Skywin Freeling

Mal Hazkazi's page

257 posts. Alias of Cwethan.


Full Name

Málmfríðr Hazkazi Aringeld

Race

Female Dwarf Druid Delver 9 - HP 127/127| AC 27(29) | F +17 R +17 W +18 | Perception +17 | Focus 2/2 |Hero Points 3|

Classes/Levels

Shield 24/24

Size

Slight (for a dwarf)

Age

41

Alignment

LG

Deity

Reform Rivethun

Languages

Druidic, Dwarven, Taldane

Strength 3
Dexterity 3
Constitution 3
Intelligence 0
Wisdom 4
Charisma -1

About Mal Hazkazi

Ancestry Dwarf (Strong-Blooded)
Background Dedicated Delver
Class Druid; Level: 9
Size Medium Traits Dwarf, Humanoid
Alignment LG
Associations: Rivethun
Languages: Druidic, Dwarven, Taldane
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ABILITY SCORES
STR +3, DEX +3, CON +3 INT +0, WIS +4, CHA -1
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SENSES
Perception: +17 [E]
Special Senses: Darkvision
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DEFENSES

HIT POINTS: 127/127
Resistances: Poison 4*, Negative 2 Fire 4 (while cape raised)

ARMOR CLASS
AC:
27 (+3 Dex, +3 item, +11 proficiency)
Shield: +2 Hardness 6 (13/24)

Unarmored: [T], Light: [T], Medium: [T], Heavy: [U]

SAVING THROWS
Fortitude: +16 [E]
Reflex: +16 [E]
Will: +17 [E]
Notes: Reduce poison affliction saves by 2 on success

Reactions: Reactive Strike (manipulate, move, ranged, leave a square during a move action)
Warding Tattoo (1/day get +1 status to AC and saves and get res 2 until the end of the triggering enemy/hazard's turn)
Toppling Transformation (Free Shove/Trip when getting bigga)
Interposing Earth (get cover/reduce damage by 2)
Lose the Path (Make a striding creature sad about it)
Mind of Menace Get mentaled by a creature I can see - make them take a will save instead)
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OFFENSE

Class DC: 27 [E]

Speed: 35 Movement Types: Normal

Melee Strikes - Ashen Handwrap + (d4 fire)
clan dagger +15 [T]
damage 1d4+3 (P) (agile, parry, versatile B)

dagger +12 [T]
damage 1d4+3 (P) (agile, finesse, thrown 10 ft, versatile S)

ignition +15 [E]
damage 5d6 (fire) ((4d6) on crit)

Ranged Strikes
dagger +12 [T]
damage 1d4+3 (P) (agile, finesse, thrown 10 ft, versatile S)

needle darts +17 [T]
damage 7d4 (piercing) ((5) on crit) (Cold Iron from arrowhead, Silver from Holy Symbol of Torag)

frostbite DC 27 B. Fort
damage 6d4 (cold) Weak 5 to bludgeoning til my next turn on crit fail

ignition +17 [T]
damage 6d4 (fire) ((5d4) on crit)

void warp DC27 Basic Fort 6d4 void damage. Crit fail enfeebled 1

electric arc DC27 Basic Ref 6d4 electricity damage

Weapon Proficiencies
Simple: [T], Martial: [U], Other:
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MAGIC

Magic Traditions
Primal

Druid Spell Attack Roll (primal): +17 [E]
Druid Spell DC (primal): 27 [E]

Focus Points: 2
Focus Spells: Tempest Surge (4d12), Wild Shape (Pest Form, Animal Form)

Spell Slots per Day
Cantrips (Level 1): 5/1
1st: 3
2nd: 3
3rd: 3
4th: 3

Spells Prepared
Cantrips (level 5): Electric Arc, Guidance Acid Splash, Detect Magic, Needle Darts, Ignition | Void Warp
1st: Interposing Earth, 2x Lose the Path | Healer's Gloves
2nd: Heal, Resist Energy, Tailwind (2)
3rd: Blazing Dive, Haste, Mind of Menace
4th: Draw the Lightning, Mountain Resilience, Vital Beacon
Sparkwarden: Creative Spark, Shadow Smith (at will make a useful item)
Avernal Cape: Heat Haze (Concealment for a minute 1/day). Flare Bolt (AA 30' fire ray for 3d6*, Searing Wave (AA 30' cone 4d10* B. Ref, d4 round recharge)
Kalmaug's Journal (Stride at 1/2 speed after spell, 1/hour AA -1 frightened and heal 7d8*, +2/4* Bulk before encumbered, 1/day Raise Rampart AAA Wall of Stone)
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SKILLS

Acrobatics: +14 [T]
Arcana: +0 [U]
Athletics: +14 [T]
Crafting: +11 [T] (1/day for a project +4*, crit fail becomes fail 1/day)
Deception: -1 [U]
Diplomacy: -1 [U]
Intimidation: -1 [U]
Lore Cave: +11 [T]
Medicine: +20 [M]
Nature: +19 [M]
Occultism: +0 [U]
Performance: -1 [U]
Religion: +4 [U]
Society: +0 [U]
Stealth: +3 [U]
Survival: +15 [T]
Thievery: +3 [U]
Notes: +1 circ to Survival Underground
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FEATS:

Ancestry Feats and Abilities
Heritage: Strong-Blooded Dwarf
Darkvision
1st: Rock Runner
5th: Mountain Strategy
9th: Mountain's Stoutness

