Printed From:
http://www.dlnexus.com/fan/rules/character/22998.aspx
Mackenzie Half-Kender (Pathfinder)by Trampas Whiteman
Racial Abilities:
Class Abilities:
Feats:Deft Hands, Eschew Materials, Improved Initiative, Weapon Finesse LanguagesCommon, Kenderspeak, Dwarven. Spells:Sorcerer Spells Known (6/3/1; spell save DC 13 + spell level, DC15 + spell level for compulsion subschool)
*Bonus 1st level spell due to Vizier's Turban. Weapons:Dagger (+1) +7 (1d4+1 - 19-20/x2) Combat:CMB: +3 Possessions:Kefree pot and kefree root (Khurish coffee equivalent), Vizier's Turban, 1 week of trail rations, 2 waterskins, hooded lantern, flint & steel, 3 flasks of oil, 2 sacks, dagger +1, bracers of armor +1, wand of color spray (25 chgs). Description:Mackenzie looks like a human adolescent around 15 years old, though he's actually 30. He has curly brown hair, brown eyes, weighs 125 pounds, and stands 5'4" tall. Background:Mackenzie always seemed to have a knack for trouble. He inherited certain kender tendencies from his mother, which often plague him in life. Wanderlust took Mackenzie across the continent, going from job to job to pay his way. He would never stay anywhere for too long. Mackenzie was almost fearless, causing him to be reckless. He also had a knack for picking pockets, although he did so consciously, unlike his kender kin. This ability saw him in more than one jail. Mackenzie exists between worlds. He feels that his mother and her people are far too carefree about life. Yet he feels awkward in human communities where he appears as little more than a young adolescent. Mackenzie never knew his father. His mother doesn't remember much about him, other than "he was a nice man". He's not sure what frustrates him more – not having a father, or the fact that his mother treats the events of his conception as trivial at best. While he loves his mother, he is simultaneously frustrated by her. What Mackenzie is unaware of is that his human father carried with him the blood of the fey. Dormant for many generations, this bloodline kicked in with Mackenzie, perhaps due to his half-breed nature. This has caused Mackenzie to have a certain sense of mischief. Combined with his kender heritage, it is a dangerous combination. Eventually, wanderlust settled upon Mackenzie and he left home. While somewhat sad to leave, he knew that it was time for change and to meet his father's people. The humans he encountered always treated Mackenzie with scorn if they knew about his kender heritage. If not, he was treated as an adolescent. Mackenzie learned to survive on the streets, moving from town to town so as to avoid trouble. Mackenzie also discovered within himself a talent for magic. He had heard about a school of magic in Solace, and soon enrolled at the Academy of Sorcery. Yet trouble was not far behind. One of Mackenzie's instructors accused him of stealing an item imbued with the old magic. There was talk among the instructors, and it looked as if Mackenzie might be expelled. Angered that once again his kender heritage got him into trouble, even when he was innocent of the crime, Mackenzie left. He soon fell into old habits, going from town to town. He eventually found himself on a few adventures with a Qualinesti ranger and became close friends with a centaur named Tarbash. Mackenzie started to grow in power, and realized that his studies at the Academy of Sorcery were largely responsible for unlocking his hidden potential. He decided to return to the Academy to continue his studies, yet he returned too late. The Academy of Sorcery had been destroyed. Of all the lessons Mackenzie learned at the Academy, perhaps the most important was that no one ever stops being a student of sorcery. Mackenzie has now gone out into the world, seeking to develop his own potential. Mackenzie uses his magic for good, having a soft spot in his heart for other "misfits". EarsMackenzie travels with a bassett hound named Ears, a rather ugly mutt of a dog who Mackenzie believes is being watched and scorned by the gods. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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