Radi Hamdi

Rasaad Faruhn's page

2 posts. Alias of wicked_raygun.


About Rasaad Faruhn

I created this character with the hopes of playing in a Mummy's Mask AP. Rasaad is an inquisitor of Sarenrae with the Undead Crusader campaign trait. He was built with 20 Point Buy and average starting wealth (140gp). He can of course be adjusted as needed to meet the criterias of a particular campaign.

Background:

Rasaad was born a slave in Katapesh. He was the houseboy of a powerful wizard necromancer and was thus surrounded by undeath. One of his master's favorites punishments was to infect his slaves with ghoul fever so he could slowly watch them deteriorate.

One day his master left himself vulnerable near a pit of zombies. Rasaad stabbed him with a fork, and hurled him into the pit. He ran as the monsters ripped the evil man to shreds.

Knowing he would be executed for murder, Rasaad stole a magical dagger and bartered passage onto a ship leaving Katapesh. There he met a traveling evangelist of Sarenrae. And his life was altered from then on.

Now older and wiser, Rasaad has dedicated his life to destroying undead and those that would animate them. He has heard of the Ruby Prince's desire to lift the ban on exploration of the Necropolis. He believes it to be folly, but inevitable. And thus he has chosen to join a company of adventurers to go into the Half-dead City, so that he might uproot the deadly abominations that lurk in its crypts.

Crunch:

Rasaad Faruhn
Male human (Garundi) inquisitor of Sarenrae 1 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4; +2 trait bonus vs. fear
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—fire bolt (1d6 fire)
Inquisitor Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, divine favor
. . 0 (at will)—create water, detect magic, disrupt undead, light
. . Domain Fire
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Statistics
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Str 13, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Point-blank Shot, Precise Shot
Traits courageous, undead crusader
Skills Intimidate +1, Knowledge (dungeoneering) +4, Knowledge (religion) +5, Linguistics +1, Perception +6, Sense Motive +7, Spellcraft +4, Stealth +8
Languages Common, Osiriani, Osiriani, Ancient
SQ monster lore +2, stern gaze +1
Other Gear leather armor, arrows (10), arrows (10), blunt arrows (10), blunt arrows (10), dagger, longbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, sack, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sarenrae, 19 gp, 9 sp
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Special Abilities
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Courageous +2 save vs. fear.
Fire Bolt 1d6 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Inquisitor Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

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