Jakaw Razorbeak

Kazith's page

No posts. Organized Play character for Paulicus.


Full Name

Kazith Dustclaw

Race

Tengu

Classes/Levels

Ranger

Gender

Male

Size

Medium

Age

50

Deity

none

Location

Absolom

Languages

Common, Tengu, Osiriani, Ancient Osiriani

Occupation

pathfinder, explorer, mercenary, tomb raider

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Kazith

You see a tall Tengu (though average by human standards), with sand-colored feathers. His hands and feathers show the wear of time, revealing his age. His broad shoulders and swift movements give the impression of strength retained from a lifetime of hard living. He wears a light, loose-fitting shirt of a dusty color, covered in pockets; his pants are a similar style, though darker in color. Underneath, he wears a mid-weight armor. A wide-brimmed leather hat sits atop his head. Strapped on his back is an old katana, though he refers to it as a "feathersword." He always carries a hip flask, and often has a lit cigar in his hand.

Part I: The Village

Kazith Dustclaw: Explorer, bodyguard, mercenary, tomb raider... Exile.

Kazith was a member of the Dustclaw tribe, a small village of desert Tengu in the mountains of Osirion. Legends say that the Dustclaw were emigrants from Tian-Xia (possibly Minkai) who settled in Osirion's mountains a thousand years ago. The village was remote, and quite wary of outsiders. The only regular contact was with traders that traveled the area. News was infrequent and brief. Because of this, and the treatment tengu often receive from other races, the Dustclaw kept a constant guard at the borders of their village. These honored watchmen were highly respected in the community for the risk they took in such service. Death was not common, but came more often than it should have from raiders, harassers, and the wild things of Osirion's deserts. The Dustclaw's distrust of outsiders went so far as to shun all those who willingly left the village. They could never return to the home they had forsaken.

Kazith was raised in this culture, learning the ways of the clan's traditional weapons. When he came of age, he applied and was accepted into the Dustclaw watchmen. He served faithfully for many years, learning much about combat and survival on the edge of the village's lands. He saw many men die, though none affected him quite so much as the last: Kazith's commander and mentor: Kraugh.

Kraugh was a fair and likable watchmen. He was the one who had initiated and trained Kazith. The two had formed a strong bond over their years of service. Kraugh, the tough but kind mentor; and Kazith, the diligent and ambitious student. They were assigned to the same patrol, and had spent days out at the borders of the village lands with their unit in the brush. They Swapped stories and shared drinks, as well as a few close encounters, and also shared in the loss of comrades. The two were close.

One day, their squad faced off with what seemed to be a raiding party heading toward the village. They were victorious, leaving no survivors. However, Kraugh had taken a shot to the gut. He was dying, and nothing could be done to save him so far from the village. Kazith watched his mentor die a slow and painful death. After searching the caravan, it was revealed that the raiding party was anything but-- they were simply tomb explorers that had been lost, and mistaken the Dustclaw patrol as hostile.

Kazith lost himself after that day. He began to question everything. He wondered what it was all for, why anything mattered. Were the Dustclaw really so sheltered? What was out there beyond the border? Kazith decided that he could never return to the village. He wanted to understand the world outside. He wanted to understand why his mentor died protecting this tiny village. The night before their patrol was due to return to the village, Kazith snuck away from his comrades, and left for good. He knew he could never return, but he had to see what lay beyond.

Part II: Learning to Walk

Kazith walked all night and through the next day. He didn't stop until his body forced him to. Taking the night, he found his senses again. He discovered a trail, and followed it for another two days, finally arriving at a small oasis. It wasn't much, however-- little more than a waystation for traveling caravans. Kazith waited, hidden, for the next party to arrive. It wasn't hard to barter for travel (after assessing the trader's character from afar, of course). Kazith was a skilled swordsman, and had a knack for predicting desert storms. He traveled with the traders through a few small villages, none of which interested Kazith for more than the day or two they spent there. He spoke with the caravan master one evening, a tall, middle-aged Osirian named Akumet. At some point, Kazith expressed his wish to see the world outside his sheltered home. Akumet suggested Osirion's capital, Sothis, and insisted on taking Kazith there himself. They were heading that way anyway, and he was happy to assist Kazith in his newfound quest.

