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About Kazamir RhuulHistory:
The poets call Ustalav, and, in particular, Caliphas, a complex weave from a master’s loom, with patterns so subtle and layered that they cannot all be seen from one angle. In the run-down, desperate streets of Ashtown, they say Caliphas is like an onion; always one more layer and each stinks more than the last. And more as like to lead to tears. * Kazimir was born in these mean streets to a Andrev and Soltya, a dock laborer and his fairly young wife – whose prior employments have always been delicately not discussed. As a child, Kazmir unnerved his parents – knowing who was at the door before they knocked, stepping aside a second before a heavy object dropped, standing staring at nothing for long periods. As he grew, his parents encouraged him to hide this side of himself, so he buried it deep and near forgot about his gifts himself. His parents were delighted when he won an appointment with the city Watch, rather than following Andrev into the back-breaking work at the East Docks. He progressed quickly from constable to inspector, his quick wit and flashes of insight serving him well. It was his mentor, the elderly and sharp-toungued Inspector Olivia Revenfeld, that introduced him to the cult of Zohls, Empyreal lady of secrets and those who ferret them out. But, as we well know, Calpiphas has its layers, and someone that peers beneath them too well is almost as useless as one that does not look at all. After an investigation into a murder in a brothel proved embarrassing to one Lord G-, Kazimir found himself shunted sideways, given less and less important work, and…watched. Then, about four years ago, came the event that changed his life. He was tasked to escort a visiting Professor, one Lorimor, to and through the Quarterfaux archives, when a flash of insight led him to see the daggers that his constables were drawing, in preparation to murder them both. Quick reaction and a short, sharp struggle left both of his mean dead in an alley, a grateful Professor, and quite a quandary. Surprisingly, the Professor was not so much interested in why he was about to be murdered in a Caliphas byway, but how his companion had spotted the attempt. Holed up in a seedy tavern across the city, Kazimir poured out all of his stories of strange insights, weird events, and his worst investigations.
With the modest pension he had earned with the watch, and resources from the Professor’s friends and his own early investigations, he was able to set his parents in a modest cottage outside of the city. His parents, now into their fifties and showing the wear of a a life at hard labor, have enough to subside with a little gardening and fishing. His mentor, Inspector Revenfeld, is “enjoying” her retirement in Caliphas, even more acerbic than ever, though always glad to see her protégé, even if he did “come back with a head full of magical nonsense and addled foreign ideas.” His only other family is Martev, a cousin on his mother’s side that has recently graduated from the University of Lepidstadt, and is staying on to work in the Archives. As our story opens, Kazamir has just left the home of M. and Mdm. Von H., having had the unfortunate task of informing them that their son and daughter were in their last stages of Ghoul Fever, having been deliberately infected by the decadent Viscount of D-, who now languished in chains in the Gateless Tower. Their children were in the care of the Pharasman clergy of the Maiden’s Choir – they should hurry to see them one last time. The investigator returns to his home to find a letter… *(Thank you, Donkey and Shreck, for this analogy.)
