Kingmaker - Rivers Run Red
CLASS/LEVEL Ranger 1
ALIGNMENT Lawful Neutral
SPEED 20 ft.
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
Fort +4, Ref +4, Will +2; +2 vs. poison, spells, and spell-like abilities
Senses darkvision 60 ft.
Melee greataxe +3 (1d12 +3/×3)
Ranged heavy crossbow +3 (1d10/19–20)
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush and trip)
Special Abilities favored enemy (humanoid [giant] +2), track +1, wild empathy –1
Handle Animal +2, Heal +6, Knowledge
(geography) +4, Knowledge (local) +4,
Perception +6, Stealth +6, Survival +6
Rapid Reload (heavy crossbow)
Combat Gear antitoxin, smokestick, tanglefoot bag; Other Gear leather armor, greataxe, heavy crossbow with 30 bolts, backpack, rations (4), signal whistle, tea pot, 31 gp
Harsk is, in many ways, not your standard dwarf. He prefers the wide skies of the open plains, disdains the taste of alcohol, and prefers to handle his battles at range rather than in melee. Yet few dare to mock him for his choices, for if there’s anywhere that Harsk is dwarven, it is in his gruff and off-putting attitude. Much of his anger stems from the slaughter of his brother’s warband. Harsk came upon the band, slain to a man by giants, moments too late to save his brother. Harsk’s hatred of giants has fueled him and shapes his life. He prefers strong tea over alcohol (to keep his senses sharp), the wildlands of the surface world (where giants can be found), and the crossbow over the axe (which allows him to start fights faster). His companions value his skill at combat even if they’re somewhat afraid of him.