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Carman Rajani

Carman Rajani is the last living descendant of the famous Vol Rajani, member of the Roseguard and co-founder of Otari. Carman grew up on stories of Vol's bravery, her dedication to her friends, and her skill-at-arms with her famous sword, the Cooperative Blade. As a boy, Carman didn't understand why his family's sword was hanging in the Dawnflower Library and not in their house. It was theirs, or so his parents insisted.

As Carman grew older, he first worked at Otari's blacksmith's shop, Blades for Glades, and later won the shop in a lucky wager against the prior owner. Yet he couldn't forget his family's sword. Officially, the Menhemes family claimed ownership over Vol's ancient blade but “allowed” it to stay in the library in an act of purported generosity that Carman found offensive.

The summer his parents were waylaid and slain by bandits on the road from Absalom, Carman became a broken man. His work at the smithy became erratic, and he stopped relaxing with his friends and helping his community. With no other direction, Carman squandered his inheritance, spending the money on entertainment, fine clothes, and rare whiskey. He started spending more time gambling and drinking at the Crook's Nook than he did at his smithy. Eventually the inheritance money ran out, and Carman was faced with a sizable debt. Several owed favors later, he started grifting travelers or hustling them at the knife-throwing board at the Crook's Nook. But his vices still outpaced his earnings from petty cons, and soon he took to outright thievery under the tutelage of Yinyasmera, owner of the Crook's Nook and ringleader of the Osprey Club, Otari's thieves' guild. The “Ace of Blades” is the moniker given to the best knife thrower in the Crook's Nook, and Carman Rajani has held that title for so long that it's become his nickname among fellow members of the Osprey Club.

Within a few years, Carman had settled into his new life, working as a smith during the day, carousing at the Crook's Nook at night, and occasionally engaging in some petty larceny when his coin purse started to get light. When he heard rumors that people thought he was wasting his life, though, it stung his pride. He resolved to run for mayor against Oseph, to show the whole town that his family was the equal of the Menhemes family.

Everyone thought Carman's candidacy was a joke. The second time he ran, his platform became nothing more than sharp personal attacks against the Menhemes family; the townspeople felt the joke had gone sour and considered it a waste of their time. He met their jibes with violence, getting into brawls to prove he was the better man. The third time he ran for office, he actually put in effort to help the community; though he lost by much smaller margin, he took the loss as proof that kindness can't get you any further than your fists can. The fourth time, he tried to force a successful campaign with open bribes and blackmail.

Oseph won by a landslide, showing up on Election Day wearing the Cooperative Blade as part of his celebratory regalia. Carman finally decided that the magic sword must be the key to his success. Everyone in town knew it brought Otari good luck, so whoever held the sword had the town in their pocket. As Vol's heir, he deserved the sword. He begged Oseph to sell the weapon, but Oseph suspected it was some new scheme—or worse, connected to one of Carman's rumored crimes or debts—and countered with delays, excuses, and price increases.

Finally, Carman decided he'd had enough. If he wanted his family's sword back, he'd have to take it. He just needed to find the right opportunity. Carman is Nidalese in heritage, with pale skin, dark hair, and severe facial features. His lifetime of work at Blades for Glades has made him exceptionally muscular to supplement his natural grace, though his lifetime of hard drinking is starting to take its toll. He's a sloppy dresser who wears once-fine, sweat-stained clothes and a belt hanging with work hammers.

Carman is a bitter, hateful man. He bases his self-worth on how he compares to Vol, his famous ancestor. Since tales about her are, by now, all embellished myth, there's no way Carman can measure up. His many failings give him a sense of inadequacy that causes him to lash out at others, particularly when they're expressing doubt in his capabilities or worth. Yet Carman still thinks that as the last descendant of a Roseguard hero, he's better than everyone else in town and deserving of far more than life's given him.

Campaign Role

Carman's initial role in this adventure is as a minor obstacle; the heroes need the four icons of the Roseguard, and Carman has stolen one of them, the Cooperative Blade. Tracking Carman down is one of the heroes' first tasks. They're likely to bring Carman to justice rather than kill him, as he's quick to surrender when things turn against him. Some parties might even agree that Carman's claim to the sword is valid and give the Cooperative Blade back to him.

But Carman has a greater role to play in this adventure. As the last descendant of one of the Roseguard, his soul is important to the contract devil Urevian. Urevian gives the heroes the option to bring the reprobate Carman to him, providing the key moral dilemma of this adventure. Carman's ultimate fate is in the heroes' hands.

Recall Knowledge - Humanoid (Society): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Carman RajaniCreature 6

Legacy Content

Unique NE Medium Human Humanoid 
Source Pathfinder #164: Hands of the Devil pg. 86
Perception +6
Languages Common
Skills Acrobatics +9, Athletics +8, Deception +6, Intimidation +8, Society +4, Stealth +9, Thievery +9
Str +4, Dex +5, Con +1, Int +0, Wis +0, Cha +2
Items +1 studded leather armor, 110 gp, Cooperative Blade, light hammer (4), thieves' tools
AC 18; Fort +7, Ref +11, Will +4
HP 95
Skillful Catch [reaction] Trigger Carman is targeted with a ranged attack by a thrown weapon and has a hand free; Effect Carman gains a +2 circumstance bonus to his AC against the triggering attack. If the attack misses, Carman catches the weapon and can immediately make a ranged Strike with it.
Speed 25 feet
Melee [one-action] longsword +11 [+6/+1] (magical, versatile P), Damage 2d8+8 slashingMelee [one-action] light hammer +10 [+6/+2] (agile), Damage 1d6+4 bludgeoningRanged [one-action] light hammer +11 [+7/+3] (agile, thrown 20 feet), Damage 1d6+4 bludgeoningSneak Attack Carman deals an extra 2d6 precision damage to flat-footed creatures.Sudden Throw [one-action] (flourish) Carman quickly draws a thrown weapon and makes a ranged Strike with it. His target must succeed at a DC 16 Perception check or be caught flat-footed by the attack.Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to Carman.