Sir Holton

Kazallin Longfoot's page

58 posts. Alias of The Norv.


Full Name

Kazallin Longfoot

Race

Dhampir (Svetocher)

Classes/Levels

Inquisitor (Kinslayer) 1

Gender

Male

Size

Medium

Age

103

Alignment

Neutral Good

Deity

Desna

Languages

Common (Taldane), Varisian, Skald, Necril

Strength 16
Dexterity 17
Constitution 13
Intelligence 16
Wisdom 18
Charisma 18

About Kazallin Longfoot

Kazallin Longfoot
Dhampir (Svetocher) Kinslayer 1
NG Medium Humanoid (Dhampir)
Init +3; Senses Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex)
HP 10 (1d8+1+1 favored class)
Fort +2, Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee Starknife +3 (1d4+3/x3), Spiked Gauntlet +3 (1d4+3/x2)
Ranged Starknife +3 (1d4+3/x3/20'), Heavy Crossbow +3 (1d10+3/19-20/x2/120')
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Statistics
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Str 16 Dex 17 Con 13 Int 16 Wis 18 Cha 18
Base Attack +0; CMB +3; CMD 16
Feats Life-Dominant Soul
Traits Worldly, Starchild, Teacher's Pet
Trained Skills Diplomacy +10, Disguise +8, Intimidate +9, Knowledge (arcana)+9, Knowledge (religion) +7, Stealth +6 (armored), Sense Motive +9, Ride +6 (armored), Handle Animal +5
Languages Common, Varisian, Skald, Necril
Gear Starknife, heavy crossbow, spiked gauntlet, studded leather armor, light combat-trained horse (Julian), riding kit (no feed), wooden holy symbol, cheap copy of The Eight Scrolls, bedroll, fishhook, explorer's outfit, backpack, waterskin, 50' twine, 50' hempen rope.
Cash 3 gp, 8 sp, 9 cp
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Special Abilities
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Worldly Once per day, Kazallin can roll an untrained skill check twice and take the better result.
Starchild Kazallin gains a +4 bonus to Survival checks to avoid becoming lost, and always knows true north.
Teacher's Pet Kazallin gains a +2 bonus to Knowledge (arcana), and it is a class skill.
Life-Dominant Soul You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.
Undead Resistance +2 on saving throws against disease and mind-affecting effects.
Resist Level Drain Kazallin takes no penalties from energy drain effects (though he can be killed by them); negative levels are removed after 24 hours without a saving throw.
Spell-like ability Kazallin can cast obscuring mist three times per day.
Weakness Kazallin takes a -1 penalty on saves against effects that deal positive energy damage.
Monster Lore Kazallin adds his Wisdom modifier to any Knowledge checks made to identify the abilities and weaknesses of creatures.
Judgment (1/day) Kazallin gains the ability to call judgment down upon his foes. Note: as a kinslayer, he gains the Slayer's Brand judgment instead of the Destruction judgment.
Stern Gaze Kazallin gains a bonus to Intimidate and Sense Motive checks equal to 1/2 his inquisitor level (minimum +1).
Liberation You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level (1), 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.
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Known Spells
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Domain Liberation
0th (no casting limit, DC 14) Brand, Disrupt Undead, Light, Sift.
1st (2/day, DC 15) Remove Fear, Detect Undead.

The Story:

Spoiler:
Kazallin is a man who has seen an inordinate amount of death in his time.

One night, the daughter of a pair of hard-working potters in a tiny village called Greenbough, in the northeast of County Varno, went for a walk in the moonlight. She did not return that night, nor the next. Her parents were frantic when she was found on the morning of the third day, lying by the side of the road in her slip, shivering in the cold, and unconscious. Bringing her home, they noticed two small wounds in her neck, and being natives of Ustalav, they immediately summoned the local priest. He, fortunately, found no signs of corruption or necrosis in the girl's body, but the parents kept a tight watch on her regardless. She woke the next day, and, though she had no memory of her missing time, she seemed well, only weak. The parents were overjoyed; until, two months later, it became clear that the girl was pregnant.

Kazallin's birth killed his birth mother, despite all the attentions of the local midwife and the priest. His grandparents, distraught over their daughter's death and enraged that they had been unable to save her, left the child to die on the hillside during the next moonless night. Fortunately, the village priest took pity on the boychild, and delivered him to a pair of peasants, Andro and Milla, who lived several miles away, on the outskirts of Redleaf. There Kazallin grew up, the couple's only child, tilling the land and enjoying his life, planning no further than taking over the family farm.

It soon became apparent, though, that Kazallin was no man. In addition to his practical immunity to normal disease, he realized in his mid-30's that he was not aging the way his peers in the village did. His hair showed no traces of gray, and his features were not beginning to sag or wrinkle. When his adopted parents died, five years later, Kazallin sold the farm and, seeking answers, made his way east into the River Kingdoms, eventually finding himself in Sevenarches. The priests in the church of Desna there were able to tell him what he was, to his horror; but they also offered him a way to reject his ancestry, to do some good in the world, and to strike a blow against the forces of evil that begat him. So it was that Kazallin began his training as an inquisitor of Desna.

It was during these later years that Kazallin first met Professor Lorrimor, who lectured at the temple for three days during the festival, and whom Kazallin found deeply impressive. Almost hero-worshiping the man, and with his formal training almost at an end, Kazallin decided to leave the temple and travel with Lorrimor. They traveled for a year and a half together before going their separate ways, Lorrimor back to Ustalav and Kazallin out into the wide world.

It has been many years since their travels together (Lorrimor was only just into middle age at the time), and though Kazallin is used to his human friends dying on him by now, the news has come as a blow. But he owes the Professor's memory much, so it is with heavy heart (and some foreboding) that he saddles his faithful horse and begins the trek back into his abandoned homeland...