Appearance and personality:
Kazimir has always found his almost preternaturally average appearance to be a benefit to his line of work. Medium height, unremarkable build, plain brown hair just long enough to draw back and bind with a plain black ribbon, brown eyes, and a symmetrical, if unmemorable, clean-shaven face. He dresses like the middle classes of Ustalav’s major cities: white shirt, muted neckcloth, close-fitting, long black jacket, knee-breeches. He prefers long boots to the pointed shoed currently in fashion, but then he does rather more walking than the fashionable do. He adds a leather greatcoat and short black tophat when the weather dictates, and he is never without his cane – a rather weighty, iron-shod and brass-studded affair that has rather more dents and scrapes than a fine gentleman’s mere walking-stick ever should… While the sight of him rarely offers much to remember, the sound of him certainly does. He speaks with a clear, resonant baritone voice, and when he shouts, it seems to carry for miles. More than once he was approached by members of the theatrical and legal communities, saying that such a gift was wasted in his current line of work. His general demeanor can be described as patient and soothing. Unlike so many of his colleagues, he rarely tried to beat or frighten information from his prisoners or informants; he tends to use quick, unsettling questions and verbal or logical tricks, frequently throwing out seeming non-sequitors. When words turn to action, he has been,before his foreign sojourn, fairly indecisive, but his study with the mystics has made him much more comfortable trusting his instincts. Level 9:
Kazamir Rhuul Male human (Varisian) investigator (psychic detective) 9 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Occult Adventures 119) NG Medium humanoid (human) Init +0; Senses Perception +16 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection) hp 48 (9d8) Fort +3, Ref +6, Will +8; +3 vs. psychic spells and spell-like abilities Defensive Abilities trap sense +3 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +6/+1 (1d4/19-20) or kazamir's failure of persuasion - iron mace end +7/+2 (1d6) or kfop - +1 silversheen swordcane +7/+2 (1d6+1) or kfop - silver light mace end +7/+2 (1d6) or kfop iron dagger +7/+2 (1d4/19-20) Special Attacks studied combat (+4, 5 rounds), studied strike +3d6 Investigator (Psychic Detective) Spells Known (CL 9th; concentration +14) 3rd (4/day)—dispel magic, force punch[UM] (DC 18), purge spirit[OA] (DC 18), communal resist energy[UC] 2nd (5/day)—hold person (DC 17), share memory[UM] (DC 17), sonic scream[ACG] (DC 17), spectral hand, zone of truth (DC 17) 1st (7/day)—detect thoughts (DC 16), detect undead, heightened awareness[ACG], magic missile, share language[APG] (DC 16) 0 (at will)—detect magic, detect psychic significance[OA], light, resistance, sift[APG], telekinetic projectile[OA] -------------------- Statistics -------------------- Str 10, Dex 10, Con 10, Int 20, Wis 15, Cha 14 Base Atk +6; CMB +6; CMD 17 Feats Alertness, Expanded Arcana[APG], Extra Inspiration[ACG], Extra Investigator Talent[ACG], Spirit Sense[OA], Vital Strike Traits clever wordplay, teacher's pet Skills Appraise +9, Bluff +9, Diplomacy +14, Disable Device +18, Disguise +11, Escape Artist +10, Heal +9, Intimidate +14, Knowledge (arcana) +19, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +11, Knowledge (nobility) +12, Knowledge (planes) +10, Knowledge (religion) +17, Linguistics +11, Lore (Ustalav) +17, Perception +16, Sense Motive +16, Spellcraft +11, Stealth +12, Survival +5, Use Magic Device +8 Languages Aklo, Ancient Osiriani, Common, Hallit, Kelish, Necril, Orc, Osiriani, Varisian, Vudrani SQ automatic writing (linguistics), dowsing (survival), faith healing (heal), gatekeeper (knowledge [planes]), hypnotism (diplomacy), inspiration (12/day), investigator talents (empathy[ACG], expanded inspiration[ACG], inspirational expertise[ACG], intelligence inspiration[ACG]), keen recollection, phrenic amplification (will of the dead[OA]), phrenology (knowledge [arcana]), prognostication (sense motive), psychic dabbler, psychic meddler, psychometry (appraise), read aura (perception), trapfinding +4 Combat Gear alchemist's fire, holy water (2); Other Gear +1 mithral chain shirt, kfop - +1 silversheen swordcane[APG], dagger, kazamir's failure of persuasion - iron mace end, kfop - silver light mace end, kfop iron dagger, handy haversack, lesser talisman of life's breath[OA], ring of protection +1, backpack, bedroll, belt pouch, charcoal, earplugs[APG], flint and steel, ink, inkpen, journal[UE], masterwork thieves' tools, mug/tankard, parchment (5), signal whistle, soap, trail rations (5), waterproof bag[UE], waterskin (2), wolfsbane (10), wooden holy symbol of Zohls, 2,768 gp, 4 sp, 5 cp -------------------- Special Abilities -------------------- Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future. Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location. Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg). Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage. Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it. Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories. Inspiration (+1d6, 12/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Inspirational Expertise (Ex) When ID foe's weakness, use 1 point as a swift action to grant allies in 30 ft +4 to att for 1 rd. Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes. Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination. Psychic Dabbler (4/day) (Su) Gain a pool of points you can use to empower your psychic spells. Psychic Meddler +3/+1 (Su) Bonus on saves vs. psychic spells & spell-likes/CL checks to dispel psychic effects. Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places. Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places. Spirit Sense +5 bon on chks to notice haunts. When tar inc crea with cor spl or eff, have 75% of aff targ. Studied Combat (+4, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Trapfinding +4 Gain a bonus to find or disable traps, including magical ones. Vital Strike Standard action: x2 weapon damage dice. Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Level 8:
Kazamir Rhuul Male human (Varisian) investigator (psychic detective) 8 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Occult Adventures 119) NG Medium humanoid (human) Init +0; Senses Perception +15 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection) hp 43 (8d8) Fort +2, Ref +6, Will +8; +3 vs. psychic spells and spell-like abilities Defensive Abilities trap sense +2 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +6/+1 (1d4/19-20) or kazamir's failure of persuasion - iron mace end +7/+2 (1d6) or kfop - +1 silversheen swordcane +7/+2 (1d6+1) or kfop - silver light mace end +7/+2 (1d6) or kfop iron dagger +7/+2 (1d4/19-20) Special Attacks studied combat (+4, 5 rounds), studied strike +3d6 Investigator (Psychic Detective) Spells Known (CL 8th; concentration +13) 3rd (3/day)—force punch[UM] (DC 18), purge spirit[OA] (DC 18), communal resist energy[UC] 2nd (5/day)—hold person (DC 17), share memory[UM] (DC 17), sonic scream[ACG] (DC 17), spectral hand, zone of truth (DC 17) 1st (6/day)—detect thoughts (DC 16), detect undead, heightened awareness[ACG], magic missile, share language[APG] (DC 16) 0 (at will)—detect magic, detect psychic significance[OA], light, resistance, sift[APG], telekinetic projectile[OA] -------------------- Statistics -------------------- Str 10, Dex 10, Con 10, Int 20, Wis 14, Cha 14 Base Atk +6; CMB +6; CMD 17 Feats Alertness, Expanded Arcana[APG], Extra Inspiration[ACG], Extra Investigator Talent[ACG], Spirit Sense[OA] Traits clever wordplay, teacher's pet Skills Appraise +9, Bluff +9, Diplomacy +13, Disable Device +17, Disguise +11, Escape Artist +10, Heal +9, Intimidate +13, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +12, Knowledge (planes) +10, Knowledge (religion) +16, Linguistics +10, Lore (Ustalav) +16, Perception +15, Sense Motive +15, Spellcraft +10, Stealth +11, Survival +4, Use Magic Device +7 Languages Aklo, Ancient Osiriani, Common, Hallit, Kelish, Necril, Orc, Varisian, Vudrani SQ automatic writing (linguistics), dowsing (survival), faith healing (heal), gatekeeper (knowledge [planes]), hypnotism (diplomacy), inspiration (12/day), investigator talents (empathy[ACG], expanded inspiration[ACG], intelligence inspiration[ACG]), keen recollection, phrenic amplification (will of the dead[OA]), phrenology (knowledge [arcana]), prognostication (sense motive), psychic dabbler, psychic meddler, psychometry (appraise), read aura (perception), trapfinding +4 Combat Gear alchemist's fire, holy water (2); Other Gear +1 mithral chain shirt, kfop - +1 silversheen swordcane[APG], dagger, kazamir's failure of persuasion - iron mace end, kfop - silver light mace end, kfop iron dagger, handy haversack, ring of protection +1, backpack, bedroll, belt pouch, charcoal, earplugs[APG], flint and steel, ink, inkpen, journal[UE], masterwork thieves' tools, mug/tankard, parchment (5), signal whistle, soap, trail rations (5), waterproof bag[UE], waterskin (2), wolfsbane (10), wooden holy symbol of Zohls, 6,268 gp, 4 sp, 5 cp -------------------- Special Abilities -------------------- Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future. Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location. Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg). Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage. Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it. Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories. Inspiration (+1d6, 12/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes. Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination. Psychic Dabbler (4/day) (Su) Gain a pool of points you can use to empower your psychic spells. Psychic Meddler +3/+1 (Su) Bonus on saves vs. psychic spells & spell-likes/CL checks to dispel psychic effects. Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places. Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places. Spirit Sense +5 bon on chks to notice haunts. When tar inc crea with cor spl or eff, have 75% of aff targ. Studied Combat (+4, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +4 Gain a bonus to find or disable traps, including magical ones. Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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