Skill Feats
Background: Terrain Expertise (Underground)
2nd: Battle Medicine
4th: Ward Medic
6th: Continual Recovery
8th: Paragon Battle Medicine

General Feats
Druid: Shield Block
3rd: Toughness
7th: Fleet

Class Feats and Abilities
Class Feature: Storm Order
Class Feature: Wild Empathy
1st: Storm Born
2nd: Order Explorer (Wild Order)
Bonus: Wild Shape
4th: Order Explorer (Wave Order)
Bonus: Shore Step
5th: Reflex Expertise
6th: Toppling Transformation
8th: Ferocious Shape

Archetype Feats
2nd Fighter Dedication
4th: Opportunist
6th: Advanced Maneuver (Vicious Swing)
8th: Advanced Maneuver (Swipe)
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EQUIPMENT

Combat Gear: clan dagger, club, dagger, +1 sankeit, spellguard, healer's tools, healer's gloves, rime crystal
Scrolls:
Other Gear: backpack, bedroll, chalk (10), climbing kit, flint and steel, healer's tools, holly and mistletoe, rations (2), repair kit, rope, soap, torch (5), waterskin
Not carried:

Magic Items:
Invested Items:
Bulk: 6 (Encumbered at: 7; Maximum at: 12)

Coins: 6.77 gp

Fuller Descriptions:
**Class Abilities**

Anathema: As a steward of the natural order, Mal finds affronts to nature anathema. If she performs enough acts that are anathema to nature, she loses her magical abilities that come from the druid class, including her primal spellcasting and the benefits of her order. These abilities can be regained only if she demonstrates her repentance by conducting an atone ritual.

The following acts are anathema to her:
Despoiling natural places.
Teaching the Druidic language to non-druids.
Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished.
Becoming fully domesticated by the temptations of civilization. (Wild Only)
Polluting water or allowing those who pollute water sources to go unpunished. (Wave Only)

Wild Empathy: Mal has a connection to the creatures of the natural world that allows her to communicate with them on a rudimentary level. She can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give her time to make her case.

**Class Feats**

Storm Born
Mal is at home out in the elements, reveling in the power of nature unleashed. She does not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and her targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).

Order Explorer
Mal has learned the secrets of the Wild Order and Wave Order.

Wild Shape
Mal is one with the wild, always changing and adapting to meet any challenge. She gains the wild shape order spell.

Shore Step
The shallows and tide pools have always called to Mal and let her pass unhindered. She ignores difficult terrain resulting from shallow water. In addition, if she rolls a success on an acrobatics check to Balance on a slippery or wet surface or on an Athletics check to Swim, she gets a critical success instead.

Toppling Transformation
You use your body's expansion as leverage to displace a nearby creature. You attempt to Shove or Trip an adjacent creature. For the purposes of determining what size creature you can affect, use your final size after the triggering effect.

Ferocious Shape
You've mastered the shape of dinosaurs. Add the shapes listed in dinosaur form to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.

**Multiclass Feats**

Fighter Dedication
Mal is trained in simple and martial weapons, and became trained in Athletics.

Reactive Striker
Mal gains the Reactive Strike reaction

Vicious Strike Flourish
Mal unleashes a particularly powerful attack that clobbers her foe but leaves her a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice

Swipe Flourish
You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

**Ancestry Feats**

Rock Runner
Mal's innate connection to stone makes her adept at moving across uneven surfaces. She can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when she uses the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, she isn’t flat-footed, and when she rolls a success at one of these Acrobatics checks, she gets a critical success instead.

Mountain Strategy
Dwarves have a long history fighting common foes, and Mal's mastered the ancient tactics to better face these enemies. She gains a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the giant, goblin, hryngar, or orc trait. If her attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.

In addition, if any creature critically succeeds at an attack against Mal and deals damage to her, she gains her bonus to damage against that creature for 1 minute regardless of whether it has the one of the listed traits.

Mountain's Stoutness
Like Toughness, but more Toughness. Recovery checks are now 6+ dying

**Skill Feats**

Terrain Expertise (Underground)
Mal's experience in navigating a underground terrain makes her supremely confident while doing so. She gains a +1 circumstance bonus to Survival checks underground.

Battle Medicine
Mal can patch herself up or an adjacent ally, even in combat. She may attempt a Medicine check with the same DC as Treat Wounds and restore the corresponding amount of Hit Points; this does not remove the wounded condition. The target is then temporarily immune to her Battle Medicine for 1 day.

Continual Recovery
Mal zealously monitors a patient's progress to administer treatment faster. When she Treats Wounds, her patient becomes immune for only 10 minutes instead of 1 hour. This applies only to her Treat Wounds activities, not any other the patient receives.

Paragon Battle Medicine
When you successfully use Battle Medicine, you can also reduce the target's sickened, enfeebled, or clumsy condition by 1 (this has no effect if you are subject to an effect continually applying the clumsy condition, like enlarge). If you are legendary in Medicine, you can choose to reduce the target's frightened or stunned condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target's stupefied or drained condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn't benefited from positive or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead.

**General Feats**

Shield Block
Trigger: While Mal has your shield raised, she would take damage from a physical attack.
Mal snaps her shield in place to ward off a blow. Her shield prevents her from taking an amount of damage up to the shield’s Hardness. She and the shield each take any remaining damage, possibly breaking or destroying the shield.

Toughness
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459).