Full Name |
Khairam |
Race |
Keleshite |
Classes/Levels |
Investigator/3 |
Gender |
Male |
Size |
5ft 4in |
Age |
24 |
Languages |
Common, Kelish, Osiriani, Ancient Osiriani, Azlanti, Thassilonian |
Strength |
10 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
16 |
Wisdom |
12 |
Charisma |
7 |
About Khairam
Khairam
Male human (Keleshite) investigator 3 (Pathfinder RPG Advanced Class Guide 30)
CN Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 24 (3d8+6)
Fort +2, Ref +7, Will +4; +2 bonus vs. poison, +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor)., +2 trait bonus on saving throws against a mummy's aura of despair.
Defensive Abilities trap sense +1; Resist poison resistance
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . rapier +2 (1d6/18-20)
Ranged mwk shortbow +7 (1d6/×3)
Investigator Extracts Prepared (CL 3rd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 14), monkey fish[ACG], shield, stone fist[APG]
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Statistics
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Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 16
Feats Alertness, Point-Blank Shot, Precise Shot
Traits mummy-cursed, reactionary
Skills Acrobatics +8, Appraise +7, Craft (alchemy) +9 (+12 to create alchemical items), Disable Device +13, Escape Artist +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +9, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Linguistics +7, Perception +9, Sense Motive +7, Spellcraft +9, Use Magic Device +4
Languages Azlanti, Common, Kelish, Osiriani, Osiriani, Ancient, Thassilonian
SQ alchemy (alchemy crafting +3), inspiration (4/day), investigator talent (trap spotter), keen recollection, poison lore, trapfinding +1
Combat Gear potion of reduce person, potion of remove curse, potion of remove disease, alchemical grease[APG] (2), alchemical solvent[APG] (4), alchemist's fire (5), alkali flask[APG] (4), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), bloodvine rope[ACG], blue whinnis (5), bodybalm (2), holy water (3), nushadir[APG], poison ward salve[ACG] (2), smokestick (4); Other Gear mwk studded leather, arrows (40), blunt arrows[APG] (20), dagger, dagger, iron-tipped distance arrow[UC] (20), mwk shortbow, rapier, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, masterwork backpack[APG], masterwork thieves' tools, pot, soap, sunrod (2), torch (10), trail rations (5), waterskin, 13 gp, 1 cp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Khairam works discreetly for one of the auction houses in Sothis (or any city near where the action takes place), The House of the Golden Mask, which sells antiquities, which would otherwise be difficult to...., I mean which bring in a good price. It is the house that would have directed Khairam to the party about to discover the secrets of the tomb.
A small man, dressed in dirty grey and sandy robes, with seemingly endless cough that interrupts his silence. Those who have been delving with him before know that it is a ruse, for it disappears when on mission to find antiquities. His skin is black, though it too appears to never have been washed, and is streaked with grime, but his dark eyes shine with health and questioning alertness. He holds a few parchments in his cloak, which he removes and reads with intent. You hear a clink from his backpack, the sound of glass on glass, as you notice a glass vial or two, showing out the top of one of the pockets. His other hand holds a bow, with one end resting on the ground, its wood is carved ornately and with precision, showing it to be of quality.
Whenever in the vicinity of books or a library, he seems to take great interest in discovering their secrets, especially of history and construction.