Ranked Skills:
Acrobatics +6 (ACP -1), Bluff +7, Diplomacy +7, Disable Device +6 (ACP -1), Escape Artist +6 (ACP-1), Intimidate +7, Knowledge (local-Katapesh) +6, Linguistics +6, Perception +4, Perform (Dance) +7, Sense Motive +4, Sleight of Hand +6 (ACP -1), Stealth +6 (ACP-1)
ACP = Armor Check Penalty. Which is not included in the total
Feats:
Weapon Finesse, Dodge
Specials:
Sneak Attack +1d6+1, Trapfinding
Equipment:
Spoiler:
Backpack
Flint and Steel
Manacles (her own, she kept them...)
Rope (hemp) 50'
Waterskin
Sunrod (5)
Thunderstone
Studded Leather
Rapier
Blowgun (with 40 Darts)
Dagger
This makes her load medium! Max Dex +3, Check Penalty -3 and speed 20'
Languages:
Mwangi,
Katapeshi,
Gnoll
Traits:
Spoiler:
Finding Haleen: (Campaign Trait)
You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She’s always been a part of your life, and although her temper often kept her from making
friends or keeping a job, she’s always been kind to you.
Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society—but recently, she’d been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with you. One night, she vanished, leaving you a brief note, begging you to forget her and to get on with your life, but something about the note bothered you—something in the way she phrased
her words struck you as forced. You may be convinced she’d been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something—that was ever her way. You’re now convinced that it’s time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What
she’s doing there and how she came to be there makes no sense to you yet, but the lead is the strongest one you’ve had. This and Garavel’s advertisement for mercenaries to accompany him to the region is all the omen you need. You joined Garavel’s group and eagerly await the day you’ll be leaving for Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st level. This class is always a favored class to you, and your
dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.
Dirty Fighter: (Basic Trait)
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage
than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are f lanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Background
Spoiler:
Well, Mirama was caught in Mwangi and was taken away by slave traders. Together with her dearest friend Karibati (also a female Mwangi from the Bonuwat tribe). During a severe storm, the slave galley sunk and Karibati was killed by a piece of wood which pireced her heart. Taking Karibati's hairpin, Mirama managed to open up her manacles under water, and swim to the surface. She kept those manacles as a reminder to never ever be caught again. She woke up on a sandy coast, just north of Katapesh. A few days she wandered about, not sure what to do or where to go until she was caught by people glad in strangely garbs. They shackled her up again and took her to a huge city (Katapesh), where she was sold into slavery to a rich merchant.
As she found out soon, that merchant was really kind, and Haleen (a friend of that merchant) managed to convince him, to set Mirama free. So thankful she was, that she promised to help Haleen whenever she would need her help. And she worked some time for her ex-master. He also gave her back those manacles, which she once had opened with her best friends hairpin.
But than, she started to search a way home and almost found a ship which would sail her back to her homeland, when she found Haleen's note.