats Combat Casting, Cosmopolitan[APG], Eschew Materials, Extend Spell, Greater Spell Penetration, Intensified Spell[APG], Quicken Spell, Silent Spell, Spell Penetration, Toughness Traits armor expert, vagabond child (urban) Skills Acrobatics +5, Appraise +7, Bluff +12, Climb +4, Craft (jewelry) +7, Diplomacy +9, Disable Device +10, Disguise +8, Escape Artist +4, Fly +9, Heal +1, Intimidate +14, Knowledge (arcana) +11, Knowledge (dungeoneering) +13, Knowledge (geography) +8, Knowledge (local) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Perception +5, Ride +4, Sense Motive +1, Spellcraft +17, Stealth +4, Survival +1, Swim +5, Use Magic Device +21; Racial Modifiers +2 Intimidate Languages Common, Custom Language, Custom Language, Draconic, Goblin, Orc SQ bloodline arcana (+50% duration on polymorphs), orc blood Combat Gear oil of keen edge, oil of shrink item, scroll of fear (CL 7th), scroll of hostile juxtaposition (CL 9th), scroll of sleet storm, wand of cure light wounds, wand of cure moderate wounds, wand of empowered fireball (21 charges), wand of mage armor (50 charges), wand of scorching ray (36 charges); Other Gear crossbow bolts (20), dagger, hanbo, light crossbow, mwk sickle, pink and green sphere ioun stone, handy haversack, headband of alluring charisma +4, ring of spell knowledge ii, robe of arcane heritage, stone of good luck (luckstone), artisan's tools, bedroll, blanket, courtier's outfit, fishhook, flint and steel, hat, hemp rope (50 ft.), hot weather outfit, perfume/cologne, scarf, signet ring, silent whistle, thieves' tools, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 572 pp, 265 gp, 3 sp -------------------- Special Abilities -------------------- Acidic Ray (1d6+8 acid, 10/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe. Armor Expert -1 Armor check penalty. Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd). Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses) Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap). Long Limbs (15 ft.) (Ex) When making melee touch attacks can increases reach by +15 ft. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Quicken Spell Cast a spell as a swift action. +4 Levels. Ring of spell knowledge II (glitterdust) Teach ring arcane spell (DC 20 spellcraft) & use as if known. +1 level if not on your spell list. Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. Construction Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp Silent Spell Cast a spell with no verbal components. +1 Level. Spell Resistance (27) You have Spell Resistance. Unusual Anatomy (50%) (Ex) 50% chance to ignore critical hits/sneak attacks. Khazmia, 7-10-2015:
Khazmia Makuhuzdia Female half-orc sorcerer 12 NG Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 97 (12d6+47) Fort +7 (+2 circumstance bonus vs. hot weather), Ref +8, Will +9 Defensive Abilities orc ferocity, unusual anatomy (50%); SR 26 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +8/+3 (1d4+2/19-20) or . . hanbo +8/+3 (1d6+2) or . . mwk sickle +9/+4 (1d6+2) Ranged light crossbow +9 (1d8/19-20) Special Attacks long limbs (10 ft.) Bloodline Spell-Like Abilities (CL 12th; concentration +19) . . 10/day—acidic ray (1d6+8 acid) Sorcerer Spells Known (CL 12th; concentration +19) . . 6th (4/day)—disintegrate (DC 23), veil (DC 23) . . 5th (6/day)—feeblemind (DC 22), overland flight, teleport . . 4th (7/day)—ball lightning[APG] (DC 21), black tentacles, enervation, greater invisibility . . 3rd (8/day)—dispel magic, fly, heroism, lightning bolt (DC 20), tongues . . 2nd (8/day)—burst of radiance (DC 19), create pit[APG] (DC 19), false life, scorching ray, see invisibility, touch of idiocy . . 1st (8/day)—color spray (DC 18), corrosive touch[UM], enlarge person (DC 18), expeditious retreat, magic missile, touch of gracelessness[APG] (DC 18) . . 