Gambler

Kazrek Norn's page

48 posts. Alias of Lazyclownfish.


Race

| HP: 44/44 | AC 27 (T14, FF 25) | CMB: +12 CMD: 24 | F:+8 R:+6 W:+8 | Init +1 | Perception +10, Sense Motive +10, Bluff +10

Classes/Levels

| Speed 20 ft. | Liberation 4/4 Divine Favor 4rd left, Shield, Barkskin, Bull's Strength, Bless, Deflection Aura.

Gender

INACTIVEMale CN Dwarf Slayer 4/Cleric(Foundation of Faith) 4

About Kazrek Norn

Statistics:
Male Dwarf Slayer 4/Cleric(Foundation of Faith) 4
CN Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft, Perception +10
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 dex)
hp 44
Fort +8, Ref +6, Will +8
Defensive Abilities Liberation 4 rounds/day, Deflection Aura 1/day
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OFFENSE
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Speed 20 ft.
Melee +1 Dwarven Waraxe +8 (1d10+5) and +1 Handaxe +8 (1d6+5) or +1 Dwarven Waraxe +10 (1d10+5)
Ranged +6 MW Composite Longbow (1d8+4)
Special Attacks Sneak Attack +1d6

Spells Prepared (CL 4th; concentration +7)

2nd— barkskin(d), bull's strength, lesser restoration, resist energy
1st— bless, divine favor x2, protection from evil, shield(d)
0 (at will)—detect magic, guidance, light, create water

D domain spell; Domains Liberation, Defense (Protection)

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STATISTICS
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Str 18, Dex 12, Con 16, Int 12, Wis 17, Cha 5
Base Atk +4; CMB +8 (+12 Bull Rush and Overrun, +10 Drag and Sunder); CMD 22
Traits Cunning Liar, Fate's Favored
Feats Powerful Maneuvers, Two-Weapon Fighting, Double Slice, Weapon Focus (Axes)
Skills (36 points; 24 class, 4 Int, 8 background)
ACP -3
(4) Acrobatics* +5 (+4 to jump)
(4) Bluff +10
(1) Climb* +8
(1) Diplomacy +1
(1) Disguise +1
(1) Intimidate +1
(1) Knowledge: Dungeoneering +5
(1) Knowledge: Local +5
(4) Perception +10
(4) Sense Motive +10
(4) Stealth* +5
(1) Survival +7
(1) Swim* +5
(4) Profession: Driver +12
(1) Profession: Engineer +9
(3) Knowledge: Geography +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Craft/Profession due to Traveler's Any-tool
+2 Survival while tracking (Track)
Use Wisdom instead of Charisma for bluff. (Cunning Liar)
Languages Common, Dwarven, Giant

Special Abilities:

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SPECIAL ABILITIES
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Relentless Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Two-Weapon Combat If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Bastion (Ex): A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level, the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her.

Granite Focus (Ex): A foundation of faith’s focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her Constitution modifier to any concentration checks attempted as part of casting cleric spells until the end of her turn.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Liberation Domain

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis

Defense (Protection) Domain

Granted Powers: You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Domain Spells: 1st—shield, 2nd—barkskin


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 88lbs

+1 Dwarven Waraxe (2330g) 8lbs
+1 Handaxe (2306g) 3lbs
+1 Agile Breastplate (1550g) 25lbs
MW Composite Longbow (+4Str) (500g) 3lbs
Tent (small) (10g)
Cleric's Kit (16g) 32lbs
Deluxe Dungeoneering Kit (130g) 15lbs
Traveler's Anytool (250g) 2lbs

Money 108g

Motivation::

” Some debts are hard ta avoid. This one I earned many times over.”

In most cases, the skills of a smuggler are used for ill-gain. Stolen goods. Illicit products. Occasionally, legitimate goods passed without taxation. All in the name of personal profit. It’s a high risk, high reward business. And for the best smugglers, it pays off dividends. But things are different now for Kazrek Norn. All over the world, there are tyrants and despots, some with a legitimate claim. Others, not so much. And in each of those places, there is a people oppressed, controlled, even enslaved. A people without hope, desperate and lost. But every great once in awhile, there is a spark of hope. The tiniest flame, kindled to become an organization that could fight against its oppressors. But this kind of organization never survives without help. It needs food, supplies and weapons. And Kazrek can bring them these things. He supposes he’s something of a revolutionary. It’s not a role he chooses, but it’s one he accepts willingly. He owes that much at least.

Kazrek looks for the white mouse wherever he goes, the sign he first received from Milani, the Goddess who saved him. Always, there is someone in need where the white mouse leads. It doesn’t pay as much as his previous job, but when a Goddess ‘hires’ you, you can’t exactly quit. And Kazrek isn’t unhappy with his situation. There is something rewarding about making progress on a debt owed and Kazrek intends to pay it off, if it takes his entire life. Plus, he’s fairly certain She’ll keep him safe as long as he holds up his end of the bargain.

So, when a small white mouse perches atop a fallen flyer before darting beneath a building, Kazrek smiles. His next assignment.

Appearance and Personality::

”They’re always glad ta see me. But just as glad ta see me gone.”

It’s always been an asset that Kazrek is fairly average for a dwarf. Smugglers don’t want to draw attention to themselves. Average height and build, with brown hair and brown eyes, the dwarf really is rather unremarkable. When on business that might be less than legal in whatever country he’s in, Kazrek dresses as plainly as possible. Plain tan linen shirt and plain brown trousers with a traveling cloak. His holy symbol is well-hidden wrapped around his forearm under his long-sleeve shirt. When on a long or dangerous road, however, Kazrek doesn’t look terribly out of place wearing his weapons and armor, a plain breastplate and lots of axes. He’s a dwarf after all. And an unarmored driver of an unguarded wagon would spend a lot of time fending off bandits.

