Valeros

Kazadarin Darlok's page

414 posts. Alias of Kozaric.


Race

Harrow:
Points:2 Card:Locksmith

Classes/Levels

Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Gender

skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc

About Kazadarin Darlok

Kazadarin Darlock
Male Human Urban Ranger 3
NG Medium Humanoid Follower of Desna
Init +4 ; Senses: Perception +7
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DEFENSE
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AC: 18, touch 12, flat-footed 16 (+6 Armor, +2 Dex)
HP: 28 (1d10 +1Con +1Race)
Fort +4, Ref +6, Will +2
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OFFENSE
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Spd: 30 ft.
Melee:
MW Com long Bow +6 (1d8+2/20/x3) Range 110
- Rapid shot +4/+4 (1d8+2/20/x3) Range 110
Greatclub, +8 (1d10+7/20/x2)
-Power Attack +7 (1d10+10/20x2)

Special Attacks:
- Favored enemy (Human +2 Attack and Damage)
- Power Attack: -1 hit +3 Dam w/ two-handed weapon.
- Point Blank Shot: +1 h/d 30'
- Rapid Shot
- Deadly Aim -1 h, +2 dam

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STATISTICS
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Str 18, Dex 14, Con 12, Int 12, Wis 13, Cha 8 [20pt buy]

Base Atk +3; CMB +7; CMD 19
Feats: Power Attack, Point Blank, (b)Manyshot, Deadly Aim
Traits: Tortured: +1 Reflex SV; Reactionary: +2 Initiative

Skills:

Skills: 8(6 Class +1 Int +1 Race)
Acrobatics: +2 dex +2 rank= +4
Climb = 3 class +4 str +1 rank= +8 (+6 w/Armor check)
Craft (Int),
Disable Device =3 class +2 dex +3 rank= +8; +9 trap finding(+6 w/Armor check)
Heal = 3 class+ 1 wis +1 rank= 5
Intimidate:3 class -1ch +1 rank= +4
Knowledge: Dungeonering 3 class +1 int +1 rank= +5
Knowledge: Geography 3 class +1 int +1 rank= +5
Knowledge: Local= 3 class +1 int +3 rank= +7
Perception = 3 class +1wis +3 rank = +7
Profession:
Ride =
Spellcraft
Stealth = 3 class +2 dex +3 rank= +8 (+6 w/Armor check)
Survival = 3 class +1 wis +3 rank= +7 (8 tracking)
Swim = 3 class +4 str +1 rank= +8 (+6 w/Armor check)
Languages: Common, Orc

Class Abilities:

- Favored enemy: Humanoid (human). A ranger gains a +2 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.
- Track: A ranger adds half his level to Survival skill checks made to follow or identify tracks.
- Wild empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
- Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
-Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even
if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Rapid Shot

Favored Community (Ex)

At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
Trapfinding (Ex)

At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.

This ability replaces endurance.

).

Racial Abilities:
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Strength)
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Gear:
Weapons/Armor
MW Breastplate
MW Studded Leather armor (yes purposely giving you both)
MW Composite Longbow +2 STR
20 Blunt Arrows
40 Arrows
Cold Iron Dagger
1 Ghost Salt
1 Adamantine Blanch

backpack,
a bedroll,
a belt pouch,
a flint and steel,
iron pot,
mess kit,
rope,
torches (10),
trail rations (5 days),
a waterskin
Thieves tools
MW Stealth tool
1 Potion of Bull Strength
1 Potion of CLW
1 Air Crystal
2 Alchemist Fire
1 Fireward Gel
1 Anti-plague

Magic Items:

00 pp, 30 gp, 0 sp, 0 cp

Intro:

I was 14 when I crossed Gaedren Lamm. I had been one of his “Little Lamms” for as long as I could remember. I have no memories of a mother, a father or siblings, just pain. I am not sure what I did that day, maybe I just didn’t get out of his way fast enough, but what ever it was enough to make Lamm lose it. I can’t remember all of it I guess I kept blacking out. I do remember the smell though, that sicky sweet smell of my own flesh burning. Lamm burned me and left the right side of my face a hideous mask and scarred me for life. Funny thing is he didn’t intend for that part. He beat me and left me for dead in the bay. I remember the salt water on my face, the pain from it, and blackness. I don’t know how long I floated, never will, but I was found. I was taken in and brought back to health, protected, even loved.
But now I’m back, back in Korvosa, and I am going to send Gaedren Lamm straight to Hell.

Personality:

Kazadrin is very quiet and would appear to be an shy at first glance. He is far from it though. Kazadrin's disfigurement at the hands of Lamm has made him fearful of interacting with others due to their initial reactions. Once he gets to know some one and becomes comfortable he is very vocal and determined. His training has made him focused in the way he approaches things.

Background:

Kaadrain's earliest memories are begging on the streets of Korvoso for Gaedren Lamm. All day and in to the evening Kazadarin and the other Lambs would gather what they could and run it back to Lamm, hoping to avoid the old man's wrath. This continued for years, day in and day out. Sometimes he avoided a beating, sometimes he did not, but Kazadarin survived.

