Ganyavesha

Khismia al-Khair's page

279 posts. Organized Play character for Tiaburn.


Full Name

Khismia al-Khair

Race

Init +2; AC21, Touch12, FF19, CMD16/14; hp 34/34; Fort +2, Ref +3, Will +4 (+2 vs disease, mind-affect, poison); Perception: +0;

Classes/Levels

Spells: 1st - 6/8, 2nd - 4/5;

Gender

LN Female Human Oracle4

Size

Medium; Height: 5' 8"; Weight: 176 lbs;

Age

24 years

Special Abilities

Undead Servitude

Alignment

Lawful Neutral

Deity

Pharasma

Location

Carrion Hill, Ustalav

Languages

Ancient Osiriani, Common, Kelish, Osiriani, Sylvan

Occupation

Trade Princess

Strength 13
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 18

About Khismia al-Khair

Trade Princess Khismia al-Khair PFS #34327-4

Trade Princess Khismia Al-Khair
Female human (Keleshite) oracle 5 (Pathfinder RPG Advanced Player's Guide 42)
LN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1 natural, +2 shield)
hp 34 (5d8+6)
Fort +2 (+2 circumstance bonus vs. hot weather), Ref +3, Will +4; +2 insight bonus vs. diseases, mind-affecting, poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron morningstar +5 (1d8+1)
Ranged darkwood light crossbow +6 (1d8/19-20)
Oracle Spells Known (CL 5th; concentration +10)
. . 2nd (5/day)—cure moderate wounds, false life, levitate, life pact[ACG], minor image (DC 17), silence (DC 17)
. . 1st (8/day)—bane (DC 16), cause fear (DC 17), cure light wounds, deathwatch, detect evil, doom (DC 17), liberating command[UC], murderous command[UM] (DC 16)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, ghost sound (DC 15), light, mage hand, mending, stabilize
. . Mystery Bones
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 13, Wis 10, Cha 20
Base Atk +3; CMB +4; CMD 16
Feats Command Undead, Eerie Sense, Extra Revelation[APG], Improved Channel, Spell Focus (necromancy)
Traits horse lord, sacred conduit
Skills Acrobatics -1 (-5 to jump), Appraise +5, Bluff +9, Diplomacy +13, Disguise +9, Handle Animal +6, Heal +7 (+9 to treat poison), Intimidate +9, Knowledge (history) +5, Knowledge (local) +2, Knowledge (nobility) +2, Knowledge (planes) +5, Knowledge (religion) +9, Linguistics +3, Profession (midwife) +4, Ride +7, Sense Motive +6, Spellcraft +6
Languages Ancient Osiriani, Common, Kelish, Osiriani, Sylvan
SQ oracle's curse (haunted), revelations (near death, undead servitude, voice of the grave[APG])
Combat Gear potion of cure moderate wounds, potion of lesser restoration, scroll of endure elements, scroll of lesser (x2) restoration, scroll of magic weapon, scroll of shield of faith, shield of faith, wand of cure light wounds (19 charges), healer's kit, smokestick (2), weapon blanch (adamantine)[APG] (2), weapon blanch (ghost salt), spell latice (1st: hairline factures);
Other Gear mwk breastplate, darkwood heavy wooden shield, crossbow bolts (30), darkwood light crossbow, mwk cold iron morningstar, amulet of natural armor +1, headband of alluring charisma +2, belt pouch, hot weather outfit[APG], ink, inkpen, journal[UE], leeching kit[APG], masterwork backpack[APG], scroll case, weapon cord[APG], wooden holy symbol of Pharasma, light horse (combat trained), bedroll, cleric's vestments, courtier's outfit, crowbar, feed (per day), military saddle, saddlebags, saw, shovel, silk rope (50 ft.), studded leather barding, trail rations, jewelery (worth 75 gp), 3,754 gp, 8 sp
--------------------
Special Abilities
--------------------
Eerie Sense You get a chill down your spine when within 60 ft. of a haunt or undead.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Near Death +2 (Su) +2 to save vs. diseases, mind-affecting, poison.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Voice of the Grave (-2 saves, 5 rounds/day) (Su) You can use speak with dead, as the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the dead creature takes a cumulative –2 penalty on
--------------------
Useful link about Command Undead feat: http://paizo.com/threads/rzs2k41s?What-is-the-Command-Undead-Feat-Duration# 5
Duration is permanent.

lvl4:

