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Rashid al-Gahiji's page

548 posts. Alias of Luke_Parry.


Full Name

Rashid al-Gahiji

Race

Dwarf

Classes/Levels

Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)

Gender

Male

Size

M

Age

104

Alignment

Neutral Good

Deity

Sarenrae

Location

Katapesh

Languages

Common, Dwarven, Ignan

Strength 19
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 18
Charisma 5

About Rashid al-Gahiji

Imbue with Spell Ability:
Durriyah casts imbue with spell ability on Rashid, gifting him with a one-shot use each of a caster level 7 resist energy (fire) spell (fire resistance 20 for 70 minutes when cast), sanctuary spell (DC 18 Will save, 7 rounds when cast), and shield of faith spell (+3 deflection bonus to AC, 7 minute duration when cast).

Appearance:

Although quite tall for a dwarf at 4’11”, Rashid is extremely thin, bordering on emaciated. He usually hides this by dressing simply in a voluminous white desert robe, and distracts attention from his face with an enormous white turban, itself almost a foot and a half in height. If anyone looks closely, they see a pock-marked face, and tired rheumy eyes. However, whenever he speaks of the Dawnflower, his voice radiates enthusiasm, and his eyes take on an almost fanatical gleam of joy.

Background:

Rashid is a middle-aged dwarf who has seen better days. Once a fairly prosperous merchant, he was driven to bankruptcy by one of his rivals in Katapesh. At the brink of despair, he found solace in the one thing that could provide him with a definite rush – pesh. For decades, he survived on the streets as a pesh addict, begging, stealing and doing enough odd jobs to keep him in pesh, usually pesh whey, but occasionally a batch of raw pesh, ever chasing the next bout of euphoria.

However, one day when he was out begging, a cleric of the Dawnflower came across him, and took pity on him. She took him back to the temple, and nursed him through the rough detox phase, and helped him to find his feet again.

More importantly, she made sure that he was taught about the doctrine of Sarenrae; teaching him about temperance, patience, and redemption. Rashid saw this as a second chance at life after many dark years, and he became a fervent follower of the Healing Flame, eventually taking holy orders, and becoming a cleric.

Although he does not deny his past, he no longer believes that it defines him; how he should be judged should be based on his actions in the present. To that end, he does what he can to make sure that others, where possible, are given a second chance.

Although his body has been ravaged by his life on the streets and his past addiction, he does not let that stop him from spreading the word of the Everlight, traveling across Katapesh along the merchant trails.

Initiative: +1 [+1 Dex]
Senses: 60' Darkvision, Perception +18
Speed: 30' (20' Base + 10' Boots)

AC: 26 (10 + 10 (+1 Stone Plate) + 1 Dexterity + 3 (+1 Sanctified Mithral Heavy Shield) + 1 Ring of Protection + 1 Amulet of Natural Armour)
Touch: 12 (10 + 1 Dexterity + 1 Ring of Protection)
Flat-footed: 25 (10 + 10 (+1 Stone Plate) + 3 (+1 Sanctified Mithral Heavy Shield) + 1 Ring of Protection + 1 Amulet of Natural Armour)

Hit Points: 59/59 (38 class + 21 Con)

Fort: +10 (+5 base + 3 Con + 2 Cloak) Ref: +5 (+2 base + 1 Dex + 2 Cloak) Will: +11 (+5 base + 4 Wis + 2 Cloak)

+2 Save Vs Poison, Spells, and Spell-like Abilities (Racial)
+2 Save Vs Charm and Compulsion effects (Trait)

Combat:

BAB: +5 CMB: +9 CMD: 24 (+5 BAB + 4 Str + 1 Dex + 1 Ring + 3 Con)

Melee:
+1 Consecrated Scimitar +8; 1d6+9; 18+/x2 (Type: Slashing)

MW Alchemical Silver Warhammer +8; 1d8+8; 20/x3 (Type: Bludgeoning)

Dagger +7; 1d4+8; 19+/x2 (Type: Piercing/Slashing)

Ranged:
Sling +6; 1d4+4; 20/x2 (Type: Bludgeoning)

Skills:

Skill Points per level (Cleric): 2 (Class) + 1 (Intelligence) + 1 (Favored Class)
Acrobatics -4 (+1 Dex - 5 ACP) ** +5 on Jump checks, due to Boots
Appraise +1
Bluff -2 (-3 Charisma + 1 trait)
Climb -1 (+4 Str - 5 ACP)
Diplomacy -3
Disguise -3
Escape Artist -4 (+1 Dex - 5 ACP)
Fly +6 (+1 Dex + 7 ranks + 3 class skill - 5 ACP)
Heal +16 (+4 Wisdom + 7 ranks + 3 class skill + 2 Healer's Kit)
Intimidate -3
Knowledge(Local) +6 (+1 Intelligence + 1 rank + 3 class skill + 1 trait)
Knowledge(Religion) +5 (+1 Intelligence + 1 ranks + 3 class skill)
Perception +18 (+4 Wis + 7 ranks + 5 Eyes of the Eagle + 2 Domain)
Profession(Merchant) +8 (+4 Wis + 1 rank + 3 class skill)
Ride -4 (+1 Dex - 5 ACP)
Sense Motive +9 (+4 Wisdom + 1 rank + 3 class skill + 1 trait)
Spellcraft +7 (+1 Intelligence + 3 ranks + 3 class skill)
Stealth -4 (+1 Dex - 5 ACP)
Survival +4
Swim -1 (+4 Str - 5 ACP)

Feats:

1st: Martial Weapon Proficiency: Scimitar
3rd: Craft Wondrous Item
5th: Power Attack
7th: Boon Companion

Traits:

Pesh Addict (Katapesh): You spent several of your teenaged years addicted to pesh, a habit that you may or may not have kicked. Certainly, the habit consumed much of your savings. You start with only half of the normal starting cash as a result, but your knowledge of the pesh addict lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (Knowledge[Local]) is always a class skill for you.