As Kazadarin entered his preteens, begging did not bring in as much as it did when he was younger, he had to learn other ways of avoiding the old man's wrath. Kazadarin moved into breaking into shops at night and homes in the day. He learned how to pick locks and move as quiet as a mouse to gather items for Lamm.

At 14 Kazadarin got a growth spurt and could not be mistaken as a child any longer. None of Lamm's Lambs ever reached early adult hood and remained with the others. The Lambs had stories of what happened to the ones that grew to old, some held to the idea that Lamm allowed them to leave, the really young ones believed that their real families finally found them. Kazadarin found the truth of what happens to those to old to be a Lamb and it almost cost him his life.

Kazadarin woke up on a river boat, named The Lady's Kiss, far from Korvosa. The Captain, Fergus Darlock, had pulled him from the bay. He correctly identified the youth's injuries as being anything but an accident and decided not to turn the boy over to Korvosa's authority.

Fergus was a good man and soon became like a father to the young man. He allowed Kazadrin to stay, but he had to work to earn his keep. The youth grew into a man on The Lady's Kiss, learning how to fight in order to defend it and to hunt in order to feed those on it.

Time passed but the dreams never did. Kazadarin never forgot what had happened to him at the hands of Gaedren Lamm and e could not forget those children still in the bastard's grasp. Fergus knew that the haunted young man would never be able to work passed his experiences with out facing those that hurt him. The captain put in to Kovosa and called for Kazadarin. They walked the docks and talked of good times for most of the morning before Fergus turned and handed the young man a piece of parchment with a name and address. "When your done, you are welcome to come back. Until then you have to trust me, and the Lady Luck. Your kit is waiting for you at that address. Go kill your demons son, and come back to me."

Kazadarin made his way through the city where he grew up. the sights and the smells bringing back all the memories he had tried to forget.By the time he reached the shingles it felt as if he had never left he realized that no matter how much he loved his time aboard The Lady's Kiss, Korvosa was where he felt the most at home.

The man's name was Kithian Numor, and he owned a small shop in Old Korvosa, above it was The Shingles. Kithian gathered his kit that had been sent from The Lady's Kiss and a key to a hovel directly above the shop. Mr Numor shook his head as the young man began to leave, "Fergus said to tell you to follow the children. What ever the Hells that means." Kithian paused and just nodded his head, he knew what it meant.

Over the last few weeks, Kazadarin has been identifying and tracking Lamm's "Little Lambs" through out Kovosa and is close to discovering the bastard's hideout. The young mans skills learned as a Lamb aiding him in the task. Soon, he will have his revenge on Gaerden Lamm.

Description:

Kazadarin is 6’1” and 225 lbs. He has long black hair that he keeps in a pony tail and cold gray eyes. The right side of his face is terribly scared, so when talking to people he turns that side of his face away. In public he all ways wears a deep hood to cover his face.

Kazaradin's clothing is variouse shades of gray to better blend in to the soot covered stone work of Korvosa. His deeply hooded cloak is charcoal gray and his studded leather is almost black with a blackened patina studs.

Korvosa:

Kazadarin lives in a small one room hovel in the Shingles of Old Korvosa. It provides him the shelter he needs and keeps him close to those who know of Lamm. Over the last few weeks, Kazadarin has been identifying and tracking Lamm's "Little Lambs" and is close to discovering the bastard's hideout. Once he does he will have his revenge.

Great club of Rage:
Kithian was 16 when he found the dead orc. The old scared orc was surrounded by dead bodies, humans, scattered through the meadow as if they had been discarded toys of a giant. The orc had wounds all over his body, more than one of wich would have proven leathal. It was if the orc would not fall until he slayed all of his attackers.

Kaz searched through the battle field, recovering anything of value that he could use. Until he found the Orc's weapon. It looked as if made of Ash wood, as long as the boys leg and as big around as his forearm. the leather wrap around the handle was nearly black from the hands that had held it in battle, and the business end had a studded iron band almost red as the blood of those it had slain. something about the club demanded the boy's attention. He slowly took the club from the orcs hands, prying the gold lifeless fingers from the grip. He stood and held the weapon out, he had seen much finer weapons carried on The Lady's Kiss, but not like this. It was a brutal weapon. Made not for finesse but savagery. The ranger's heart began to pound as he looked at the club, his breathing quickened. He felt more alive holding the orc's impliment of death than he had before. As quickly as it began, it was over. The boys legs felt weak, the club as if it was made of iron instead of wood.

Kithian returned to the boat and never spoke of what he had found or what had happened. He learned how to use the club and took pleasure at the wet smacking sound it made as it laid his enemies low. Sometimes, in just the right light, Kazadarin would swear a grean light would flash when he soundly bashed someone with the club. No one believed him though or thay would have taken the greatclub from the youngster. But Kithian knew something was special about this weapon. Kithian knew it was his.