Zandu Vorcyon
Defense
AC: 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP: 34 (4d10+8)
Fort: +6 Ref: +7 Will: +3
Offense
Speed: 30 ft.
Melee: longsword +5 (1d8+1/19–20)
Ranged: +1 longbow +9 (1d8+1/×3)
Special Attacks: favored enemy (undead +2)
Spells Prepared: (CL 1st; concentration +2) 1st—longstrider
Statistics
Str: 13 Dex: 17 Con: 14 Int: 11 Wis: 13 Cha: 10
Base Atk: +4 CMB: +5 CMD: 18
Feats: Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills: Climb +7, Handle Animal +7, Knowledge (dungeoneering) +7, Knowledge (local) +3, Knowledge (nature) +7, Perception +8, Stealth +9, Survival +7, Swim +5
SQ: favored terrain (underground +2), hunter’s bond (companions), track +2, traits (Orphan, Resilient), wild empathy +4
Languages: Common
Combat Gear: alchemist’s fire (2), holy water
Other Gear: masterwork chain shirt, +1 longbow with 20 arrows, longsword, explorer’s outfit, sunrods (2), backpack, 636 gp
Description
Male human ranger 4
Played by Christopher Carey
Raised in the orphanage at Sandpoint, Zandu Vorcyon has no memory of his birth parents. Although the records of the orphanage are sealed, a woman there who later adopted Zandu told him his parents were local merchants, killed by a pack of ghouls that once menaced Sandpoint in coordinated attacks with goblin raiders. Thus the thought of both goblins and ghouls fills Zandu with feelings of hate and vengefulness.
As a youth, Zandu apprenticed in his adoptive father’s smithy, but from an early age, he found more enjoyment in taking off on his own into the nearby wilderness, pretending to hunt ghouls and goblins. As he got older, and the reality of his past gnawed at him, Zandu spent more and more time in the wilds, learning the lay of the local terrain and perfecting his woodcraft and skill with a bow, ever on the lookout for the creatures he holds responsible for the death of his parents. No longer does he feel he is a citizen of Sandpoint, but neither does he feel apart from it. Although his adoptive mother passed away after a wave of deadly sickness swept the town and he never felt close to her blacksmith husband, Zandu still feels protective of the town where he was born and regularly patrols the woods nearby, looking to snipe with an arrow the stray ghoul or goblin that might pass his way.
Zandu stands at medium height and wears a hooded hunter green cloak that allows him to blend in against his forest haunts. Never without his longbow and a quiver of arrows, he also sports a longsword forged in his adoptive father’s smithy. Albeit a quiet sort, Zandu burns inside with a white-hot intensity that leaves many who encounter him feeling somewhat on edge.
Despite his apparent solitary nature, Zandu is willing to make friends, as long as they share his goal of hunting undead whenever they’re encountered. Though he finds it hard to admit even to himself, this wiry ranger needs and even craves society, and with his single-minded pursuit ever before him, makes a steadfast companion who always has his friends’ backs when they need him most, regardless of the foe that daunts them.
Boon: Zandu’s trained eye misses little when it comes to undead. To those he trusts, he may explain the secrets of striking true against undead foes; anyone who spends a day training with Zandu gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks, attack rolls, and damage rolls against ghasts, ghouls, skeletons, and zombies. This counts as a ranger’s favored enemy bonus and does not stack with any favored enemy bonus he already has against undead.
Source: NPC Guide, p. 64
