Dwarf

Kazidorr Emeraldcliff's page

27 posts. Alias of Jeremy Packer.


Full Name

Kazidorr of Clan Kantilamerald

Race

(RETIRED)

Location

| ❤ 57/57 | AC 20 – T 12/FF 18 – CMD 18 (22*) | Fort +9, Ref +9, Will+6 | Initiative +2 | Perception +13 (+14 vs. traps) | Animal Focus - Bull

Languages

Male Mountain Dwarf Trapper 3/Feral Hunter 2/Hinterlander 1

About Kazidorr Emeraldcliff

Male Mountain Dwarf Feral Hunter 2/Trapper (ranger) 3/Hinterlander 1
NG Medium humanoid (dwarf)
Init +2; Senses Perception +13 (+14 vs. traps); darkvision 60 ft.

-----DEFENSE-----
AC 20, touch 12, flat-footed 18 (+7 Armor, +1 Shield, +2 Dex)
hp 57 (5d10+1d8+18)
Fort +9, Ref +8, Will +6
Defensive Abilities defensive training (+4 dodge bonus to AC against giants)

-----OFFENSE-----
Speed 20 ft.; rock stepper, slow and steady

Melee:
  • quarterstaff +5 (1d6+3)
  • or dagger +6 (1d4+2/19-20)
  • or melee touch +6 (varies)

Ranged:
  • +1 adaptive composite longbow +10 (1d8+5/x3)
  • or javelin +6 (1d6+2)
  • or dagger +5 (1d4+3/19-20)
  • or ranged touch +5 (varies)

Special Attack favored enemy (humanoid [orc] +2, outsider [evil] +2 [longbow attacks overcome DR/Good]), feral focus, hatred (+1 bonus on attack rolls against goblinoids and orcs)
Hunter Spells Known (CL 2; concentration +6)
1st (3/day) – charm animal (DC 15), cure light wounds, gravity bow, summon nature’s ally I
0 (at will) – create water, detect magic, mending, purify food and water, spark

-----STATISTICS-----
Str 14, Dex 14, Con 14, Int 13, Wis 19, Cha 8
Base Atk +4; CMB +6; CMD 18 (22 vs. bull rush and trip while on the ground), stability
Feats Deadly Aim, Endurance, Erastil’s Blessing, Exceptional Pull, Improvisational Healer, Precise Shot, Toughness, Weapon Focus (longbow)
Skills (ACP -3) Climb +8 (+10 with kit), Craft (bows) +5 (+7 involving metal or stone or with tools, +9 of both), Disable Device +12 (+14 with tools), Escape Artist +8, Heal +13 (+15 with kit), Knowledge (nature) +10, Knowledge (religion) +7, Perception +13 (+14 vs. traps), Spellcraft +7, Survival +13 (+15 to avoid being lost and to follow or identify tracks)
Languages Dwarf, Taldan, Orc
SQ combat style feats (archery; precise shot), craftsman, favored terrain (mountains +2), master archer (Erastil’s blessing), nature training, precise summoned animal, track, trapfinding +1, unstoppable, weapon familiarity, wild empathy (+4 vs. animals, +0 vs. magical beasts)
Traits deadeye bowman, roll with it

Combat Gear:
  • potion of cure light wounds (CL 1) ☒☒☒☒
  • potion of cure moderate wounds (CL 3) ☒☒☒
  • potion of invisibility
  • potion of lesser restoration (CL 3) ☒
  • scroll of barkskin (CL 3) ☒
  • scroll of call lightning (CL 5) ☒
  • scroll of [bsummon nature’s ally IV[/b] (CL 7) ☒
  • wand of aspect of the falcon (CL 3) ☒☒☒ ☒☒☒☒☒ ]
  • wand of cure light wounds (CL 1) ☐☐☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒
  • vial of acid ☒☒☒
  • +1 orc bane arrows ☒☒☒☒☒ ☒☒☒☒☒
  • orc slaying arrow
  • adamantine durable arrows ☒☒☒☒☒
  • alchemical silver durable arrows ☒☒☒☒☒ ☒☒☒☒☒
  • cold iron arrows ☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒ ☒☒☒☒☒
  • Other Gear:
    +1 breastplate armor, masterwork buckler, +1 adaptive composite longbow (+2 pull), 44 arrows (stored in haversack), dagger, 18 javelins, quarterstaff, efficient quiver, handy haversack, headband of inspired wisdom +2, healer’s satchel, bedroll, blanket, climber’s kit, compass, flint and steel, grappling hook, 4 iron spikes, large tent, masterwork bowyer’s tools [artisan], masterwork thieves’ tools, mess kit, pot, shovel, 100 ft. of silk rope, silver holy symbol of Erastil, 2 spring loaded wrist sheaths, waterskin

    Racial Abilities:
  • 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.
  • Craftsman Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
  • Defensive Training Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
  • Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  • 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.
  • Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Unstoppable Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
  • Weapon Familiarity Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

  • Class Abilities:
  • Weapon and Armor Proficiency A hunter-ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
  • 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.

    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. Once a ranger selects a combat style, it cannot be changed.

    If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Crossbow Mastery, Improved Precise Shot, and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

  • Favored Enemy (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He 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.

    At 5th level and every five levels thereafter, the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

  • Hunter Spells A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.

    The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

    A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs.

    Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.

    Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score.

    In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

    At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.

    Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

    Lawful Spells A hunter of Erastil can’t cast spells with the chaos or evil descriptors in their spell descriptions.

    Orisons Hunters learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

  • Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
  • Trapfinding A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
  • Wild Empathy (Ex) A hunter-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 hunter-ranger rolls 1d20 and adds his hunter and ranger levels 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 hunter-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 hunter-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.

  • Backstory:
    Kazidorr of Clan Kantilamerald, or Kaz Emeraldcliff, was born seventy-five years ago in Janderhoff. The fifth son of a master smith and a favored priestess of Folgrit, it was expected that he would apprentice under his father and along side the other smiths of his clan. Before that though, Kaz wished see at least a little of the world, something his family felt was a great opportunity.

    Kaz took a job as a driver for an allied merchant clan, making deliveries of goods. Most of the trips were to the cities of Varisia but occasionally the trips would take him to Nirmathas or even the southern Holds of Belzken. Those trips were the ones he enjoyed the most. Traveling among the mountains felt natural to Kaz, even more so than being under them, and even though he missed his family, Kaz knew he would never be able to call Janderhoff home again.

    After Kaz visited his family one last time, he began to travel the mountains alone, working as a guide at times, and helping his people when he came upon them. He also would stop at small villages and towns when he came across them, for he still craved community as all dwarves do. One such town, twenty miles north of Glimmerhold in Nirmanthas felt the closest to home he had found, so he stayed there often. The people were trappers and farmers mostly, with some tradesmen who keep things running. The town elder served as both leader and clergy, a priest of Erastil named Servasitt, and Kaz would visit with him often. The two of them would talk of community, of nature, and how they could work to keep the town secure. Kaz began to see the wisdom granted by The Elk Father’s faith, and Servasitt began teaching Kaz to join the clergy as well. Kaz embraced the tenets of Erasil’s church, caring for the community and protecting nature from exploitation, only taking what was needed and no more. Kaz found he loved hunting among the mountains, and his bow supplied many meals for the community.

    Over the years Kaz kept in touch with the merchant caravans coming to and from Janderhoff. He would write to his family, and they would send replies, all sent via the caravans. He was not hiding from his past and he wanted his clan to know, they could always find him if they would need to. Then three weeks ago, word had come. Janderhoff had need of him, would he please return and aid his people.

    Inspirational Image – Kazidorr Emeraldcliff