Adventurer

Khismia's page

106 posts. Alias of Joana.


Race

Human (Keleshite)

Classes/Levels

Rogue (investigator) 2

Gender

Female

Size

M

Age

18

Alignment

N

Location

Magnimar

Languages

Common, Kelish, Osiriani

About Khismia

KHISMIA CR 1
Female Human (Keleshite) Rogue (Investigator) 2
NN Medium Humanoid (Human)
Init +3; Senses Perception +9
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 14 (2d8+1)
Fort +0, Ref +6, Will +2
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Masterwork dagger +5 (1d4/19-20/x2) and
. . Unarmed Strike +4 (1d3/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 10, Dex 17, Con 10, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +1; CMD 14
Rogue Talent Finesse Rogue
Feats Alertness, Piranha Strike -1/+2, Stealthy, Weapon Finesse
Skills Acrobatics +8, Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Escape Artist +10, Knowledge (Local) +6, Perception +9, Sense Motive +9, Sleight of Hand +8, Stealth +10 Modifiers Follow Up
Languages Common, Kelish, Osiriani
Combat Gear Light crossbow + bolts (10), Masterwork dagger, Masterwork studded leather; Other Gear Belt pouch (63 gp @ 1.26 lbs), Pouch, belt (Baneberry poison (3), Blackfingers paste @ 0 lbs), Pouch, belt (Potion of cure light wounds, Potion of keen senses, Potion of spider climb @ 0 lbs), Wrist sheath

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SPECIAL ABILITIES
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Alertness You get a +2 bonus on Perception and Sense Motive skill checks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Finesse Rogue You gain Weapon Finesse as a bonus feat.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Rogue Proficiencies Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

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Background:
Khismia was born into slavery in Osirion. She was purchased as a girl by Sefu, a successful merchant of Sothis, to serve in a retinue of attractive, young servants to entertain his clients during negotiations. He often brags that the cost of a docile and good-looking young slave made him back three times as much in favorable business deals before they grew too old to please the eye and considers the constant turn-over of his stable an invaluable investment in his ongoing prosperity.

Khismia learned to smile at even the most loathsome visage and to be ever-ready with wine or refreshment, as well as innocently to turn an idle conversation to business matters she could report back to Sefu to strengthen his hand. His most valuable slaves he would take with him to his second home in Magnimar to sweeten negotiations with his Varisian clients, but it was there that she learned something her master never intended her to know: that slavery was illegal in the city. In Varisia, he claimed his retinue as household servants, working for pay.

Khismia was clever and had been well-trained in concealing her own motivations; now she turned them against Sefu and began plotting her escape. On her third trip to Magnimar, on her master's last venture to the Bazaar of Sails with his Varisian colleagues before he was scheduled to return to Osirion, she stepped aside, as if to admire the goods at one of the booths; then, as soon as a few people stepped between her and the rest of the party, she bolted, knowing Sefu would not dare claim that he sought a runaway slave.

He did, however, report that a young servant woman had been lost in the crowd and that he was concerned for her safety. Despite Khismia's best efforts at hiding, she was eventually discovered by the court of the Princess of the Market. Fortunately for the young woman, Sabriyya Kalmeralm's thugs are loyal only to the Princess and took the fugitive to her, rather than directly to Sefu. When she heard that Khismia was fleeing from an man breaking the law of Magnimar and thus that she was under no legal obligation to return her, she agreed to keep the girl hidden until the merchant left town. In gratitude, Khismia has remained in the Bazaar of Sails, wandering the rows of booths and kiosks and keeping an eye and ear out for trouble to report back to the Princess.