| Race |
Human |
| Classes/Levels |
Bard 2 |
About Aakim Al Kassam
Aakim is a Kelish snake charmer and throat singer from the southern desert of Katapesh. He was born in the village of Kelmarane, and forced to flee while he was a small chilf with his father during the first invasion, while his mother died there and his little sister disappeared.
After that, he lived a nomad's life in the desert with tribes of refugees and dervishes, learning the sacred throat chants of the Sarenrae's priests, the art of snake charming and the mystical arts of the hermits. This is how he makes a living: he travels from town to town, performing among the other street artists in the crowded Dark Markets. Last month he received news that his father, who had become a pesh addict, is dead too, so he wants to go back to the village of Kelmarane to bury his ashes there, honor the rest of his dead family, and maybe rebuild the village.
While he was still alive, his father told Aakim that he would have been very happy to find out whatever happened to Aakim sister, Kalima. She is most likely dead, but since hope is the last to die and she was last seen in Kelmarane, Aakim decided to join Garavel's caravan.
Aakim looks like the typical kelish man: thin, average height, dark green eyes, skin darkened and burned by years spent under the desert sun. He wears a green turban and grean, confy robes in the fashion of the nomads. Snakes are his favourite animals: he dresses in dark green robes and uses a whip made of snake skin in an attempt to emulate them. He is traditionalist and deeply religious, and he prays to the Dawnflower every dawn and dusk. He puts the people of the desert above all else, but he's also interested in foreign cultures and old tales.
LN Human Bard
Init +3; Senses Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (2d8+2)
Fort +0, Ref +6, Will +3
Special +4 against hot conditions, +1 against fire, +4 against bardic performance, sonic, and language-dependent effects
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Offense
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Speed 30 ft
Melee masterwork whip +4 (1d3/x2, reach, trip, disarm)
Melee rapier +3 (1d6/18-20)
Ranged -
Spells Known (CL 2nd, concentration +5 DC 13 + spell level):
1st (3/day)— cure light wounds, ear piercing scream, hypnotism
0 — flare, ghost sound, know direction, message, prestidigitation
Special Bardic Performance 9 rounds, Inspire courage +1, Countersong, Distraction, Fascinate (DC 13)
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Statistics
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Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Attack +1; CMB +4, CMD 14
Feats Agile Maneuvers, Weapon Finesse, Whip Mastery
Traits Desert Child, Prehensile Whip, Reclaim Your Roots, Nomad
Special Bardic knowledge, Well Versed, Versatile Performance (Sense Motive)
Skills Acrobatics +7, Bluff +8, Diplomacy +4, Escape Artist +5, Intimidate +4, Knowledge (Geography) +8, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +8, Knowledge (Planes) +7, Perception +5, Perform (throat singing) +8, Perform (snake charming) +8, Sense Motive +8, Sleigh of Hands +5, Survival +5
Combat Gear chain shirt, rapier, masterwork whip made of serpent's skin
Other Gear cotton and linen outfit