Almost a month later, they finally arrived at the city of Sothis. Akumet showed Kazith some of the major sites in the city, and suggested places where Kazith could find work and lodging. After that, the two men parted ways, and Kazith found himself alone in a gigantic new city.

Kazith quickly found employment. It turns out there's an ample supply of traders, explorers, and smugglers looking for a swift sword at their side, and someone to guide them through the desert. Kazith took all sorts of work: caravan guard, expedition guide, bodyguard... though he never accepted work he considered immoral. He would not murder, steal, or intimidate those who didn't justly deserve it. This kind of life suited Kazith. He worked hard for his pay, and was able to travel far and wide with his clients, seeing many areas of the region (though most of his work was within Osirion's borders). He spent his time between jobs exploring the many wonders of Sothis. Like many adventurers, Kazith developed a taste for some of the many vices available in such a large city: women, drinks, fine cigars, gambling... Kazith was enjoying his new life.

One type of work that Kazith came to enjoy above all others, was exploring tombs and ancient ruins of all sorts. He spent a few jobs as a guard, gradually learning more about the techniques and dangers of such expeditions. He became an expert on survival in Osirion's tombs, and the undead horrors that often plagued them. He came to prefer these opportunities over others, even organizing a few expeditions of his own. As he continued down this path, he began to work more frequently with a group of experience dungeon delvers that operated out of Sothis. The rough-and-tumble Taldan leader, Arasmes; the halfling scout and trapfinder, Anafa; the Osirian priestess driven to recover lost artifacts, K'Tanha; and the half-elf archaeologist, Narciso. They worked will with Kazith a number of times, and came to be reliable clients and expedition partners. They were a good crew to have a celebratory drink with upon return to civilization with, too! Kazith was content to continue his life of exploration and merriment, but it was not to last...

Part III: Betrayal

It was like any other job with Arasmes' crew. Kazith took point for the overland portion, taking up ranged support once inside, and closing to melee once necessary. They had heard rumors that some kind of official survey expedition might be in the area, so they were sure to avoid the roads on the way in. Everything was going smoothly, until someone triggered a boulder trap, separating Kazith from the rest of the party, and cascading into a large-scale collapse. Arasmes and the rest didn't hesitate to turn tail and leave Kazith to die. Alone, trapped in a collapsing ruin, Kazith ran as fast as he could through the trembling halls, desperately hoping to find some way out. He spotted dim light down a side passage, and ran for his life-- But he didn't make it. A brick struck Kazith in the head, and he blacked out.

When he awoke, he was amazed to find himself still alive. The cave-in miraculously stopped right here he fell. He was still weak and weary from the blow to the head, and he had broken is leg in the cave-in. In spite of this, Kazith managed to pull himself the final stretch to the exit. However, he was still stranded in the desert, barely able to move.

Kazith managed to patch himself up enough over the next few hours that he could hobble at a slow pace. Still, better than nothing. Fortunately, he didn't have to walk too far. Unfortunately, he was found by the Sothis survey crew they'd heard about. As it turns out, they were an official team sent by the Sothis Council, who laid claim to the ruins as a historic site. They weren't pleased that the ruins had been virtually annihilated by the cave in, and laid all the blame squarely on Kazith. He was brought back to Sothis, roughed up, patched up, and roughed up some more. Finally, he was brought before an official and sentenced to exile. He was put on a ship heading north that evening, with precious few belongings, and no idea where he was headed.