Trade Princess Khismia Al-Khair
Female human (keleshite) oracle 4 (Pathfinder RPG Advanced Player's Guide 42)
LN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1 natural, +2 shield)
hp 28 (4d8+5)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +4, Will +5; +2 insight bonus vs. diseases, mind-affecting, poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron morningstar +5 (1d8+1)
Ranged darkwood light crossbow +6 (1d8/19-20)
Oracle Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, false life, silence (DC 16)
. . 1st (7/day)—bane (DC 15), cause fear (DC 16), cure light wounds, deathwatch, doom (DC 16), murderous command[UM] (DC 15)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, ghost sound (DC 14), light, mage hand, mending, stabilize
. . Mystery Bones
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Command Undead, Extra Revelation[APG], Improved Channel, Spell Focus (necromancy)
Traits horse lord, sacred conduit
Skills Acrobatics -1 (-5 to jump), Appraise +5, Bluff +8, Diplomacy +11, Disguise +8, Handle Animal +5, Heal +7 (+9 to treat poison), Intimidate +8, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +8, Linguistics +2, Profession (midwife) +4, Ride +6, Sense Motive +6, Spellcraft +6
Languages Common, Kelish, Osiriani, Osiriani, Ancient
SQ oracle's curse (haunted), revelations (near death, undead servitude, voice of the grave)
Combat Gear potion of cure moderate wounds, potion of restoration, lesser, scroll of endure elements, scroll of lesser restoration (x2), scroll of magic weapon, scroll of shield of faith (x2), wand of cure light wounds (19 charges), healer's kit, smokestick (2), weapon blanch (adamantine) (2), weapon blanch (ghost salt); spell latice (1st: hairline factures)
Other Gear mwk breastplate, darkwood heavy wooden shield, crossbow bolts (30), darkwood light crossbow, mwk cold iron morningstar, amulet of natural armor +1, belt pouch, hot weather outfit, ink, black, inkpen, journal, leeching kit, masterwork backpack, scroll case, weapon cord, wooden holy symbol of Pharasma, light horse (combat trained), bedroll, cleric's vestments, courtier's outfit, crowbar, feed (per day), military saddle, saddlebags, saw, shovel, silk rope (50 ft.), studded leather barding, trail rations, jewelery (worth 75 gp), 944 gp, 8 sp
--------------------
Special Abilities
--------------------
Caravan (2 @ 5 lbs, Diplomacy) Can use the chosen skill to make Day Job rolls.
Command Undead (7/day, DC 19) Channel energy can take control of undead.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Leeching kit +2 Heal to treat poison.
Near Death +2 (Su) +2 to save vs. diseases, mind-affecting, poison.
Scroll of endure elements Add this item to create a scroll with spells on it.
Scroll of lesser (x2) restoration Add this item to create a scroll with spells on it.
Scroll of magic weapon Add this item to create a scroll with spells on it.
Scroll of shield of faith, shield of faith, shield of faith Add this item to create a scroll with spells on it.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Voice of the Grave (4 rounds/day) (Su) You can use speak with dead, as the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the dead creature takes a cumulative –2 penalty on
Wand of cure light wounds (19 charges) Add this item to create a wand of a chosen spell.
Weapon cord Attached weapon can be recovered as a swift action.

========= Extra ==========

[spoiler=Sabah Essvan, squire]
Sabah Essvan
Human (keleshite) commoner 1
LN Medium humanoid (human)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +0 (1d8/×3)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Animal Affinity, Light Armor Proficiency, Simple Weapon Proficiency - One
Skills Handle Animal +6, Profession (stable master) +5, Ride +6
Languages Common, Kelish
Combat Gear healer's kit; Other Gear spear, hot weather outfit
--------------------
Special Abilities
--------------------
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)

Horse:

Khismia's horse
Female horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 12 (+3 armor, +2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +2 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +9 to jump), Perception +6, Ride +1 (+3 to stay in the saddle)
SQ combat riding
Other Gear studded leather, bedroll, cleric's vestments, courtier's outfit, crowbar, feed (per day) (10), military saddle, saddlebags, saw, shovel, silk rope (50 ft.), trail rations (2)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Scenarios played:

"Season 4: Rise of the Goblin Guild", GMed, +1XP, +2PP
"Season 5: Merchant's Wake", +1XP, +2PP
"Season 4: The Cyphergate Dillema", GMed, +1 XP, +2PP
"Season 0: Perils of the Pirate Pact", GMed, +1XP, +2PP
"Season 5: Destiny of the Sands #1", +1XP, +2PP
"Season 1: Delirium's Tangle", GMed, +1XP, +2PP

Vanities:

