Gravin Goldhammer

Mazrak the Forlorn's page

141 posts. Alias of Mazra.

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Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,

About Mazrak the Forlorn

Mazrak the Forlorn
Male dwarf oracle 7 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
AC 20, touch 12, flat-footed 19 (+6 armor, +1 deflection, +1 Dex, +2 natural)
hp 46 (7d8+7)
Fort +3 (+5 circumstance bonus vs. cold weather), Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities, +2 insight bonus vs. death effects, diseases, mind-affecting, poison, sleep, and stunning
Defensive Abilities defensive training
Speed 20 ft.
Melee +1 battleaxe +7 (1d8+8/×3) or
. . dagger +6 (1d4+7/19-20)
Ranged +2 adaptive composite longbow +7 (1d8+10/×3)
Special Attacks hatred
Oracle Spells Known (CL 7th; concentration +9)
. . 3rd (4/day)—animate dead, cure serious wounds, searing light, summon monster III
. . 2nd (7/day)—cure moderate wounds, false life, hold person (DC 14), levitate, minor image (DC 14), resist energy, lesser restoration
. . 1st (7/day)—cause fear (DC 13), cure light wounds, divine favor, obscuring mist, remove fear, shield of faith, summon monster I
. . 0 (at will)—create water, detect magic, ghost sound (DC 12), guidance, light, mage hand, mending, read magic, resistance
. . Mystery Bones
Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 15
Base Atk +5; CMB +6; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot
Traits deft dodger, sacred touch
Drawback condescending -5 to Diplomacy and Intimidate
Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Bluff +6, Diplomacy +1, Disguise +6, Heal +12, Intimidate +1, Knowledge (history) +9, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +1, Perception +2 (+4 to notice unusual stonework), Profession (cook) +6, Sense Motive +6, Spellcraft +4, Stealth +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ oracle's curse (haunted), revelations (armor of bones, near death, voice of the grave[APG])
Other Gear +1 battleaxe, +2 adaptive composite longbow, dagger, amulet of natural armor +2, ring of protection +1, backpack, bedroll, belt pouch, candle (10), cold weather outfit, flint and steel, holy text[UE], ink, inkpen, mess kit[UE], parchment (4), pot, soap, spell component pouch, sunrod (5), tindertwig (5), trail rations (5), waterskin, wooden holy symbol, onyx gem 350gp value (worth 350 gp, 0.05 lb), onyx gem 350gp value (worth 350 gp, 0.05 lb), onyx gem 350gp value (worth 350 gp, 0.05 lb), onyx gem 350gp value (worth 350 gp, 0.05 lb), 33 pp (now 31 pp), 11 gp, 2 sp
Special Abilities
Armor of Bones +6 (7 hours/day) (Su) +6 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Near Death +2 (Su) +2 to save vs. death effects, diseases, mind-affecting, poison, sleep, and stunning.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Voice of the Grave (-2 saves, 7 rounds/day) (Su) As speak with dead, with penalty of dead creature to resist effects.
Other Dwarves would often keep their distance. Many thought Mazrak to be mad. He was constantly talking, what appeared, to himself. But it was not himself. It was spirits. The dead would talk to him. Mostly unseen forces that were always near or around. But also the bones themselves would speak to him. Mazrak knew very deeply that life existed beyond the grave, as those from beyond the grave kept reminding him of this fact.

But of late, it has been Ogre after Ogre that has troubled him. Alone in the high altitudes of the Jotens spur of the Crystalmist Mountains he has slain many Ogres that wandered too close to the passageways that led to the Dwarven Citadel in the Underdark of the Jotens. It was as if they were probing the Dwarven defenses for an assault. Mazrak, one by one, took care of these Ogre scouts. But one group of Ogres have gotten away.

It was emerging from the Underdark in pursuit of these Ogres that has led Mazrak to the settlements above the dark. He knows that Giants are behind the Ogres probing. But what is behind the Giants? So, now he is out of the Underdark looking for Giants. And this in turn has lead Mazrak to the realm of Sterich.

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