After a week of sailing, they finally docked. Kazith was forcefully removed from the ship and thrust into a crowded port. He easily lost his way in the crowd, but eventually found his way towards the rest of the city. A hanging sign told him where he was: Westcrown, the City of Twilight. It was a hellish place, full of crime and horrible creatures in the night. Kazith was used to this kind of thing, however, and had no issues fighting off trouble. He still left the city as soon as possible, this place didn't suit him. He chose to head east. The climate here across the Inner Sea was already colder than he liked, so he didn't want to go farther north. Making his way through Cheliax, he took some time to enjoy (as much as he could) the plains and forests of the northern continent. He had seen them before, but now had ample time to explore. Quickly, however, he realized how much he missed his native Osirion. It's wide sandscapes and hidden valleys called to Kazith. He dearly missed his home. The sting of betrayal also caused him much pain. He didn't even know if his turncoat comrades had survived.

As Kazith continued east through Cheliax, he grew weary of the Chelaxian's strict governance and devil worship. This land was not for him. He eventually crossed the border into Andoran. He found them much more agreeable than the Chelaxians. The Andorans were commited to freedom, which was very important to Kazith. However, he found them to be overly zealous in many aspects, and far too excitable overall. Next, he crossed into Taldor. Here, he was mostly left alone, though the rampant soldiers made work a little more difficult to find. The Taldans were self-important in the extreme, however, and it drove Kazith to keep moving, heading south along the Inner Sea. He crossed over into Qadira. Here, the climate was reminiscent of his home, and he felt more comfortable. However, the Satrap's strict control over all trade made Kazith's business very difficult. He had trouble making near half what he had anywhere else. Kazith began to wonder if he'd ever feel at home again.

It was at this time that Kazith learned about the Pathfinder Society, and their recruitment program. It seemed like a good way to find some real adventure, and get back part of his old life again. He made his way to Absolom, and applied to the Pathfinder Society. His skills made passing the entrance exam simple. Soon after graduation, he discovered the Osirion-born Pathfinders working together to assist their homeland on the side during some assignments. Kazith slowly made contact with some of them, and eventually worked his way into their ranks. He now does favors for the Ruby Prince and Osirion inside the Pathfinder Society, hoping that he will eventually be able to buy his way back into good graces with the Osirion government, and live out the remainder of his life in his beloved land.

Part IV: A Pathfinder's Life for Me, an Addendum

Kazith's work in the Pathfinder Society was lucrative. He excelled at his assignment, but his bitterness at his exile gnawed at him, turning him inward and taking comfort in his vices. It was a small comfort that his cooperation with the Jeweled Sage might, someday, lead to his return to Osirion. There was a short time, when Kazith's future seemed particularly bleak, that he abandoned the Sage for the Shadow Lodge. They took care of their members, and Kazith found that comforting. Almost immediately, however, Grandmaster Torch executed his betrayal and left the Society. Kazith was left with no choice but to come crawling back to the Jeweled Sage. Luckily, he welcomed Kazith back into the fold with minimal punishment.

And now, dear readers, we've passed years of Kazith's life as a Pathfinder. After his stellar performance assisting the Osirion government, he was finally given permission to return to Osirion. Kazith bought a small townhouse in Sothis, reveling in the familiarity of the city. However, after months he realized he had developed a wanderlust over the years, and it went unsated in Sothis. For this reason, he continues to work for the Pathfinder Society when he is able, searching ancient Osirion tombs to fill the rest of his time not taken up by women or alcohol. With the schism between the Ruby Prince and the Sapphire Sage, however, Kazith has formed a mutually beneficial relationship with a Qadiran trade prince working with the Society, which has proven to be both lucrative and exciting. Kazith is content to live out his days without any changes.

*Always carries a hip flask
*Favorite Drink: Sargavan Rum
*Regularly smokes cigars from various places (though Kelish are his favorite)
*Can't whistle (he has a beak! Though he somehow manages to smoke...)
*He often claims to be "too old for this shit."
*Doesn't care much for others besides himself, unless they're useful.
*"Be quiet, don't bother me, and we'll get along fine."
*Calls traditional clan weapons by their Dustclaw names (Katana = Feathersword; Meteor Hammer = Tanglehammer; Tekko-kagi = Iron Claw)

Last few feats (after errata)
-Iron will/greater?
-Familiar bond?
-Flexible Foe**
-Bleeding Critical!! (Stacks)*