Echo Wood Scout

Khalil Karsod's page

4 posts. Alias of eddv.


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GM Waterhammer wrote:

Ebonfeather: Inferring from what you have, your abilities should be: 14, 16, 12, 14, 16, 10.

Zorin Blitz: I liked the background story BTW. You are good to go, except: You need to select your extracts for the day.

Silas Lavein: Actually, the Inner Sea World Guide lists common and elven as the automatically known languages for elves. It then refers you back to the Core Rulebook for bonus languages. So that would be the default.

Jared Stark: I thought it might be a typo. Actually I forgot to mention: Your spellbook can contain as many as 8 1st level spells. Also you are 1 spell short of what you can cast/day. You do need to have separate listings for spellbooks and memorized spells.

Elijah Moore: Versatile channel does not work with a cleric of Cayden Cailean. It is for neutral clerics only. You can have one more 1st level spell prepared.

Kalmafein: You seem to be missing traits and gear.

Korak: He has 100 sheets of parchment, I figured he was planning to start writing a manifesto on the dead upright society.

I had a submission too.


Yeah I think Bobo's concept can be played LN - I mean there are LN Hellknights (dozens of them in PFS!) - think Don Falcone from Batman Begins.


I like the potential for conflict between that idea and this one bobo.

Khalil is a half-orc on the straight and narrow seeking to protect the vulnerable while yours would be, well a mob boss.


Khalil Karsod of the Alternative Investigations Guild

Application:
Alternative Investigations Pitch:

Got a mystery you think too strange for the City Guard? A case no one seems to believe you about? You don't have to do it alone - Alternative Investigations is dedicated to solving any incident no matter how strange, unbelievable or supposedly unsolvable - lead investigator Khalil Karsod has a gift for finding things other investigators miss and making sense of the unexplainable somethings that lurk around every corner. Perhaps you just don't trust the authority in this town. Or perhaps you simply have a job to do and need a trustworthy agent - for any of this and all of the above come down to Alternative Investigations today

Background
Khalid is a couple generations removed from living on the wastes in osirion, born as the result of an affair between people living in true squalor. That is the life he and his mother left when they came to Kaer Maga in a desperate attempt to start over. This led to a rough life of prostitution for his poor mother who looked more the half-orc than he did much to her detriment. It was in this situation that Khalid's...gifts awakened. He was able to use his glib tongue and keen intuition to free his mother from her sex-slavery and soon found himself on the wrong side of some of the seedier gangs of the city. This drove him to work alongside some of the city Guard and Temple Guard of Abadar and thanks to perfectly walking the tightrope between the two was able to extricate himself from the situation.

As he began to realize there was a whole world out there that went unseen by the naked eye Khalid was eager to dive into the Occult when he remembered that there was another group that was everywhere that seemed to escape notice - the plight of the downtrodden and abused refugees of this city. It is there that he struck his compromise - as a private investigator he could serve as a person to turn to who would have no cause to turn against people who may be criminals by the letter of the law and help them and at the same time he would try to attract the weirdest cases he could get his hands on in hopes of finding out more about the world just out of sight. This suited him more than joning up with the Abadarians or anyone more law-oriented - after all Khalid's whole method was 100% bravado and intuition and he would wilt in such a strict environment.

Crunch

Khalil Karsod
Half-Orc Mesmerist (Vexing Daredevil) 1
NG Medium humanoid (orc)
17 Years old, 190 pounds, 6 foot tall

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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +3;
Init: +3
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Offense
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Speed 30 ft.

Swordcane: +3 1d6 x2 (may be drawn as swift action)
Javelin: +3 1d6 x2

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Statistics
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Str 11, Dex 16, Con 12, Int 14, Wis 12, Cha 16

Base Atk +0; CMB 0; CMD 14

Feats: Weapon Finesse, Martial Weapon Proficiency (Longbow)

Traits -
Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Resilient: +1 to Fortitude Saves

Skills -
Acrobatics: + 7 (+6 wearing armor)
Appraise: + 6
Bluff: + 10 (+12 vs other humanoids)
Diplomacy: + 9 (+11 vs other humanoids)
Disguise: + 7
Linguistics: + 6
Perception: + 5
Sense Motive: + 7 (+9 vs other humanoids)
Sleight of Hand: + 7
Stealth: +7 (+6 wearing armor)

Racial Traits -
Overlooked Mastermind: Some half-orcs use half-orcs' brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.

Skilled: Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank/level

Languages - Common, Orc, Draconic, Undercommon,

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Spells
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(2) 0 (DC 13) - Detect Magic, Detect Poison, Detect Psychic Significance, Touch of Fatigue

(1) 1 2/day (DC 14) - Psychic Reading, Ray of Sickening

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Special Abilities
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Consummate liar - +1 to Bluff

hypnotic stare - A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level

Painful stare - attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses.

Knacks

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Gear (34 lbs) - By Slot
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Weapon - Swordcane - 2
javelin - 1
Armor - Studded Leather - 20

Other gear -
19 gp
Dungeoneering Kit - 9
two candles
chalk
hooded lantern
5 flasks of oil
two sacks
one torch (99 more at home but only one taken at a given time)
four tindertwigs
Scrivener's kit - 1
soft leather case contains
a vial for holding ink
an ink pen,
spare pen nibs
a small container of pigment for making ink
a tiny knife for cutting quills into pens
a blotter
a small ruler.