Skywin Freeling

Mal Hazkazi's page

123 posts. Alias of Cwethan.


Full Name

Málmfríðr Hazkazi Aringeld

Race

Female Dwarf Druid Delver 4 - HP 54/54| AC 21(23) | F +10 R +8 W +12 | Perception +12 | Focus 2/2 |Hero Points 1|

Gender

Female

Size

Slight (for a dwarf)

Age

41

Alignment

LG

Deity

Reform Rivethun

Languages

Druidic, Dwarven, Taldane

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 8

About Mal Hazkazi

Ancestry Dwarf (Strong-Blooded)
Background Dedicated Delver
Class Druid; Level: 4
Size Medium Traits Dwarf, Humanoid
Alignment LG
Associations: Rivethun
Languages: Druidic, Dwarven, Taldane
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ABILITY SCORES
STR 14 (+2), DEX 14 (+2), CON 14 (+2)
INT 10 (+0), WIS 18 (+4), CHA 8 (-1)
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SENSES
Perception: +12 [E]
Special Senses: Darkvision
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DEFENSES

HIT POINTS: 54/54
Resistances: Poison 2*, Negative 2

ARMOR CLASS
AC:
21 (+2 Dex, +3 item, +6 proficiency)
Shield: +2 Hardness 4 (6 vs. Bludgeoning)

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

SAVING THROWS
Fortitude: +10 [E]
Reflex: +8 [T]
Will: +12 [E]
Notes: Reduce poison affliction saves by 2 on success
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OFFENSE

Class DC: 20 [T]

Speed: 20 Movement Types: Normal

Melee Strikes
clan dagger +8 [T]
damage 1d4+2 (P) (agile, parry, versatile B)

club +8 [T]
damage 1d6+2 (B) (Thrown 10')

dagger +8 [T]
damage 1d4+2 (P) (agile, finesse, thrown 10 ft, versatile S)

Ranged Strikes
club +8 [T]
damage 1d6+2 (B) (Thrown 10')

dagger +8 [T]
damage 1d4+2 (P) (agile, finesse, thrown 10 ft, versatile S)

needle darts +10 [T]
damage 4d4 (piercing) ((2) on crit) (Cold Iron from arrowhead, Silver from Holy Symbol of Torag)

produce flame +10 [T]
damage 2d4+4 (fire) ((2d4) on crit)

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

Magic Traditions
Primal

Druid Spell Attack Roll (primal): +10 [T]
Druid Spell DC (primal): 20 [T]

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

Spell Slots per Day
Cantrips (Level 1): 5
1st: 3
2nd: 3

Spells Prepared
Cantrips (level 2): Electric Arc, Guidance, Detect Magic, Needle Darts, Produce Flame
1st: Heal, 2x Shattering Gem
2nd: Barkskin, Longstrider, Barkskin
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SKILLS

Acrobatics: +8 [T]
Arcana: +0 [U]
Athletics: +8 [T]
Crafting: +6 [T]
Deception: -1 [U]
Diplomacy: -1 [U]
Intimidation: -1 [U]
Lore Cave: +6 [T]
Medicine: +12 [E]
Nature: +10 [T]
Occultism: +0 [U]
Performance: -1 [U]
Religion: +4 [U]
Society: +0 [U]
Stealth: +2 [U]
Survival: +10 [T]
Thievery: +2 [U]
Notes: +1 circ to Survival Underground
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FEATS:

Ancestry Feats and Abilities
Heritage: Strong-Blooded Dwarf
Darkvision
1st: Rock Runner

Skill Feats
Background: Terrain Expertise (Underground)
2nd: Battle Medicine
4th: Ward Medic

General Feats
Druid: Shield Block
3rd: Toughness

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

Archetype Feats
2nd Fighter Dedication
4th: Opportunist
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EQUIPMENT

Combat Gear: clan dagger, club, dagger, hide armor, hide shield, healer's tools
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: 41.3 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:
Using metal armor or shields.
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.

**Multiclass Feats**

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

Opportunist
Mal gains the Attack of Opportunity reaction

**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.

**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.

**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).