0 (at will)—acid splash, breeze[UM], detect magic, ghost sound (DC 17), haunted fey aspect[UC], mage hand, prestidigitation, ray of frost, read magic . . Bloodline Aberrant -------------------- Statistics -------------------- Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 24 Base Atk +6; CMB +8; CMD 21 Feats Combat Casting, Cosmopolitan[APG], Eschew Materials, Extend Spell, Greater Spell Penetration, Quicken Spell, Spell Penetration, Toughness Traits armor expert, vagabond child (urban) Skills Acrobatics +4, Appraise +7, Bluff +12, Climb +4, Craft (jewelry) +7, Diplomacy +9, Disable Device +9, Disguise +8, Escape Artist +4, Fly +9, Heal +1, Intimidate +14, Knowledge (arcana) +10, Knowledge (dungeoneering) +12, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Perception +5, Ride +4, Sense Motive +1, Spellcraft +16, Stealth +4, Survival +1, Swim +5, Use Magic Device +21; Racial Modifiers +2 Intimidate Languages Common, Custom Language, Custom Language, Draconic, Goblin, Orc SQ bloodline arcana (+50% duration on polymorphs), orc blood Combat Gear oil of keen edge, oil of shrink item, scroll of fear (CL 7th), scroll of hostile juxtaposition (CL 9th), scroll of sleet storm, wand of cure light wounds, wand of cure moderate wounds, wand of empowered fireball (21 charges), wand of mage armor (50 charges), wand of scorching ray (36 charges); Other Gear crossbow bolts (20), dagger, hanbo, light crossbow, mwk sickle, pink and green sphere ioun stone, handy haversack, headband of alluring charisma +4, ring of spell knowledge ii, robe of arcane heritage, stone of good luck (luckstone), artisan's tools, bedroll, blanket, courtier's outfit, fishhook, flint and steel, hat, hemp rope (50 ft.), hot weather outfit, perfume/cologne, scarf, signet ring, silent whistle, thieves' tools, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 572 pp, 265 gp, 3 sp -------------------- Special Abilities -------------------- Acidic Ray (1d6+8 acid, 10/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe. Armor Expert -1 Armor check penalty. Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd). Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses) Long Limbs (10 ft.) (Ex) When making melee touch attacks can increases reach by +10 ft. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Quicken Spell Cast a spell as a swift action. +4 Levels. Ring of spell knowledge II (glitterdust) Teach ring arcane spell (DC 20 spellcraft) & use as if known. +1 level if not on your spell list. Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. Construction
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Khazmia, 2-18-2015:
Female half-orc sorcerer 11 NG Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 89 (11d6+43) Fort +6 (+2 circumstance bonus vs. hot weather), Ref +7, Will +8 Defensive Abilities orc ferocity, unusual anatomy (50 %); SR 25 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +7 (1d4+2/19-20) or . . hanbo +7 (1d6+2) or . . mwk sickle +8 (1d6+2) Ranged light crossbow +8 (1d8/19-20) Special Attacks long limbs (10 ft.) Bloodline Spell-Like Abilities (CL 11th; concentration +17) . . 9/day—acidic ray (1d6+7 acid) Sorcerer Spells Known (CL 11th; concentration +17) . . 5th (5/day)—feeblemind (DC 21), overland flight, teleport . . 4th (7/day)—ball lightning[APG] (DC 20), black tentacles, enervation, greater invisibility . . 3rd (7/day)—dispel magic, fly, heroism, lightning bolt (DC 19), tongues . . 2nd (8/day)—burst of radiance (DC 18), create pit[APG] (DC 18), false life, scorching ray, see invisibility, touch of idiocy . . 1st (8/day)—color spray (DC 17), corrosive touch[UM], enlarge person (DC 17), expeditious retreat, magic missile, touch of gracelessness[APG] (DC 17) . . 