About Kzrira Maiwith
+9 CMB (+8 BAB, +1 Str)
+10/+5 Longsword [+8 BAB, +1 Str, +1 Masterwork] - Damage: 1d8+1 (+1 Str)] +2 Att/Dam vs. Gnolls
+10/+5 Shortsword +1 (Golnar) [+8 BAB, +1 Str, +1 Enhancement] - Damage: 1d6+1 (+1 Str, +1 Enhancement)] +2 Att/Dam vs. Gnolls
+11/+6 Great Axe +2 [+8 BAB, +1 Str, +2 Enhancement] - Damage: 2d6+3 (+1 Str, +2 Enhancement)
+16/+11 (Variable Composite Longbow +1) [+8 BAB, +5 Dex, +1 Magic, +1 Weapon Training, +1 Weapon Focus) Damage: (1d8+7/+8) (+2 Focused Shot, +1 Magic, +1 Strength, +1 Weapon Training, +2 Weapon Specialization) (Range 110') (If < 30', extra +1 att/dam from Point Blank Shot)] +2 Att/Dam vs. Gnolls
+17/+12 (+2 Frost Longbow) [+8 BAB, +5 Dex, +2 Magic, +1 Weapon Training, +1 Weapon Focus) Damage: (1d8+7/+8+1d6(cold)) (+2 Focused Shot, +2 Magic, +1 Weapon Training, +2 Weapon Specialization) (Range 110') (If < 30', extra +1 att/dam from Point Blank Shot)] +2 Att/Dam vs. Gnolls
Max hp: 98 (+10+7+10+6+8+9+9+5+9, +18 Con, +7 FC)
+10 Fort (+7 base, +1 Con, +1 Cloak) [+5 Fighter, +2 Ranger, +0 Wizard, +1 AA]
+9 Acrobatics (+5 Dex, Ranks 5)(-1 Armor Penalty)
+2 Appraise (+2 Int, Ranks 0)
+0 Bluff (+0 Cha, Ranks 0) [+2 vs. Gnolls]
+5 Climb (+1 Str, Ranks 2, Class Skill +3)(-1 Armor Penalty)
+7 Craft(Weapons) (+2 Int, Ranks 2, Class Skill +3)
+0 Diplomacy (+0 Cha, Ranks 0)
+* Disable Device (Dex +5, Ranks 0)(-1 Armor Penalty)
+0 Disguise (+0 Cha, Ranks 0)
+6 Escape Artist (+5 Dex, Ranks 2)(-1 Armor Penalty)
+6 Fly (+5 Dex, Ranks 2)(-1 Armor Penalty)
+6 Handle Animal (+0 Cha, Ranks 2, Class Skill +3)
+8 Heal (+1 Wis, Ranks 4, Class Skill +3)
+4 Intimidate (+0 Cha, Ranks 1, Class Skill +3)
+* Knowledge, Arcana (Int +2, Ranks 0)
+6 Knowledge, Dungeoneering (Int +2, Ranks 1, Class Skill +3)
+6 Knowledge, Engineering (Int +2, Ranks 1, Class Skill +3)
+8 Knowledge, Geography (Int +2, Ranks 3, Class Skill +3)
+* Knowledge, History (Int +2, Ranks 0)
+* Knowledge, Local (Int +2, Ranks 0)
+6 Knowledge, Nature (Int +2, Ranks 1, Class Skill +3) [+2 vs. Gnolls]
+* Knowledge, Nobility (Int +2, Ranks 0)
+3 Knowledge, Planes (Int +2, Ranks 1)
+* Knowledge, Religion (Int +2, Ranks 0)
+4 Linguistics (Int +2, Ranks 2)
+13/+15 Perception (+1 Wis, Ranks 9, Class Skill +3) [+2 vs. Gnolls]
+13 Ride (+5 Dex, Ranks 6, Class Skill +3)(-1 Armor Penalty)
+1/+3 Sense Motive (+1 Wis, Ranks 0) [+2 vs. Gnolls]
+* Slight of Hand (+5 Dex, Ranks 0)(-1 Armor Penalty)
+6 Spellcraft (+2 Int, Ranks 1, Class Skill +3)
+14 Stealth (+5 Dex, Ranks 7, Class Skill +3)(-1 Armor Penalty)
+7/+11/+13 Survival (+1 Wis, Ranks 3, Class Skill +3)(+4 Trait vs getting lost) [+2 vs. Gnolls]
+6 Swim (+1 Str, Ranks 2, Class Skill +3)(-1 Armor Penalty)
+* Use Magic Device (Cha +0, Ranks 0)
Each level skill points gained:
• Indomitable Faith (You gain a +1 trait bonus on Will saves.)
