As what remains of his clan would tell it, their ancestor made a simple mistake. Whether greed or curiosity, he touched something he should not have in a tomb he was supposed to be protecting and awoke an ancient mummy. He managed to escape with his life, but also with a curse.
That was a long time ago, and the curse that affects the clan has since waned. But, the clan is still exiled. They are "slags," and they all retain the ability to smell gold nearby, a reminder of the greed of Karam Aldwise.
Growing up an exile in the desert, Raman had to take shelter from the howling storms in forgotten tombs. Many were trapped and he learned quickly how to bypass those he could, and identify the ones he should not try. What little honor was left to his clan decreed they should not leave a tomb defenseless if they could help it. His parents died when he was young trying to reset a deadly trap, so he was raised by his grandmother.
Raman is a young dwarf with the aquiline features and bronze skin of his Pahmat ancestry that has weathered more sand and sun than his age might imply. He wears dark green studded leather and carries a backpack weighed down with desert survival gear. Two dwarven maulaxes are slung to his belt.
Even some non-dwarves know what the "slag" in his family's name means. Some even try to take advantage of his dishonoured status. But most know Raman as a handy trapsmith willing to work on the mausoleums of rich patrons. A few less reputable people know that he is willing to bypass the traps of ancient tombs, for a fee.
Raman worships Dranngvit, the goddess of debt and vengeance. His clan owes a great debt to his people for endangering their lives. Their honour can only be restored through extraordinary wealth or an extraordinary act of heroism in service to the dwarves of Osirion. There is little hope this debt can ever be repaid. However, vengeance can be enacted. Raman's clan believes they were wronged, that the scion of the Tumgard clan awakened the mummy before sending Karam Aldwise, Raman's ancestor, into the tomb to ensure its security.
Raman came to Wati looking for work - either crafting traps for the mausoleums of wealthy clients or bypassing traps for adventurous partners. The opening of the necropolis is an opportunity to exhibit his craft to some potentially wealthy explorers.
While Raman is Pahmet by ethnicity, his clan has been excluded from the culture long enough that he identifies as more of a slag child. Aside from his knack for the traps in ancient tombs, he has little understanding of the enigmatic dwarves.
Contacts and Personalities:
Umaya Aldwislagsun - Raman's grandmother and guardian. The harsh realities of the desert have worn on this woman, but she still has a fondness for the child she raised as her own. She does not approve of his decision to leave the clan to find work, but she taught him most of what he knows and is somewhat proud to see him put it to some use.
Much of the Aldwislagsun has scattered across Osirion, those that aren't dead at least. The ones that remain in the desert live in caves and abandoned tombs, defending and caring for them in some cultural memory of their Pahmet ancestors.
Abdu Derijheti - A merchant of aromatic woods often used in funerary arrangements, Abdu is new to wealth. In order to preserve his material gains in the afterlife, he is determined to have a tomb of his own, complete with intricate traps. Abdu is Raman's most prominent legitimate customer, and one Raman has grown somewhat fond of - if only for the ridiculous complexity of the traps the man comes up with. Raman considers it a challenge to fulfill Abdu's wild fantasies and puts extra effort into his work to impress the man.
Abdu's wife and family are less than thrilled at how much of his fortune he is putting into his tomb.
Khet Deadfinger - The most adventurous of Raman's less scrupulous business partners, Khet hires Raman to bypass traps in tombs he explores. After a nasty run-in with a cursed door plate, Khet won't touch anything himself, but he keeps an eye on the shifting sands and shuffled paperwork looking for the next "opportunity."
Khet usually pulls together a small team out of a rotating pool of ruffians around the city for his various excursions. Some of the more regular recruits don't care much for the boss's reliance on Raman.
Quirks and Mannerisms:
1. Raman's clan had to struggle to survive the desert without the benefits of a larger community. He carries his survival gear with him almost everywhere just in case.
2. Raman has a habit of sniffing, especially when large quantities of gold are nearby. The fact that he can smell gold, silver, and other precious metals is a shameful reminder of his clan's status, so he doesn't mention it often. When he does, it is often indirect.
Male dwarf (Pahmet) unchained rogue (trapsmith) 1 (Pathfinder RPG Advanced Player's Guide 135, Pathfinder Unchained 20)
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft., scent (precious metals); Perception +6
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +2; +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., +2 vs. poison, spells, and spell-like abilities
Speed 20 ft.
Melee dwarven maulaxe +3 (1d6/×3) or
. . dwarven maulaxe +3 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
Str 11, Dex 16, Con 14, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Martial Weapon Proficiency (dwarven maulaxe), Weapon Finesse
Traits mummy-cursed, orphaned Skills Acrobatics +4 (+0 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Craft (traps) +6, Disable Device +5, Escape Artist +4, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +6, Perception +6, Sense Motive +6, Sleight of Hand +4, Stealth +2, Survival +9, Use Magic Device +3; Racial Modifiers +2 Stealth, +2 Survival, +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Gnome, Osiriani, Terran
SQ trapfinding +1
Combat Gear blain bane (3), caltrops; Other Gear studded leather, dwarven maulaxe, dwarven maulaxe, artisan's tools, backpack, bedroll, belt pouch, canvas (10'x10'.), chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), hot weather outfit[APG], masterwork backpack[APG], mess kit[UE], mirror, piton (6), piton (4), pot, signal whistle, silk rope (50 ft.), soap, thieves' tools, trail rations (5), waterskin (5), 30 gp
Darkvision (60 feet) You can see in the dark (black and white only).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Treasure Sense This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials.
Scent (precious metals) (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.