The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/22834.aspx

Kalid

by Henrad


Male nomadic human mystic ranger 4
Strength12 Fortitude+6 Armor Class16
Dexterity15 Reflex+7 Flat-footed AC14
Constitution14 Will+6 Touch AC12
Intelligence12 AlignmentNG Base Attack+4
Wisdom16 Speed30 ft. Melee Attack+5
Charisma12 Initiative+2 Ranged Attack+6
Hit Points30 SizeMedium

Special:

animal companion (camel), associated class skill (Sleight of Hand), combat style (two-weapon fighting), favored enemy giant +2, traits (Plucky & Uncivilized), wild empathy +8 (magical beasts +4).

Skills:

Climb+3, Craft (alchemy)+5, Handle Animal +11, Heal+12, Knowledge (dungeoneering)+6, Knowledge (geography)+6, Knowledge (Nature) +8, Ride +6, Sleight of Hand +9, Spot +8, Survival +10*

*Kalid receives synergy bonuses to Survival of +2 while underground, above ground in natural environments, and to keep from getting lost or avoid hazards. These bonuses stack with each other if more than one applies.

Feats:

Animal Affinity (b), Endurance (b), Exotic Weapon Proficiency (two-bladed sword), Track (b), Two-Weapon Defense, Two-Weapon Fighting (b).

Languages

Camptalk, Common, Khur

Spells

Ranger Spells Known (CL 2n)

3/day- endure elements

Weapons:

mwk two-bladed sword +6 or +4/+4 (1d8+1/19-20) or

mwk throwing blade +7 (1d6+1/x3)

Possessions:

mwk two-bladed sword, mwk throwing blade, mwk studded leather armor, spell component pouch, traveler's clothes, backpack, 5 days of trail rations, flint and steel, bedroll, tent, mwk cartography tools (+2 to Knowledge (geography), 1 tanglefoot bag, 2 smokesticks, 2 sunrods, 1 vial of antitoxin, 2 flasks of acid, 3 tindertwigs, 1 flask of alchemist's fire, healer's kit

Animal Companion (Salinda)

Large Animal, HD: 3d6+6, HP: 19, Initiative: +3, Speed: 50 ft (10 squares), AC: 13 (touch 12, flat footed 10), BA: +2, Grapple: +10, Attack: bite +0 melee (1d4+2), Full Attack: bite +0 melee (1d4+2), Space/Reach: 10 ft/5 ft, Special Attacks: NA, Special Qualities: low-light vision, scent, link (ex), share spells (ex), bonus trick: 1, Saves: Fort +5, Ref +6, Will +1, Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4, Skills: Listen +5, Spot +5, Feats: Alertness, Endurance

Tricks: Come, Heel, Stay, Track, Work, Defend, Perform.

Description:

Thin and gangly, Kalid looks as if a stiff desert breeze might knock him over. The resolve in his brown eyes however show a reserve of strength. He has black hair which he keeps shoulder length and loose. He wears little clothing, save his armor, much as is the Mikku norm. He is young, having just attained adulthood in his tribe.

Friendly and strong willed Kalid's spirit gives him a strength not usually appreciated on first encounters. He is helpful and gregarious, but has tendency towards rude, rash, and crass behavior.

Background:

It is said that Kalid was born uncomfortable. During the days he would complain about the stifling desert heat. At night the desert breeze and coolness would keep him from sleep. No amount of survival lore seemed to help young Kalid. He'd pile on furs at night and often ran around unclothed during the day, always trying to find the right balance of temperature.

He longed to escape the extremes of temperature. He longed to adapt to the climate as, Salinda, his camel had.

On one searing hot day, when most of his tribe had sequestered to their tents, Kalid was forced out into the heat, to find Salinda, who had gone missing. He set out across the desert, following her tracks.

He traveled for hours before he fell to the ground of heat exhaustion. Ready to end his life, Kalid drew his throwing blade. His mind halted as mirage appeared in front of him. It was of Salinda, basking in the sun and heat, immune to it's devastating energy. The more his mind focused on that image, the cooler his body felt.

First, it has started as a cool pool of energy in his chest. The coolness spread down to his legs and arms. Finally, it reached his head and the mirage disappeared.

Pulling himself of the ground, Kalid found Salinda standing next to him, eating a bit of dune grass.

Returning to the Mikku camp, Kalid spoke with Asmara, his tribe's seer, who confirmed that Kalid had in fact saved himself. He had found the Power of the Heart, and it had put him at ease with the environment.

Sources:

Knightly Orders of Ansalon (mystic ranger variant)
Legends of the Twins (traits optional rule)
Races of Ansalon (associated class skill and throwing blade)

In Your Campaign:

Kalid is an NPC in Key of Destiny by Christopher Coyle. For details on his role in the adventure, please see p. 90 of the module.

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