Squire: Sabah Essvan (4PP)
Trade Princess Title (1PP), no Fame requirements because of The Merchant's Wake boon.
Caravan (5PP, Diplomacy as Day Job)

Backstory:

Khismia was born in small village near the trade route between Gurat and Al-bashir. She was a second daughter of local Pharasmin cleric, so she was destinied to become midwife as her mother, or mother of her father. Not best destiny and she never mind to follow spiritual path. From a small years, as many of young guys and girls in Qadira, she was learnt how to ride horse, because it was a crucial skill to survive in desert. Her main responsibilities were delivering messages, quick responding to those who are in need and applying first-aid and negotiations with those, who was crossing their lands: sometime they demanded more, than small village could give them, but Khismia was good at talking and she was signing a good deal for both parties.
One day, Khismia and her mother, Saida, were called for help. Local merchants third wife was having difficulties while her delivery. They were rushing full-speed to get at remote manor at time, when a hidden snake striked Saida's horse. Probably, snake poison got directly into horse heart, because animal collapsed and convulsed. Saida was decent rider, but was not able to deal with agonizing horse and felt over. Her leg stuck in stirrup and all horse weight felt on her crushing her leg. Khismia tried to help her mother, but was able only to stop bleeding and stabilize her condition.
"Go and help that woman, Augoyon, in childbirth", mother said, "Pharasma will guard me and watch after me".
Weeping, Khismia took her horse and rushed to manor. She recieved a baby girl, whose umbilical cord wrapped around throat and kid was half-dead. Looking at deep-purple child head Khismia was thinking only to save it's life, so she striked her knife against the navel-string. Probably, she wasn't careful or paying enough attention, but delivering mother was very weak. Loosing blood, she started dying, and young and unexperienced mid-wife as Khismia were, could not help her. She was whispering kid's name, begging to hold her, but Khismia was fighting for young life and couldn't even give it her for touch. Last words of duying woman was a quiet curse for a girl, she said that her ghost will always pursue Khismia and make her feel, what does it mean, when you cannot touch the most precious, the most needed thing at the moment.
Initially, Khismia paid no attention for her words. Pharasma's will to take one and we are not one to care, but then she felt a small wind on back of her neck and woman's quiet voice: "I promised, I will haunt you". And that, when Khismia got scared.
Several month in row, ghost was trying to kill Khismia, but then they come to agreement. Khismia left her family not to expose them to spirit's killing wraith. Khismia was not visiting church any more. Bathing in holy water or prayers of any kind didn't help to get rid of that spirit. Khismia swear on her blood, never call for divine power and channel good around her, and recieved the promise from Augoyon not to kill her in her sleep. But ghost of Augoyon was always near, making anything for Khismia harder. Since she left her church, Khismia was strugling to find something to live for and how to get rid of being haunted. She left Qadira and sailed oversees to Magnimar, because someone told her, that haunts get weak at sea. It didn't helped. Then she found Pathfinder Society - an organization that hoards ancient treasures and old knowledge. Might be they can help Khismia find something that will help her to better deal with her curse? She found some common friends: Qadiran wealthy merchants, she used to negotiate with and some Varisian shady merchants, called Scarni, both parties paid a dime and asked for favour, and Khismia al-Khair was accepted into Society as active member. She remembers her debt to those and willing to pay them back if they ask for it some day.

List of available items:

1:
* brooch of shielding (40 points, 600 gp, limit 1)
* elixir of hiding (250 gp)
* necklace of fireballs (type II), (two 2d6 spheres; 600 gp, limit 1)
* potion of CMW (300 gp)
* potion of gaseous form (750 gp)
* potion of resist energy, fire (300 gp)
* wand of CLW (24 charges, 360 gp, limit 1)
2:
+1 light fortification light steel shield (4.159 gp)
* black adder poison (90 gp, limit 2)
* ring of protection +1 (2000 gp)
* scroll of animate dead (1050 gp)
4:
* potion of lesser restoration (300 gp)
* potion of undetectable alignment (300 gp)
* wand of magic missile (CL1; 25 charges; 375 gp)
5:
* scroll of false life (150 gp)
* scroll of invisibility (150 gp)
* wand of share memory (10 charges; 900 gp; limit 1)
* scroll of gentle repose (375 gp)
* scroll of see invisibility (150 gp)
* scroll of speak with dead (375 gp)
* dormant ring of earth elemental (5400 gp)
6:
* scroll of lesser restoration (150 gp)
* wand of daze (375 gp)
* wand of magic missile (CL3; 2250 gp)
* wand of water breathing (2 charges, 450 gp, limit 1)