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Khan the Clever

Race: Whisper Gnome


Alignment: Neutral Evil
Favored Weapon: Deception magic,
Organized crime

Khan started out as a good man like


most men were. Setting out in an
adventure looking to make their way
in the world, however the misfortune
he has suffered has become the cause
of his downward spiral, as well as the
birth of Khan the Clever and the
largest criminal syndicate south of
Isolus. Khan was once an adventurer
in party with the Half-orc paladin
Sanfrid Clagmore, the Human ranger
Larson Kane and the Halfling rogue
Steffanie Wisps looking to join other adventurers in the quest of Isolus’ legendary
vault. However, early on the party was accused of allegedly murdering an old
shopkeeper; the group resisted arrest and proceeded to carve their way out of the town
before being branded as outlaws.

They would proceed to spend the next few months attempting to clear their names to
no avail as the group was shunned by authorities and civilians alike. This ended with
the death of Khan’s friend Steffanie in an altercation with the Isolus military. From
then on demoralized and distraught Khan decided to take his fate into his own hands
and simply live with the reputation that has been thrust upon him. Together with
Sanfrid Clagmore now a blackguard they started their own criminal guild to find more
people shunned by the law and giving all of them the chance to thrive in an
unforgiving land. Years later Khan and Sanfrid’s guild split, with Sanfrid taking the
north of Isolus while Khan taking dominion of the South, it was then that Khan was
finally dubbed Khan the Clever by the Isolus authorities and has been at large ever
since.

Today Khan the Clever stands as the kingpin of southern Isolus, the brains behind
plans and ingenious and complex scheme or enterprise. No large scale crime or heist
runs without Khan the Clever’s consent and none will again so long as he remains in
power.

Beguiler 20
Hit Dice: 20d6 + 40
Initiative: +4
Speed: 30 ft. + 10ft.
AC: 20 (Dex +4, Mobility Mithral Breastplate +5, Size +1, *+4 Dodge against
Giants )
BAB: +10/+5
Face/Reach: 5 ft.
Saves: Fort +6 +4, Ref +6 +4, Will +12 +4 +2
Abilities: Str 8, Dex 18, Con 16, Int 19, Wis 14, Cha 10
Special Abilities: silence, ghost sound, mage hand, message 1/day
Special Qualities: Low-light Vision, Darkvision 60 ft.
Flaws: Frail, Skulker
Skills: Knowledge Arcana 10, Spellcraft 15, Hide 20 +8, Bluff 23, Diplomacy 20 +4,
Intimidate 20, Concentration 15, Balance 5, Listen 12 +2, Spot 12 +2, Use Magical
Device 10 (+4 Scrolls), Move Silently 20 +4, Decipher Script 10, Sleight of Hand 10
+2, Profession (Criminal Mastermind) 10, Escape Artist 10, Disguise 8, Sense Motive
15, Disable Device 6
Skill Tricks: Conceal Spellcasting, Group Fake-out, Second Impression, Swift
Concentration, False Theurgy, Clarity of Vision
Feats: Expeditious Dodge, *Spell Focus (Enchantment), *Iron Will, Versatile
Spellcaster, *Silent Spell, *Still Spell, Spell Focus (Illusion), Rapid Metamagic, Shot
on the Run, Inside Connection (Local Government), Hardened Criminal (Bluff)

Possessions: Mobility Mithral Breastplate, Cloak of Resistance +4, Boots of Striding,


Ring of Darkhidden, Fate Gems (3)

Whisper Gnome Abilities

 Khan the Clever treats gnome hooked hammers as martial weapons rather than
exotic weapons.

 Khan the Clever gains a +1 racial bonus on attack rolls against kobolds and
goblinoids (including goblins, hobgoblins, and bugbears)
 Khan the Clever gains a +4 dodge bonus to Armor Class against monsters of the
giant type (such as ogres, trolls, and hill giants). Any time Khan the Clever his
Dexterity bonus to Armor Class, such as when caught flat-footed, he loses its
dodge bonus, too.

 Spell-Like Abilities: 1/day – silence (must be centered on Khan the Clever's


body). 1/day – ghost sound, mage hand, message. Caster level 1st; save DC 10 +
Charisma modifier + spell level.

Class Abilities

Armored Mage (Ex): Normally, armor of any type interferes with an arcane
spellcaster's gestures, which can cause spells to fail if those spells have a somatic
component. Khan the Clever's limited focus and specialized training, however, allow
him to avoid any chance of arcane spell failure as long as he restricts himself to light
armor. This training does not extend to any other form of armor, nor does this ability
apply to spells gained from other spellcasting classes.

Trapfinding: Khan the Clever can use the Search skill to locate traps when the task has
a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is
well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create
it.

Khan the Clever can use the Disable Device skill to disarm magic traps. A magic trap
typically has a DC of 25 + the level of the spell used to create it.

If Khan the Clever beats a trap's DC by 10 or more with a Disable Device check he can
study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked Casting (Ex): Khan the Clever's spells are more effective when cast against
an unwary foe. Khan the Clever gains a +2 bonus to the spell's save DC when he casts a
spell that targets any foe who would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not). Khan the Clever also automatically
overcomes the spell resistance of any affected target.

Surprise Casting (Ex): When Khan the Clever successfully uses the Bluff skill to feint
in combat, the target is denied its Dexterity bonus (if it has one) to AC for the next
melee attack he makes against it or the next spell he casts. Khan the Clever must remain
in melee with the target, and the attack must be made or the spell cast on or before his
next turn. The target is not considered flat-footed and therefore can make attacks of
opportunity against Khan the Clever if he does not cast defensively.

Khan the Clever has the ability to feint in combat as a move action instead of a standard
action.

Advanced Learning (Ex): Khan the Clever has extra spells in his list representing the
result of personal study and experimentation. The spells are sorcerer/wizard spell of the
enchantment or illusion school. Once a new spell is selected, it is forever added to Khan
the Clever’s spell list and can be cast just like any other spell on his list.

Spell Casting: 6/7/7/7/7/6/6/6/6/5

Advanced Learning

1- Distract Assailant
2- Shadow Spray
5- Shadow Evocation
7- Symbol of Stunning
9- Programmed Amnesia

Learned Spells

4- Faust’s Phantasmal Shroud

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