0 (at will)—acid splash, breeze[UM], detect magic, ghost sound (DC 16), haunted fey aspect[UC], mage hand, prestidigitation, ray of frost, read magic . . Bloodline Aberrant -------------------- Statistics -------------------- Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 23 Base Atk +5; CMB +7; CMD 20 Feats Combat Casting, Cosmopolitan[APG], Eschew Materials, Extend Spell, Greater Spell Penetration, Quicken Spell, Spell Penetration, Toughness Traits armor expert, vagabond child (urban) Skills Acrobatics +4, Appraise +7, Bluff +11, Climb +4, Craft (jewelry) +7, Diplomacy +8, Disable Device +9, Disguise +7, Escape Artist +4, Fly +9, Heal +1, Intimidate +13, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Perception +5, Ride +4, Sense Motive +1, Spellcraft +15, Stealth +4, Survival +1, Swim +5, Use Magic Device +19; Racial Modifiers +2 Intimidate Languages Common, Custom Language, Custom Language, Draconic, Goblin, Orc SQ bloodline arcana (+50% duration on polymorphs), orc blood Combat Gear oil of keen edge, oil of shrink item, scroll of fear (CL 7th), scroll of fickle winds, scroll of hostile juxtaposition (CL 9th), scroll of sleet storm, wand of cure light wounds, wand of cure moderate wounds, wand of empowered fireball (21 charges), wand of mage armor (50 charges), wand of scorching ray (36 charges); Other Gear crossbow bolts (20), dagger, hanbo, light crossbow, mwk sickle, pink and green sphere ioun stone, handy haversack, headband of alluring charisma +4, ring of spell knowledge ii, robe of arcane heritage, stone of good luck (luckstone), artisan's tools, bedroll, blanket, courtier's outfit, fishhook, flint and steel, hat, hemp rope (50 ft.), hot weather outfit, perfume/cologne, scarf, signet ring, silent whistle, thieves' tools, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 572 pp, 265 gp, 3 sp -------------------- Special Abilities -------------------- Acidic Ray (1d6+7 acid, 9/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe. Armor Expert -1 Armor check penalty. Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd). Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Gargoyle Crown Crafted from a piece of carefully carved granite, it features three sharp points in the front with a series of small points ringing the rest of the wearer's head. Once per day, the crown can be activated to give the wearer DR 5/adamantine for 10 minutes, giving her skin the appearance of stone. It also grants its wearer a special smite attack (+4 to attack rolls and damage) once per day against creatures touching natural stone or earth. Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses) Long Limbs (10 ft.) (Ex) When making melee touch attacks can increases reach by +10 ft. Oil of keen edge Add this item to create an oil of a chosen spell. Oil of shrink item Add this item to create an oil of a chosen spell. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Quicken Spell Cast a spell as a swift action. +4 Levels. Ring of spell knowledge II (glitterdust) Teach ring arcane spell (DC 20 spellcraft) & use as if known. +1 level if not on your spell list. Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. Construction
Khazmia 2-1-2015:
Khazmia Makuhuzdia
Female half-orc sorcerer 10 NG Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +3 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 82 (10d6+40) Fort +6 (+2 circumstance bonus vs. hot weather), Ref +7, Will +8 Defensive Abilities orc ferocity, unusual anatomy (50 %) -------------------- Offense -------------------- Speed 30 ft. Melee dagger +7 (1d4+2/19-20) or . . hanbo +7 (1d6+2) or . . mwk sickle +8 (1d6+2) Ranged light crossbow +8 (1d8/19-20) Special Attacks long limbs (10 ft.) Bloodline Spell-Like Abilities (CL 10th; concentration +15) . . 8/day—acidic ray (1d6+7 acid) Sorcerer Spells Known (CL 10th; concentration +15) . . 5th (4/day)—feeblemind (DC 20), teleport . . 4th (6/day)—ball lightning[APG] (DC 19), black tentacles, greater invisibility . . 3rd (7/day)—fly, heroism, lightning bolt (DC 18), tongues . . 2nd (7/day)—create pit[APG] (DC 17), false life, scorching ray, see invisibility, touch of idiocy . . 