Kazrack at 5th level
Kazrack Delver
Dwarven Fighter; medium sized humanoid (dwarf); Fighter 3 / Rune-thrower 2;
HD: 3d10 + 2d8 + 15; hps: 45 (max negs: -32); Init +1 (+1 Dex,); Speed 20 ft;
AC 17/15/13 (+1/+1/+1 Dex, +6/+4/+2 Chain Shirt);
Attack: BAB: +4; +9 (halberd), +8 heavy flail or +5 (Light Crossbow); Dmg: 1d10+6 (halberd), 1d8+6 (heavy flail) or 1d8 (light crossbow).
Saves: Fort +9, Ref +2, Will +6; AL LG;
Ability Scores
Str 18, Dex 12, Con 17, Int 14, Wis 15, Cha 12.
Skills: Craft (armorsmith) +10, Craft (weaponsmith) +8, Craft (stone-working) +6, Craft (Gem-cutting) +6, Handle Animal +2, Knowledge (Dwarven History) +4, Religion +5, Literacy (Dwarven) +3, Jump (+4), Perform (chanting, oratory, singing, fiddle) +3, Search +3, Swim +2, Climb +2, Literacy (Ancient Dwarven Runes) +3, Scry +5, Concentration +4
Feats: Weapon Focus (Halberd), Improved Trip, Improved Disarm, Expertise
Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone, Turn Undead (4/day), Rune-Throwing Scrye Ability, Cast Spells from Law Domain as if 2 levels higher, Divine Spell-casting (3/2+1), Domains: Law & Good
Magical Items:
Otto’s Dwarven Rune Stein
This squat heavy mug is made from a cobalt blue metal and carved with seven runes around the outside. The way the runes are spaced it looks like two runes are missing, but there is no sign of them being rubbed off – it simply looks as if they were never engraved onto the cup.
If the rune is intoned while a liquid is poured into the cup, drinking the entire liquid provides the benefit provided by the rune and then the rune disappears. The liquid remains magical for one minute. If a potion is poured into the stein this way, there is a level check against caster + spell level – the losing spell is made inert and either way the rune disappears. All durations are halved for non-dwarves. Once all the runes have faded the stein must be given as a selfless gift to another for them to reappear.
The runes represent the following words:
Sonn (Endurance) - 1d4+1 points of Con for 8 hours
Thord (Fortitude) - +1 morale bonus to attack rolls and fear saves, + 1d8 temporary hit points for 8 minutes.
Alagh (Heroism) - +2 competence bonus to attack rolls, saves and skill checks for 1 hour. (used)
Findar (Luck) - +1 luck bonus to all saves for 1 hour, plus during that hour may reroll any one roll, but must take the second result even if worse.
Ur-Tindel (Sturdiness) - +10 competence bonus to all balance checks, Reflex checks against knockdown and to all Strength checks to resist bull rush attacks.
Barak (Mettle) - +4 natural armor bonus to AC for one hour.
Samryn (Truth) - Zone of Truth centered on drinker for 8 minutes.
Kazrack is originally from Derome-Delem, of the Llurgh-Splendar-Tor stronghold in the northeast portion of the island. However, he has lived most of his life in a tight-knit dwarven community of craftsman in the City of Verdun. Learning the traditions and customs of his people from his father and his aunt and uncle – including the traditions of defense –though he chose to learn and master a highly un-dwarf-like weapon: the halberd. Level-headed, but extremely stubborn, and displaying just the slightest obvious influences of having grown up in a human city – Kazrack always felt special affinity to the ways of his people’s gods –as his father was a deacon and spiritual advisor in the community that had no priests.