• Finding Haleen (+1 Skill and +1 hp when level in favored class)
Point Blank Shot (Level 1)
Precise Shot (Level 1 Human Bonus)
--(WF Chosen at Fighter/1, replaced by Mounted Combat at Fighter/4)
Focused Shot (Level 2 Fighter Bonus)
Rapid Shot (Level 3)
Dodge (Level 5)
Mobility (Level 4 Fighter Bonus)
Mounted Combat (Replace WF at Fighter/4)
Weapon Focus(longbow) (Level 7)
Weapon Specialization(longbow) (Level 6 Fighter Bonus)
Scribe Scroll (Level 1 Wizard Bonus)
Snap Shot (Level 9)
Speed - 30 feet
Favored Class: Fighter
+1 Dex @ level 4
Weapon Training(Bows) @ Level 5
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Favored Enemy (Ex)
Ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Wild Empathy (Ex)
Combat Style Feat (Ex)
At 2nd level, a ranger must select a Combat Style Feat. Additional bonus feats gained at higher levels. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane Bond (Ex or Sp)
Spirit Whisperer Archetype
Arcane Bond (Ex)
Spirit Link (Su)
Enhance Arrows (Su)
At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, every non-magical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, every non-magical arrow fired by an arcane archer gains the distance weapon quality.
At 7th level, every non-magical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, every non-magical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).
The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Imbue Arrow (Su)
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Seeker Arrow (Su)
At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
Phase Arrow (Su)
At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
Hail of Arrows (Su)
In lieu of his regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Su)
At 10th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.
Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Dagger x2, 2 lbs
(150) Golden Agate Necklace - won from Krebble
Backpack, Masterwork 2 lbs
21+12 lbs - 1/2 encumbrance from MW Backpack = 11.5+6
Chalk, 3 pieces
Current Weight: 70 = 37 Equipment + 21 Backpack + 12 Waterskins
Light Load: x < 43 lbs.
Kzrira is short and athletic with mid-length straight brown hair. She has fiery green eyes. While her complexion is as tanned and dark as most in Katapesh, her bone structure shows that her parentage comes from somewhere in the north. Kzrira has always been very independent, hating those who would seek to control and dominate others. For her, freedom to choose while helping others is the most tenant in her life. When she believes her beliefs are correct, she is willing to speak her mind and stubbornly stick to her ideals.
Kzrira was born in Sothis in Osirion. Her early years were spent primarily with her mother as her father was the captain of a merchant ship plying the waters of the Inner Sea. At the age of 5, her mother was taken ill with a mysterious disease and died shortly thereafter. Knowing that his young daughter could not survive in Sothis, Captain Maiwith brought Kzrira aboard his ship where she lived for several years. At the age of 8, Captain Maiwith's ship was attacked by pirates. As she had done many times before, Kzrira hid below deck. Unfortunately, her father's ship was overcome and commandeered by the pirates who sailed the ship to their hideout south of Katapesh. Kzrira escaped from the ship and made her way to Katapesh where she joined many other orphans living on the streets and finding what food she could, usually via five finger discount.
At the age of 10, she was caught by a city patrol and was set to have her hand removed as was the custom for thievery. Fortunately, her angel arrived. She was rescued by Haleen who took her in and raised her as her own child. Haleen reached an agreement with the constable whereby Kzrira would apprentice with a local bowyer and fletcher. Over then next several years, Kzrira slowly learned to craft fine bows and became an expert archer. Although Haleen was not always the mother figure that Kzrira recalled from her youth, the caring and love Kzrira received created a bond as strong as mother-daughter.
While Kzrira grew to love archery and crafting fine bows, she knew there was more. At the age of 15, she signed on with a merchant company and began to travel across Katapesh protecting caravans and even traveling by ship to such distant ports as Absalom, Katheer and Mechitar. In addition to her skills with bows, Kzrira found that she could fight with a rapier and beat much stronger opponents due to her quickness and agility.
Several months ago, upon returning from a trip to Qadira, Kzrira was shocked to find that Haleen was not at home and was nowhere to be found. All that Haleen had left was a note saying she apologized for departing, and asking Kzrira to not follow. Kzrira has attempted to comply with Haleen's wishes. However, her last caravan was overland to Solku, and while returning she spoke with a guard on another caravan heading west who told her that he had seen someone fitting Haleen's description heading toward the ghost town of Kelmarane.
Upon returning to Katapesh, Kzrira discovered that a man named Garavel was setting up some sort of an expedition to the mysterious Kelmarane. Kzrira quickly signed on in the hope of finding her savior, Haleen.