1st (8/day)—color spray (DC 16), corrosive touch[UM], enlarge person (DC 16), expeditious retreat, magic missile, touch of gracelessness[APG] (DC 16) . . 0 (at will)—acid splash, breeze[UM], detect magic, ghost sound (DC 15), haunted fey aspect[UC], mage hand, prestidigitation, ray of frost, read magic . . Bloodline Aberrant -------------------- Statistics -------------------- Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 21 Base Atk +5; CMB +7; CMD 20 Feats Combat Casting, Cosmopolitan[APG], Eschew Materials, Extend Spell, Greater Spell Penetration, Spell Penetration, Toughness Traits armor expert, vagabond child (urban) Skills Acrobatics +4, Appraise +7, Bluff +10, Climb +4, Craft (jewelry) +7, Diplomacy +7, Disable Device +9, Disguise +6, Escape Artist +4, Fly +9, Heal +1, Intimidate +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Perception +3, Ride +4, Sense Motive +1, Spellcraft +14, Stealth +4, Survival +1, Swim +5, Use Magic Device +16; Racial Modifiers +2 Intimidate Languages Common, Custom Language, Custom Language, Draconic, Goblin, Orc SQ bloodline arcana (+50% duration on polymorphs), orc blood Combat Gear oil of keen edge, oil of shrink item, scroll of fear (CL 7th), scroll of fickle winds, scroll of hostile juxtaposition (CL 9th), scroll of sleet storm, wand of cure light wounds, wand of cure moderate wounds, wand of mage armor (50 charges), wand of scorching ray (36 charges); Other Gear crossbow bolts (20), dagger, hanbo, light crossbow, mwk sickle, pink and green sphere ioun stone, handy haversack, ring of spell knowledge ii, robe of arcane heritage, stone of good luck (luckstone), artisan's tools, bedroll, blanket, courtier's outfit, fishhook, flint and steel, hat, hemp rope (50 ft.), hot weather outfit, perfume/cologne, scarf, signet ring, silent whistle, thieves' tools, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 572 pp, 265 gp, 3 sp -------------------- Special Abilities -------------------- Acidic Ray (1d6+7 acid, 8/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe. Armor Expert -1 Armor check penalty. Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd). Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Gargoyle Crown Crafted from a piece of carefully carved granite, it features three sharp points in the front with a series of small points ringing the rest of the wearer's head. Once per day, the crown can be activated to give the wearer DR 5/adamantine for 10 minutes, giving her skin the appearance of stone. It also grants its wearer a special smite attack (+4 to attack rolls and damage) once per day against creatures touching natural stone or earth.
Construction
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
old stat block:
Khazmia Makuhuzdia
Female half-orc sorcerer 10 NG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 82 (10d6+40) Fort +5 (+2 circumstance bonus vs. hot weather), Ref +6, Will +7 Defensive Abilities orc ferocity, unusual anatomy (25 %) -------------------- Offense -------------------- Speed 30 ft. Melee dagger +7 (1d4+2/19-20) or . . . . hanbo +7 (1d6+2) or . . . . mwk sickle +8 (1d6+2) Ranged . . . . light crossbow +8 (1d8/19-20) Special Attacks long limbs (5 ft.) Bloodline Spell-Like Abilities (CL 10th; concentration +15) . . 8/day—acidic ray (1d6+5 acid) Sorcerer Spells Known (CL 10th; concentration +15) . . 5th (4/day)—teleport . . 4th (6/day)—ball lightning(DC 19), black tentacles, greater invisibility . . 3rd (7/day)—fly, heroism, lightning bolt (DC 18), tongues . . 2nd (7/day)—create pit(DC 17), false life, scorching ray, see invisibility, touch of idiocy . . 1st (8/day)—color spray (DC 16), corrosive touch, enlarge person (DC 16), expeditious retreat, magic missile, touch of gracelessness(DC 16) . . 