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About Azzam Al'KaimHeight: 6'2"
Durability:
Saves:
Combat:
Feats:
Power Attack (1st Level): -1 to attack for +2 to damage.
Pesh Euphoria (Human): You gain a +2 bonus to Will saves if you have used pesh in the past hour. If you fail a saving throw against an enchantment effect while you are under the effects of pesh, you can attempt it again 1 round later at the same DC; this feat only gives you one extra chance to succeed on the saving throw Traits:
Pesh Addict: You spent several of your teenaged years addicted to pesh, a habit that you may or may not have kicked. Certainly, the habit consumed much of your savings. You start with only half of the normal starting cash as a result, but your knowledge of the pesh addict lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (Know Local) is always a class skill for you.
Historian: You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you. Finding Haleen (Fighter): Every time you take a level in this class, you gain +1 hit point and +1 skill point. Racial Abilities:
Ability Bonus:+2 to Wisdom
Favored Class (Fighter) Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled. Bonus Feat: At 1st level humans gain 1 bonus feat. Class Features:
Unobtrusive: A pack mule gains Bluff (Cha), Disguise (Cha), Sleight of Hand (Dex), and Stealth (Dex) as class skills. This ability replaces the bonus fighter feat gained at 1st level. Skills: Skillpoints gained/level (8) 4+1(int)+1(trait)+2(background):
Acrobatics: +1 (0 ranks; +0 trained; +3 Dex; -2 armor)
Appraise: +1 (0 ranks; +0 trained; +0 Int) *Bluff: +6 (1 ranks; +3 trained; +1 Cha; +1 trait) *Climb: +6 (1 ranks; +3 trained; +4 Str; -2 armor) *Craft (any): +0 (0 ranks; +0 trained; +0 Int) Diplomacy: +1 (0 ranks; +0 trained; +1 Cha;) *Disguise: +1 (0 ranks; +0 trained; +1 Cha) Escape Artist: +1 (0 ranks; +0 trained; +3 Dex; -2 armor) Fly: N/A (0 ranks; +0 trained; +3 Dex; -2 armor) *Handle Animal: N/A (0 ranks; +0 trained; +1 Cha) Heal: +2 (0 ranks; +0 trained; +2 Wis) *Intimidate: +5 (1 ranks; +3 trained; +1 Cha) *Know (Local): +7 (1 ranks; +3 trained; +0 Int; +1 trait; +2 racial) *Know (dungeon): +0 (0 ranks; +0 trained; +0 Int; ) *Know (engineering): +1 (0 ranks; +0 trained; +0 Int;) Know (geography): +2 (0 ranks; +0 trained; +0 Int; +2 racial) *Know (history): +5 (1 ranks; +3 trained; +0 Int; +1 trait) Linguistics: +0 (0 ranks; +0 trained; +0 Int; ) Perception: +2 (0 ranks; +0 trained; +2 Wis) *Profession (Porter): +6 (1 ranks; +3 trained; +2 Wis) *Ride: +1 (0 ranks; +0 trained; +3 Dex; -2 armor) Sense Motive: +3 (0 ranks; +0 trained; +2 Wis; +1 trait) *Sleight of Hand: +5 (1 ranks; +3 trained; +3 Dex; -2 armor) *Stealth: +1 (0 ranks; +0 trained; +3 Dex; -2 armor) *Survival: +6 (1 ranks; +3 trained; +2 Wis) *Survival (to avoid getting lost): +8 (+6; +2 racial) *Swim: +2 (0 ranks; +0 trained; +4 Str; -2 armor) Carrying Capacity:
Gear (99 lbs):
backpack 2 lbs 2 gp(54.5 lbs):
Sheathed or Worn (44.5 lbs):
Pouch with Coins (1 lbs):
Appearance:
A Kelish man, Azzam has bronzed and weathered skin. Garbed in worn studded leather armor under blue linen robes that helps protect the man from the dry heat, Azzam's tall frame shows the strength the man has at his command. Gripped in calloused hands is a sharp scimitar with a slightly curved dagger sheathed at his hip. A wooden shield is strapped to an overstuffed backback that looks like it could burst at the seams at any moment. His brown hair is covered by a dark colored turban. His face, though plain, has a square jaw and low cheekbones, giving him a tough look that is softened by a silly grin whenever he is exchanging stories or under the effects of pesh. Background:
Growing up in Katapesh, Azzam lived among the bustling shops and stalls that made up the Night Stalls. Not remembering his parents, Azzam survived on the streets, his natural agility and strength helping him to make a living pilfering from the various vendors and buyers that visited the illicit district. Here he was introduced to the wonders of raw Pesh. The boys early teenage years became devoted to supporting his growing habit, roughing up those who were too keen-eyed for the lad's surprisingly adept sleight of hand. It was during this time that Azzam crossed paths with Haleen. Deep into his addiction, the lad was caught by the woman as he attempted to pilfer coin from her pouch. With the woman not backing down from his intimidation, and Haleen seeing the condition that Azzam was in, Haleen took pity on Azzam, offering to stay with the lad and get him back on his feet.
The next several years were tough on Azzam as he worked to kick his pesh addiction. However, with Haleen’s support, he was able to recover. Now in need of work to support himself, Haleen used her contacts to get the man a position as a porter with a merchant named Jalar. Azzam began assisting Jalar in moving the many shipments of spices and alchemical products that made up the merchant's wares and left Katepesh for the first time. During his work traveling between cities, he trained with the guards in how to better defend himself and exchanged stories with fellow porters and sages that happened to end up attached to any caravan he worked in. On any return to Katapesh, he always made sure to visit Haleen, who had become like a sister to the strong man. However, on one such visit he found a note in her empty home telling him not to follow her. Convinced that the note seemed forced, Azzam gathered his meager possessions and joined a caravan headed for Kelmarane as a porter, determined to find Haleen. Personality:
Having grown up in Katapesh, Azzam holds no prejudices against people of different races and gauges if he can trust someone based on their actions. Life living on the streets has made him feel more comfortable when dealing with those from lower social classes. When interacting with people who are wealthy or of the noble class, he usually feels out of place but will speak up if he had something to add. Though tough looking, Azzam is friendly to those he trusts and has a loud, boisterous laugh. When under the effects of pesh, he zones out on occasion, succumbing to the euphoric sensations that the drug brings about. This euphoria is so great that he sometimes considers the dreams that come to him to be visions of what will be. Hit Points Summary and Favored Class Bonus: Spoiler:
Character Level 1: 1d10+2, 10+2 = 12, 13 HP total +1 hp +1sp Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total |