Whispershade

Razif al-Akkuya's page

763 posts. Alias of Ralphrius.


Full Name

Razif al-Akkuya

Race

| HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7,

Classes/Levels

| Speed 30ft | No current conditions | Ammo: 41 arrows

Gender

Male NG Keleshite Ranger (Flamewarden) 5

Deity

Sarenrae

Languages

Common, Gnoll, Ignan

Strength 13
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 13
Charisma 7

About Razif al-Akkuya

Backstory:
Razif is a man looking for a mission. He believes himself chosen by Sarenrae himself, and wanders the desert finding out what purpose the Dawnflower has for him.

As the son of a merchant, Razif's home was as much the trade caravan as it was the city. One day, his father's caravan was assaulted by raiders, and in the ensuing chaos, the caravan was scattered over the sands. Razif was but a child, lost and alone in an endless desert. He wandered for a day, finding nothing but dunes and loneliness. He fell to the ground. Even as a child, he understood that being lost in the desert was a death sentence. He looked up, cursing the sun, asking why it had to end like this...

... Only to see the sun blocked out by the silhouette of a majestic, gigantic bird. Out of seemingly nowhere, a phoenix descended down upon him. It looked at him, and then ascended, without hestitation.
The sight of the bird was visible from miles away as it lit itself up into flames. The phoenix took its own life and reduced itself to ashes to become a beacon for anyone looking for Razif.

As Razif grew weaker and weaker, he saw the phoenix's ashes slowly rain down over him. But after a short while, they shifted, collected into one mass, formed into another birdlike shape, until finally, right before he lost consciousness, he saw the phoenix returning to life. When he came to, he was in his father's arms, the phoenix nowhere to be seen.

For years, he was obsessed with the vision. He understood that a phoenix revealing itself to someone was a sign of great favor of Sarenrae, but he didn't understand why. Why him?

Eventually, as the years passed, he grew up into a fine hunter and follower to Sarenrae, and he decided for himself. The encounter with the phoenix meant something. It was to show him his path. To Razif, the encounter was not quite a sign of favor, but a summons, to become a warrior of Sarenrae, to fulfill a mission for her. He now wanders the lands of Katapesh, seeking out whatever task Sarenrae would have him do for her. Whether he was truly chosen or just a witness to a strange series of coincidences remains to be seen.

Statblock:
Razif al-Akkuya

Male Human Ranger (Flamewarden) 4
Medium Humanoid
Init +3; Senses Perception +7

DEFENSE

AC 17, touch 13, flat-footed 15
hp 33 (4d10+8+3)
Fort +6, Ref +7, Will +2

OFFENSE

Spd 30 ft.
Melee Masterwork Scimitar +6 (1d6+1/18-20)
Ranged Composite Longbow +7 (1d8+1/x3)

STATISTICS

Str 13, Dex 16, Con 14, Int 14, Wis 13, Cha 7
Base Atk +4
Traits Gnoll Killer, +2 trait bonus to attack rolls and weapon damage rolls
Feats Desert Dweller, Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Endurance
Skills(Armor Check Penalty -2) Acrobatics +7, Appraise +3, Bluff -2, Climb +7, Craft +2, Diplomacy -2, Disable Device +8, Disguise -2, Escape Artist +5, Handle Animal +2, Heal +1, Knowledge Dungeoneering +8, Knowledge Geography +8, Knowledge Nature +6, Intimidate -2, Perception +7, Performance -2, Profession Hunter +9, Sense Motive +1, Stealth +11, Survival +9, Swim -1
Abilities Favored Enemy, Track, Wild Empathy
Languages Common, Gnoll, Ignan


Ranger Abilities:

Favored Enemy (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Enemies: Gnolls

Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Endurance A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Favored Terrains: Desert

Touch of Flame
At 4th level, a flamewarden can cause his weapons to burst into flame. As a standard action, the ranger can grant a single weapon he holds the flaming special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. A flamewarden can use this ability a number of times per day equal to 3 + his Wisdom modifier. (total 4) At 12th level, weapons affected by this ability gain the flaming burst special ability instead.

Spellcasting
1 level 1 spell per day from the Ranger spell list + the Druid spell list for spells with the Fire attribute


Gear:

Combat Composite longbow, masterwork cold iron scimitar, masterwork silver dagger, arrows (45), studded leather armor, buckler, Tanglefoot Bag

Magic Items Ring of Feather Fall

Other possessions Traveler's outfit, canteen, thieves' tools, waterskin

Stored possessions Medium tent, dwarven trail rations(4) regular scimitar

Carrying Capacity
Light 0-51 lb.
Medium 52-101 lb.
Heavy 102-152 lb.

Current Load Carried 46 lbs.
Money 424 GP