About Rashid al-Gahiji
Party Treasure List:
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).
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.
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: +0 [+0 Dex]
AC: 21 (10 + 6 (MW Agile Breastplate) + 0 Dexterity + 3 (+1 Sanctified Mithral Heavy Shield) + 2 Ring of Protection)
Hit Points: 36/36 (26 class + 10 Con)
Fort: +6 Ref: +1 Will: +11
BAB: +3 CMB: +6 CMD:18
MW Alchemical Silver Warhammer +7; 1d8+5; 20/x3 (Type: Bludgeoning)
Dagger +6; 1d4+4; 19+/x2 (Type: Piercing/Slashing)
Skill Points per level: 2 (Class) + 0 (Intelligence) + 1 (Favored Class)
Acrobatics -3 (+0 Dex - 3 ACP) *N.B. No ACP on Jump checks, but -4 due to 20' Mv, for a total of -4
Bluff -2 (-3 Charisma + 1 trait)
Climb +3 (+3 Str + 0 ACP)
Diplomacy +1 (-3 Cha + 1 rank + 3 class skill)
Escape Artist -3 (+0 Dex - 3 ACP)
Heal +11 (+5 Wisdom + 1 rank + 3 class skill + 2 Healer's Kit)
Knowledge(Local) +5 (+0 Intelligence + 1 rank + 3 class skill + 1 trait)
Knowledge(Religion) +6 (+0 Intelligence + 3 ranks + 3 class skill)
Perception +11 (+5 Wis + 4 ranks + 2 MW Tinted Spectacles)
Profession(Merchant) +9 (+5 Wis + 1 rank + 3 class skill)
Ride -3 (+0 Dex - 3 ACP)
Sense Motive +10 (+5 Wisdom + 1 rank + 3 class skill + 1 trait)
Spellcraft +6 (+0 Intelligence + 3 ranks + 3 class skill)
Stealth -3 (+0 Dex - 3 ACP)
Swim +0 (+3 Str - 3 ACP)
1st: Iron Will
3rd: Power Attack
5th: Furious Focus
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.)
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.
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.
Domains: Glory(Heroism), Healing
Channel Energy: 3d6, 1/day
Glory Domain Granted Powers:
When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
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 (+5). 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 (8/day).
Healing Domain Granted Powers:
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess (1d4+2). You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (8/day).
Orisons (4): Create Water, Detect Magic, Guidance, Virtue
1st (3 + 1 + 2): Bless, Comprehend Languages, Protection from Evil, (Open Slot) [x0/2 used], Shield of Faith*
2nd (2 + 1 + 1): Lesser Restoration, Sound Burst, (Open Slot), Bless Weapon*
3rd (1 + 1 + 1): Magic Circle Against Evil, (Open Slot), Heroism*
+1 Consecrated Scimitar + weapon cord
MW Alchemical Silver Warhammer
MW Agile Breastplate
+1 Sanctified Mithral Heavy Shield
Ioun Torch -N/A
--=MW Backpack (4lbs)=--
--=Belt Pouch 1 (1lb)=--
--=Belt Pouch 2 (1lb)=--
Items to Buy:
MW Cold Iron Heavy Pick (316gp)
MW Sling (300gp)
Dawnflower's Sash (2500gp)
Boots of Striding and Springing (5500gp)
Handy Haversack (2000gp)
Eyes of the Eagle (2500gp)
Amulet of NA +1 (2000gp)
Belt of Giant Strength +2 (4000gp)
Cloak of Resistance +1 (1000gp)
Future Build info:
7th: WF: Scimitar
9th: Quicken Spell
11th: Improved Critical: Scimitar
13th: Weapon Specialization : Scimitar
15th: Greater Weapon Focus: Scimitar
Cleric 8 / Divine Scion 7