Kazrek doesn’t follow his own moral compass. He’s learned the hard way how much trouble that can get him in. Instead, he does a lot of guessing. Kazrek is a little uncomfortable with his current role in life. He’s not one of the good guys. Not really. But he has good reason to act like one. So he goes to the meetings, offers his advice when relevant, but he doesn’t cheer and he doesn’t console. It’s almost like he’s guilty that he’s even there.

On the road though, he seems a different person. Something about the open air cheers him up and Kazrek jokes around and chats with anyone traveling with him. Probably a symptom of spending so much time alone. Unapologetic, Kazrek will joke with someone right up to the moment, that moment when he realizes he needs to kill them. At least Milani still lets him kill people. The ones that deserve it anyway. And sometimes people need to die; no sense dwelling on it. What’s one life compared to the freedom of a hundred? Besides, nobody ever heard of a peaceful revolution.

Suffice it to say, Kazrek makes a lot of the other revolutionaries nervous.

Character Background::

”I don’t think She wants me ta be good. She just wants me ta do good. I should be able ta do that.”

Kazrek was abandoned as a babe on the streets of Magnimar. That he managed to survive is a testament to his toughness. He used to wonder why his parents left him. Did they do it on purpose? A lot of the other kids used to say he was bad luck and that’s why his parents left him. It was a really common insult among orphans, but Kazrek thought they might be right in his case. He was probably the worst orphan there ever was. He got caught every time he tried to steal food, nobody thought he was cute enough to take pity on, and he was just a little too wide and clumsy to make the getaways the other kids could. It’s a wonder he survived at all.

As a result of his inadequacies, Kazrek spent a lot of time working for free. Sometimes they would feed him, but usually not. You’d think if he had to wash the dishes because he got caught trying to steal food, he should get something to eat for it. Not the case. At least he got to lick the plates.

Eventually, his luck turned around somewhat. Or maybe his luck got worse, depending on your perspective. He was picked up by a couple dwarves, members of the Night Scales, Dagra and Thorak Norn. They were smugglers and they needed a new cover. And who would search the wagon of a happy dwarven couple and their young son? A useless young dwarf like Kazrek would be perfect for them. They dressed him up and told him to act happy. He didn’t have to act. This was the best thing that ever happened to him. Quite literally.

Dagra and Thorak weren’t parents, exactly. They weren’t patient with him. If he did something they didn’t like, they’d just throw him out until they needed him again. If he messed up on a job, they’d beat him and then throw him out. He learned pretty quickly how to behave.

Finally with some semblance of a stable life, Kazrek discovered something about himself. He had a keen eye for detail and he could learn things to a very deep level. He started asking questions and mimicking Thorak. Thorak was the type who could talk about his job all day and especially because he couldn’t really talk about his job with anyone else, he started teaching Kazrek. “Smuggling is an art,” he’d say. “You have to be subtle.” Kazrek could learn to do subtle. And he did.

Over the course of several years, Kazrek learned everything there was to know about the art of smuggling. He also grew to be very strong when he came of age. He managed to earn himself a spot in the Night Scales as an enforcer. Dwarves weren’t usually taken on for their subtlety and though he had that to some degree, he still had to work his way up. Kazrek took to the job with an uncommon relish. It was good to be good at something, and Kazrek was really good at making sure the Night Scales’ business partners did exactly what they had agreed to do. And for several years, he did just that. He’d take on the occasional smuggling job, but he preferred getting his hands dirty. And they were quite dirty.

But that all changed with one job, gone horribly wrong.

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It was a cloudy day, not unusual in the City of Monuments and for the kind of work that Kazrek and his crew had ahead of them, it was more than appropriate. Osgood was late on his payment again and it wasn’t because he couldn’t pay. Apothecaries did really well in this part of town. Kazrek was there with a pair of humans, Tomi and Martin. Tomi was to do all the talking and Martin was driving the wagon today. Kazrek was mostly there to look tough. Well, he wasn’t really there to look tough. He was there to be tough. There’s a significant difference.

”Ya think he’ll make it easy on us and jus’ pay up?,” Kazrek asked, grinning at Tomi. They both knew the answer to that question.

”You don’t have to enjoy this so much, you know, Kazrek?” He and Tomi had had this conversation before. Kazrek didn’t see what was wrong with enjoying his job. Tomi was just a little unsettled by the ease at which Kazrek hurt people. He just needed a few more years under his belt is all.

They rolled up on the apothecary's shop and everything seemed normal. Martin stayed with the wagon while Tomi and Kazrek headed inside. Osgood was there and looked suitably surprised, but something was off…
Just as Tomi started his spiel, Kazrek noticed it. There were other people here, a lot of them. But before he could react, crossbow bolts started flying every which way. It was complete and total chaos. Kazrek wasn’t sure how many there were, but he was sure it was way too many to handle.

”Tomi, run!,” he called out, as a crossbow bolt embedded itself in his upper arm and a few grazed his torso, just as Tomi took one, and then two to the chest and fell over. His companion down and he clearly outnumbered, Kazrek sprinted out the door, taking another pair of bolts to the back.

”Martin! Get…" but Martin was slumped over in a pool of his own blood. The whole world was turning red. Kazrek jumped into the wagon and pushed Martin off, his vision starting to blur as he kicked the horses into motion.

Gods, please let me live. I’m not ready to die. I’ll do anything… anything.

His vision a blurry collage of reds on red, the dwarf mumbled a mantra, over, and over, and over. ”Please… anything... please… anything." And just before he passed out, there it was. In the middle of his unfocused, monochrome vision, clear as day, sat a little... white... mouse.

One of the gods had taken him up on his offer.