About Kazidorr EmeraldcliffMale Mountain Dwarf Feral Hunter 2/Trapper (ranger) 3/Hinterlander 1
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Melee:
Ranged:
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-----
Combat Gear:
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:
Class Abilities:
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.
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.
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.
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. |