0 (at will)—acid splash, breeze, detect magic, ghost sound (DC 15), haunted fey aspect, mage hand, prestidigitation, ray of frost, read magic . . Bloodline Aberrant -------------------- Statistics -------------------- Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 21 Base Atk +5; CMB +7; CMD 20 Feats Combat Casting, Cosmopolitan[APG], Eschew Materials, Extend Spell, Greater Spell Penetration, Spell Penetration, Toughness Traits armor expert, vagabond child (urban) Skills Appraise +6, Bluff +9, Climb +3, Craft (jewelry) +6, Diplomacy +6, Disable Device +8, Fly +8, Intimidate +11, Knowledge (arcana) +8, Knowledge (dungeoneering) +10, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (planes) +3, Perception +2, Spellcraft +13, Swim +4, Use Magic Device +15; Racial Modifiers +2 Intimidate Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot SQ bloodline arcana (+50% duration on polymorphs), orc blood Combat Gear oil of keen edge, oil of shrink item, ring of spell storing, scroll of fear, scroll of hostile juxtaposition (CL 9th), wand of mage armor (15 charges), wand of scorching ray (36 charges); Other Gear crossbow bolts (20), dagger, hanbo, light crossbow, mwk sickle, pink and green sphere ioun stone, handy haversack, artisan's tools, bedroll, blanket, courtier's outfit, fishhook, flint and steel, hat, hemp rope (50 ft.), hot weather outfit, perfume/cologne, scarf, signet ring, silent whistle, thieves' tools, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 2812 gp -------------------- Special Abilities -------------------- Acidic Ray (1d6+5 acid, 8/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe. Armor Expert -1 Armor check penalty. Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd). Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Gargoyle Crown Crafted from a piece of carefully carved granite, it features three sharp points in the front with a series of small points ringing the rest of the wearer's head. Once per day, the crown can be activated to give the wearer DR 5/adamantine for 10 minutes, giving her skin the appearance of stone. It also grants its wearer a special smite attack (+4 to attack rolls and damage) once per day against creatures touching natural stone or earth.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it. A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it. Construction
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Khazmia Makuhuzdia, 9:
Female Half-Orc Sorcerer 9 NG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 74 (9d6+36) Fort +5 (+2 circumstance bonus vs. hot weather), Ref +6, Will +6 Defensive Abilities orc ferocity, unusual anatomy -------------------- Offense -------------------- Speed 30 ft. Melee dagger +6 (1d4+2/19-20) and . . hanbo +6 (1d6+2) and . . masterwork sickle +7 (1d6+2) Ranged light crossbow +7 (1d8/19-20) Special Attacks acidic ray, bloodline arcana: aberrant, long limbs Sorcerer Spells Known (CL 9th; concentration +14): 4th (5/day)—ball lightning (DC 19), black tentacles, greater invisibility 3rd (7/day)—fly, heroism, lightning bolt (DC 18), tongues 2nd (7/day)—create pit (DC 17), false life, scorching ray, see invisibility, touch of idiocy 1st (8/day)—color spray (DC 16), corrosive touch, enlarge person (DC 16), expeditious retreat, magic missile, touch of gracelessness (DC 16) 0 (at will)—acid splash, breeze, ghost sound (DC 15), haunted fey aspect, mage hand, prestidigitation, ray of frost, read magic -------------------- Statistics -------------------- Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 21 Base Atk +4; CMB +6; CMD 19 Feats Combat Casting, Cosmopolitan, Eschew Materials, Extend Spell, Greater Spell Penetration, Spell Penetration, Toughness Traits armor expert, vagabond child (urban) Skills Appraise +6, Bluff +9, Climb +3, Craft (jewelry) +6, Diplomacy +6, Disable Device +8, Fly +7, Intimidate +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (planes) +3, Perception +2, Spellcraft +12, Swim +4, Use Magic Device +14; Racial Modifiers +2 Intimidate Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot SQ bloodlines (aberrant), orc blood, weapon familiarity
