Haji Hamidi Musaraji's page

126 posts. Alias of Ellioti.


Half-elf Tortured Crusader 2 / Ravener Hunter 2 (Picture) | HP 37/37 | AC: 20 T: 11 Fl: 19 | CMD: 17 | F +8 R +1 W +11 (+2 vs. enchantment) | Init +4 | Perc: +12


| Life link: Aliva + Ai'sha |conditions not included above : +2 shield, +4 deflection

About Haji Hamidi Musaraji

Male Half-elf Paladin (Tortured Crusader) 2 // Inquisitor (Ravener Hunter) 2
LG medium humanoid (human, elf)
Deity none
Init +4, Senses low-light vision; Perception +12
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex, (+2 shield))
hp 37 ((2d10+2d8) +4*2 con +2 FCB)
Fort +8, Ref +1, Will +11
Speed 20 ft.
Melee mw Earthbraker +6 (2d6+7, x3)
Melee cold-iron Terbutje +5 (1d8+5, 19-20/x2)
Ranged Longbow +5 (1d8+2)
Ranged Disrupt Undead +5 vs touch (1d6+1)

Inquisitor Spells known (CL 2rd; concentration +5)
1st (3/3 used)-Protection from Evil, Cure Light Wounds, Hide from Undead
0th-Detect Poison, Detect Magic, Light, Disrupt Undead

Special Abilities Life Bond (2 at a time), Judgement (1/day), Lay on Hands (3/day, 1d6+3 (self-only)), Smite Evil (1/day)
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +3; CMB +6 CMD 17
Feats Fey Foundling, Power Attack
Skills Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +8, Perception +12, Sense Motive +11, Spellcraft +4, Stealth +5, Survival +8, Swim +7; +3 for identifying monsters; ACP -4
Background Skills Profession (Soldier) +10, Lore (Mwangi tradition) +5, Lore (Demon Lord Angazhan) +5
Traits Blessed Touch, Sargavan Guard, Undead Crusader
Languages Common
Gear see bottom


Paladin (Tortured Crusader)
TormentA tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.
Self-Sufficient A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.
All Is Darkness Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st (level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.
Alone in the Dark Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.
Second Chance At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level.When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands.

Judgment Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Monster Lore The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Charged by Nature Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.
Life Link As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Holy Magic A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast a spell with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
Stern Gaze An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Multitalented Favored Classes: Paladin, Inquisitor
FCB Paladin 2x +1/2 level healing lay on hands
FCB Inquisitor 2x 1 hp

Undead Crusader You have dedicated your life to eradicating the scourge of the undead from the world. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of tombs, you’ll be ready for them!
Benefit(s): You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Haji is the son of Elena and Hamidi. His young human mother was part of a diplomatic mission into the Mwangi Expanse of Andoran traders. She was only 15 years old and worked as a maid to a noble woman. His father was an elven native of the Alijae tribe, who fell madly in love with the young woman. However, this was not mutual and Haji's mother being overwhelmed with and much to young for the responsibility left her child with its father and returned home. She would eventually atone and become a nun.
The half-elven and half-Andoran bastard child was too much for the natives and deemed an evil omen. Father and son were exiled from the elven tribes. Hamidi loved his child above everything and fearing for their lives fled the tribal lands into the jungle, where he was sheltered by strangely benevolent fey creatures. They helped him feed and caress the newborn until it was strong enough to travel on. Finally, in outer Sargava, where Hamidi and his son settled down. He made a living as a mercanary for the Chelaxian colonials in an outpost village of peaceful settlers. The village Calahari was a dangerous place for both natives and settlers. An evil cult of the the demon lord Angazhan reigned over the land and raided and pillage at will. Haji was only five years old, when h father fell to a cultist's sword in protection of the village.
He was taken in at the local orphanage that belonged to the small Chelaxian church of Abadar. There, Haji recieved a more "western" education with a strong religious base. Haji respected his education and the Abadarian believe, but never became a follower as he was deeply connencted with the Mwangi spirits that his father worshipped.
Haji was a difficult child. The abondonment of his mother and the death of his father made him angry. He was constantly picking fights with other kids or getting in trouble for running away. The local priest, Father Muril, took all his efforts and being a guide, teacher and surrogate father.
When he got older, Haji was so full of anger that he needed a focus. He started martial training. First on his own, later with the local soldiers, but he never felt like one of them. The Chelaxian were too much of an oppressor as that he would have ever allied with them. He was still picking fights, but now it was with monster around the village or with unjust soldiers. Almost every night he'd come home with at least a bruised eye that he got in a bar fight. The priest was of course not pleased, but at supported Haji nevertheless, because this at least kept him in check.
Eventually Haji left. His need to do good and his anger for his lost father made him a crusader against the Angazhan cult. So he went after them. One-by-one he brought them in and delivered them to justice. He always prefered non-lethal methods. He knew, if he ever stepped over and killed unneccesarrily, he'd be a lost soul. In addition to the physical pain he endured on his crusades, he was tortured by the violence he had to inflict on others. But he cannot stop as it was his duty to help the innocent and protect the village that gave him and his father refuge many years ago.
When he had erradicated the evil cult he didn't stop. He took on other, bigger evils, like jungle monsters or Mwangi necromancers. He even fought against chelaxian slavers and defended against raids by his own people.
Haji feels no fear and never stops. Every night he has nightmares. They come from the struggles he had to live with, the guilt of never being able to save everyone.
One day, Angazhan himself decided to take revenge and imprisoned him. For months he tortures the paladin in revenge and for pleasure. But Haji never stops, never gives up. Pure determination eventually led to his escape barley alive. Somehow, he managed to reach Calahari and took weeks to recover. The moment he could walk on his own feet, he starts his hunt for the demon lord, who he knew would return and come for him and his friends. Two weeks later, he returned from an unsuccessful investigation into the mountains only to find his village burned to the ground, the ashes still warm. Father Muril dies in his arms within the orphanage's ruins.
With his bare hands he burried all 250 villagers before leaving his blighted home and never return.
He went back into the jungle, aimlessly wandering east, killing any evil that crossed his path. Eventually he reached the east end of the Mwangi jungle and the border to Osirion. Curiously he kept going east. He didn't care much about where he was heading, but keeping busy was his main goal. Eventially he slowed down, mostly because of the changing climate as he has only known the jungle up to know. But he kept telling himself that this new country was quite interesting. They did have a problem with undead, though. For a few months he made some coins as a caravan guard, and eventually became somewhat of a mercanary that can take a punch and doesn't wine about it.
mw full plate 1650
mw Earth breaker 310
Longbow, composite (+2) 300
cold-iron Terbutje 40
heavy steel shield 20
Inquisitor's Kit 30
40 arrows 2
20 blunt arrows 2
scroll of Bless 25
scroll of Hide from Undead 25
scroll of CLW 25
potion of Feather step 50
21 gp