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

(N.B. For story purposes, I would prefer to cast this as a tattoo that Rashid received upon taking orders, and joining the temple as a Holy Father.)

Racial Abilities:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Features:

Deity Weapon Proficiency: Scimitar
Aura of Good: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Orisons
Spells
Domains: Glory(Heroism), Animal(Feather)
Bastion (Ex):
A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level, the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her.

Granite Focus (Ex):
A foundation of faith’s focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her Constitution modifier to any concentration checks attempted as part of casting cleric spells until the end of her turn.

Rooted Vitality (Su):
At 5th level, a foundation of faith draws healing from the earth. As a swift action while standing on natural or worked stone, the foundation of faith can gain fast healing 1. This effect lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the foundation of faith loses contact with the natural or worked stone. At 7th level, this ability increases to fast healing 2, and it increases by an additional point every 2 levels thereafter (to a maximum of fast healing 8 at 19th level).

Instead of gaining this fast healing herself, a foundation of faith can expend a use of this ability to instead touch up to six other creatures as a standard action to grant each creature half of the fast healing that the foundation of faith would receive (minimum fast healing 1). A recipient must be standing on natural or worked stone to receive this fast healing, and the fast healing lasts for a number of rounds equal to the foundation of faith’s Constitution modifier or until the recipient leaves contact with natural or worked stone. If one recipient loses this fast healing early, it does not affect the duration for the other targets.

This ability is usable once per day at 5th level, plus an additional time per day for every 5 levels beyond 5th.

Domain Powers:

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check (+7). This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier (7/day).

Replacement Power: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your (cleric level-2) (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 1.

Spells:

Orisons (4): Create Water, Detect Magic, Guidance, Virtue
1st (4 + 1 + 1): Bless, Comprehend Languages, Protection from Evil, (Open Slot) [x0/2 used], Endure Elements*
2nd (3 + 1 + 1): Delay Poison, Lesser Restoration, Resist Energy, (Open Slot), Bless Weapon*
3rd (2 + 1 + 1): Magic Circle Against Evil, (Open Slot), Heroism*
4th (1 + 1 + 1): Air Walk, Freedom of Movement, Fly*

*Domain spell

Equipment:

Combat
Dagger (2)
+1 Consecrated Scimitar (2465)
MW Alchemical Silver Warhammer (402)
+1 Stone Plate (2950)
+1 Sanctified Mithral Heavy Shield (2120)

--=Worn=--
Courtier's Outfit (An enormous white turban, a red silk shirt, tight-fitting leather breeches and a broad leather belt with a large copper buckle, some white silk stockings and a pair of sturdy, camel-hide leather boots.) (30)

Head: Dawnflower's Sash (1250) - crafted
Headband: Headband of Inspired Wisdom +2 (2000) - crafted
Eyes: Eyes of the Eagle (1250) - crafted
Neck: Amulet of Natural Armour +1 (1000) - crafted
Shoulders: Cloak of Resistance +2 (2000) - crafted
Body:
Chest:
Wrist:
Ring: Ring of Protection +1 (2000)
Ring:
Belt: Belt of Giant Strength +2 (2000) - crafted
Feet: Boots of Striding and Springing (2750) - crafted

Spring-loaded Wrist Sheath (x2) (10)

--=Handy Haversack (4lbs)=-- (1000) - crafted
Bedroll -5lbs (0.1)
Waterproof Bag (x2) (1)
Crowbar (2)
100' Silk Rope (20)
Shovel (2)
MW Illuminated Copy of The Birth of Light and Truth (100)

--=Side Pouch 1=--
Chalk (3) (0.03)
Fishhook (x2) (0.2)
Flint and Steel (1)
Small Steel Mirror (10)
Piton (x10) (1)
Whetstone (0.02)
Scroll Case (1)
Grappling Hook (1)

--=Side Pouch 2=--
Glass Bottle (x2) (4)
Healer's Kit (x2) (100)
Leeching Kit (5)

Coins:
0 pp
22 gp
6 sp
5 cp

Future Build info:
9th: Quicken Spell
11th: Improved Critical: Scimitar
13th: Furious Focus
15th: WF: Scimitar
17th:
19th:

**Teamwork Feats**

Shadow, Tiger Animal Companion 6:
N Animal
Init +4; Senses: Low-light vision, Scent; Perception +10, +18 if scent-based

DEFENSE
AC: 19, Touch: 14, Flat-footed: 15 (10 + 4 Dex + 5 natural)
hp: 39/39 (8+5x5 (HD) + 6 (Con))
Fort: +6, Ref: +9, Will: +4

+4 morale bonus on Will saves against enchantment spells and effects.

OFFENSE
Speed 40 ft.
Melee Bite +6 (1d6+2), Claw +6 (1d4+2), Claw +6 (1d4+2)

STATISTICS
Str 15, Dex 19, Con 13, Int 3, Wis 15, Cha 10
BAB +4; CMB +6; CMD 20
Feats: Light Armor Proficiency (1st), Medium Armor Proficiency (2nd), *** (5th)
Skills: Acrobatics +4 (+8 on Jump), Climb +2, Escape Artist +4, Intimidate +0, Linguistics (-3), Perception +10, Stealth +4, Survival +2, Swim +4
SQ: Link, Share Spells, Evasion, Rake(1d4), Devotion
Languages: Ignan (can't speak)
Tricks: Air Walk, Attack, Attack(Anything), Come, Defend, Down, Exclusive, Flank, Guard, Heel, Serve, Stay
Equipment: