Kazgrym Janderhoff is fairly typical of Dwarves in several ways. His hair is long, as is his beard. Both are a black, a color that isn't entirely common among his people. His eyes, on the other hand, are a piercing, icy blue. He is very tall and slender for a Dwarf, coming in at 4'5" and 160 lbs. On his shoulder is often seen a large-ish bird.
Background:
Kazgrym Janderhoff is one of many Dwarves to have been born in the ancient Sky Citadel that shares his family name. His parents were crafters, often spending days at a time at the Forge. They tried to get their son Kazgrym interested in their profession, but he was often more interested in reading than in wielding a hammer.
When Kaz first figured out how to lift one of the hammers without touching it, his parents realized that perhaps his path lay away from the forge, and they sent him to one of the Spellcrafters. Under the Spellcrafters, Kazgrym dove into crafting and studies with a vengeance. He had learned enough of his parents' trade to make things difficult for him, though. He loved to read, but the crafting of spells came less easily to Kaz as it did to some of the other students. He had absorbed enough of his parents' trade to be firmly fixed in the idea that crafting was done with tools.
Kaz's parents saw how much Kaz was suffering, and tried to distract him with tales of the old Runelords and ancient Thassilon. For his Nameday, they gave him a book about the old empire. Kaz sat awake all night reading it, and within two days was resolved to discover the secrets of Thassilon and how they had combined spellcrafting with more mundane crafting. He set out to learn all he could about Thassilon. He read every book he could on the subject, and several years later, after making all the preparations he could, he set out, taking with him a gift of a beautifully crafted warhammer his parents had made for him to remind him where he came from. He set out for Sandpoint, hoping to take a ship from there to Riddleport to study the Cyphergate.
Basics:
Male Dwarf Transmuter 1
LN Medium Humanoid
Init +6; Senses Perception +2 (+3 in shadows/darkness; +2 for unusual stonework), Darkvision 60 ft.
Defense:
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8 (1d6+2)
Fort +2, Ref +2, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, stability
Strig is a Masked Owl, with a speckled dark gray back, a black-dotted white front, and a curious face. Like all masked owls, it has a slight ring around in in a gold-ish tone. His face proper, however, is divided into two halves. His face's right half is solid black, and the left is solid white. His eyes are a luminous black, flecked with gold in a ring shape. In this, Strig greatly resembles portrayals of Nethys. He is unusually intelligent for an owl, and is uncommon in that he will freely be awake during the day. Strig found Kazgrym during the night as Kazgrym slept. Kaz, feeling the stare, awoke, and Strig bonded himself to Kaz.
Strig
N Tiny magical beast Init +3; Senses low-light vision; Perception +10
DEFENSE AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
HP 4 (1d8)
Fort +2, Ref +5, Will +4
OFFENSE Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion, share spells, empathic link (Kazgrym)