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Paracount Julistar

Kahir's page

5 posts. Alias of Von Doom.

Full Name



Human, Keleshite


Rogue 1








Caer Maga


Common, Keleshite, Korvosa


Swashbuckler, charmer and all-around scoundrel

Strength 12
Dexterity 17
Constitution 13
Intelligence 15
Wisdom 11
Charisma 14

About Kahir


Chaotic Neutral Human Rogue 1

Favored Class: Rogue (+1 HP)

Feats: Improved Initiative, Dodge
Class features: Sneak attack 1d6, trapfinding
Traits: Merchant's Child, Reactionary, Charming

HP: 10
BAB: +0
CMB: +1
CMD: +14
Initiative: +9
Saves: +1/+5/0

AC: 10+3 (St. leather)+3 (dex)+1 (dodge)= 17
Touch AC: 14; Flat-footed AC: 13
Rapier: +1 Attack, 1d6+1, 18-20x2
Dart: +3 Attack, 1d4+1, x2, 20ft. range

Skills Spent:(8+Int Mod+1): Acrobatics 1, Bluff 1, Diplomacy 1, Disable Device 1, Escape Artist 1, Intimidate 1, Knowledge (local) 1, Perception 1, Sense Motive 1, Sleight of Hand 1, Stealth 1

Acrobatics 7, Bluff 6 [7 against heterosexual women or homosexual men], Diplomacy 6 [7 against heterosexual women or homosexual men], Disable Device 7,Escape Artist 7, Intimidate 6, Knowledge (local) 6, Perception 4, Sense Motive 4, Sleight of Hand 7, Stealth 7


Rapier, 20gp
Dartx10, 5gp
Studded Leather, 25gp
Thieves' tools, 30gp
Traveler's outfit, 1gp
Caltropsx10, 10gp
Bedroll, 1sp
Flint and steel, 1gp
Grappling hook, 1gp
small steel Mirror, 10gp
10-foot pole, 5cp
Hemp rope, 1gp

Money: 25gp, 8sp, 5cp

A proud man with a quick temper and an even quicker tongue, Kahir is rather a likable fellow, friendly and easy-going -- at least until he is insulted, wronged, or challenged. At that point his temper turns him fierce and unwilling to back down, though as quickly as it flares up it can also be appeased, whether by apology, flatterings, or a free ale. He is unlikely to harbor grudges, though, and accepts defeats graciously, though his pride then often propels him to challenge the winner again later.

While his morals are somewhat dubious as far as personal belongings are concerned, they are still a strong factor in his life. While he has no objections to killing someone in a duel to the death, or to defend his life, he would much rather spare an opponent than take his life.

Kahir likes to draw attention, whether through displays of skill and flourish, or through his charm and wit -- he has come to like gambling and trickery, since that usually involves all of those. In fights, he is somewhat is a swashbuckler, employing finesse and wit over pure strength.

He has a peculiar attitude about women; he sees them every bit equals to men and finds nothing more intriguing than one who can match him every bit along the way, but despite himself still tends to try and hold back a little if faced in combat with one at first, holding back his more devious bag of tricks.



Kahir, a born Keleshite, was the son of a traveling merchant named Hadad, whom he traveled with when he was very young, meeting many different people from an early age. Questions regarding his mother were never answered in any meaningful fashion.

When they arrived in Korvosa after a long time on the road, however, Hadad soon grew sick and, after a week of feverish nightmares, finally succumbed to the disease. At the time, Kahir was thirteen years old. He was briefly taken in by a Varisian couple, but after two years of being put to hard work and receiving little reward or even affection for it, he escaped and decided to make his own living, in any way necessary.

He started stealing, then, and found that he was rather adept at it -- prefering to pick-pocket, largely due to his at the time still small stature, but continuing this trend over other crimes due to his dislike for actually bringing harm to people just so he could steal their money. Coins may be missed, but a scar inflicted or even a life taken is forever, after all.

As he grew older as well as braver, he acquired a rapier for himself and began to train with it, showing both talent and remarkable growth very quickly, sometimes challenging other, more experienced fencers and ending up with, shall we say, a less than stellar win-loss record.

Still, things couldn't go too well forever, particularly in a strongly regulated city such as Korvosa, and when he got involved with a local band of thieves, which, as he found out far too late, weren't ones to shy away from murder.

When he realized this in horror, he already had been turned into a scapegoat for such a grisly deed and, after a very close encounter with some of the Korvosan Guard, was forced to flee the city, as well as the state.

Reluctant to travel too far and leave Varisian territory, he opted to travel to the cliff-top city of Kaer Maga, of which he had heard that one wrongly accused of murder may well find a place there.

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