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it. A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it. Construction
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Khaz at 5:
Khazmia
Female Half-Orc Sorcerer 5 NG Medium Humanoid (orc) Init +3; Senses Darkvision(60feet); Perception +2 -------------------- DEFENSE -------------------- AC 17, touch 13, flat-footed 14 (+4 mage armor, +3 Dex) hp 32 (5d6+8) Fort +3, Ref +4, Will +4 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Dagger +4 (1d4+2/19-20/x2) and
Ranged
Special Attacks Acidic Ray (7/day), Long Limbs +5' Sorcerer Spells Known (CL 4, +4 melee touch, +5 ranged touch):
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Base Atk +2; CMB +4; CMD 17 Feats Craft Wondrous Item, Cosmopolitan (Knowledge [local], Knowledge [geography]), Eschew Materials, Spell Penetration Traits Armor Expert, Vagabond Child (urban): Disable Device Skills Acrobatics +2, Appraise +6, Bluff +8, Climb +0, Craft (jewelry) +4, Disable Device +5, Escape Artist +0, Fly +4, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Perception +2, Ride +0, Spellcraft +9, Stealth +0, Swim -1, Use Magic Device +12 Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot SQ Aberrant, Hot Weather Outfit, Orc Ferocity (1/day) Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Hanbo, Masterwork Sickle; Other Gear Handy Haversack: 22 @ 5 lbs), Bedroll, Blanket, Courtier's outfit, Fishhook, Flint and steel, Hat, Perfume/Cologne (2), Perfume/Cologne (1) -grants +5competence bonus to diplomacy for 1 hour/dose, has 6 doses, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Shield of Faith +2 (2), Rope, hempen (50 ft.), Waterskin, Whetstone, Whistle, Silent, Thieves' tools, Alchemist's Fire Flask (3), scroll of fireball (x2), artisan's tools (jewelry). Spring loaded Wrist sheath (left): wand, mage armor, 32 charges
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Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
4th level:
Khazmia
Female Half-Orc Sorcerer 4 NG Medium Humanoid (orc) Init +3; Senses Darkvision(60feet); Perception +1 -------------------- DEFENSE -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 26 (4d6+8) Fort +3, Ref +4, Will +4 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Dagger +4 (1d4+2/19-20/x2) and
Ranged
Special Attacks Acidic Ray (7/day), Long Limbs +5' Sorcerer Spells Known (CL 4, +4 melee touch, +5 ranged touch):
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Base Atk +2; CMB +4; CMD 17 Feats Cosmopolitan (Knowledge [local], Knowledge [geography]), Eschew Materials, Spell Penetration Traits Armor Expert, Vagabond Child (urban): Disable Device Skills Acrobatics +2, Appraise +6, Bluff +8, Climb +0, Disable Device +5, Escape Artist +0, Fly +4, Intimidate +9, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +3, Perception +1, Ride +0, Spellcraft +8, Stealth +0, Swim -1, Use Magic Device +11 Languages Common, Draconic, Goblin, Kelish, Orc, Polyglot SQ Aberrant, Hot Weather Outfit, Orc Ferocity (1/day) Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Hanbo, Masterwork Sickle; Other Gear Alchemist's Fire Flask (3), Backpack (12 @ 22 lbs), Bedroll, Blanket, Courtier's outfit, Fishhook, Flint and steel, Hat, Hot Weather Outfit, Perfume/Cologne (2), Perfume/Cologne (1) -grants +5competence bonus to diplomacy for 1 hour/dose, has 6 doses, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Shield of Faith +2 (2), Rope, hempen (50 ft.), Scarf, Signet ring, Thieves' tools, Wand of Mage Armor, Waterskin, Whetstone, Whistle, Silent, 2 feather tokens (fan)dressed as hat pins, wand shocking grasp. --------------------
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
level 3 purchases:
hanbo, thieves tools, wand mage armor, scarf, hat, courtiers outfit, ]Alchemist's Fire Flask (3), khazmia level 2:
Khazmia CR 1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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