Varisian Barbarian

Mujahid Al-Asad's page

18 posts. Alias of sirgrail.


Full Name

Mujahid Al-Asad

Race

Human (Kelishite)

Classes/Levels

Ranger 1

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Gnoll

Strength 18
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 13
Charisma 9

About Mujahid Al-Asad

Combat Info:
HP: 12

Initiative +1 (+1 Dex)

AC 17 (10, +6 Breastplate, +1 Dex)
Flat-Footed AC 16 (10, +6 Breastplate)
Touch AC 11 (10, +1 Dex)

Fort +3 (+2 Ranger, +1 Con)
Reflex +3 (+2 Ranger, +1 Dex)
Will +1 (+1 Wis)

CMB +5 (+1 BAB, +4 Str)
CMD 16 (10, +1 BAB, +4 Str, +1 Dex)

BAB +1
Melee +5 (+1 BAB, +4 Str)
Ranged +2 (+1 BAB, +1 Dex)

Weapon/s
Greatsword +5 (2d6+6, 19-20/x2)
* Power Attack +4 (2d6+9, 19-20/x2)
* vs. Gnolls +9 (2d6+10, 19-20/x2)
* Power Attack vs. Gnolls +8 (2d6+13, 19-20/x2)
Javelin +2 (1d6+4, Range 30, x2)

Skills:
Skill Points per Level 8 (6 from Ranger, +1 from INT, +1 from Human)
Climb +8
Handle Animal +3
Knowledge (Geography) +5
Knowledge (Nature) +5
Perception +5
Ride +3
Stealth +5
Survival +5 (+6 to identify or follow tracks)

Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Racial Features:
+2 to One Ability Score (STR): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat (Quick Draw): Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:
Favored Class: Ranger (+1 HP)

1st Favored Enemy (Humanoid (Gnoll)) (Ex)
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against gnolls.
+2 bonus on weapon attack and damage rolls against gnolls.
May make untrained Knowledge skill checks when attempting to identify gnolls.

Track (Ex) A ranger adds half his level (Minimum 1) to Survival skill checks made to follow or identify 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. 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 minutes, 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 takes a -4 penalty on the check.

Traits:
Gnoll Killer: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Desert Child: You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

Wealth and Equipment:
Wealth: 17 gp, 2 sp, 6 cp

Equipment:
Greatsword
Dagger
Javelins (6)
Breastplate
Backpack
Bedroll
Blanket
Rope, 50' hemp
Soap (2)
Trail Rations (4)
Lantern, Hooded
Oil, 4 pints
Belt Pouch
Mirror, small steel
Whetstone
Waterskin

Description:
Kelishite by ancestry, Mujahid's dark skin has been bronzed by years in the sun and hardened by the harsh winds of the desert. His straight black hair is shoulder-length that he usually keeps hidden under a turban or helm. He keeps a short beard and moustache, as he has found that the time to shave every day is sometimes not possible. He is in excellent shape, his body honed in the wilds through training and combat, though he does bear some scars from the latter. The most visible scar is a white line on right temple, pointing from his right ear to the top of his forehead.

Personality:
While laughter is not unknown to him, Mujahid tends to comport himself seriously. He tends to keep to himself and though he knows everyone in the Riders of the Sun, he knows few people outside of the group. Generally he is at least a little uncomfortable in social situations as he knows little about dealing with people outside of merchant transactions or paramilitary camaraderie. He bears a strong hatred towards gnolls due to childhood trauma and will show them no mercy.

Background:
Born into a moderately successful merchant family, Mujahid Al-Asad spend much of his childhood on the road as his family's trade caravan plied the trade routes across Katapesh. He was well-loved by his parents, but pushed hard for it took much to survive in the sands of Katapesh. The caravans were often waylaid by bandits, so Mujahid was taught how to fight. He was also taught about the desert, both of it's beauty and it's dangers. It looked like he was poised to continue the family business and do his family proud as he got older.

But when Mujahid was twelve years old, the Al-Asad caravan was waylaid by more than just bandits. This time it was attacked at night by a large gnoll tribe! Never encountered in such numbers, the Al-Asad guards were unprepared for the strength and ferocity of the gnoll's attack. One by one they were cut down until the gnolls were able to freely attack the merchants as well. Mujahid wanted to fight, but his parents forbid it even as his father went out to defend his family. The boy saw his father cut down, but not in one stroke but many. He could see the gnolls playing with his father, cutting him down by inches, letting his strength leak away into the sands by dozens of small wounds. Finally, his father died and the gnolls laughed, their hideous barking echoing out into the dunes. Overcome with rage, Mujahid grabbed for his small sword, but his mother still shielded him as the gnolls turned on them next. He saw his mother run through by a gnoll spear and displayed high in the air like a grisly trophy. He knew he was going to die. He knew it. But still, the need to fight, the need for revenge burned hotter than the wastes at high sun. He pulled out his meager weapon as the gnolls advanced and screamed his rage to the heavens. And the heavens answered.

Arrows flew in from the darkness, cutting down gnolls effortlessly. Riders came into the firelight and began cutting their way through the gnoll's ranks. The gnolls morale broke and they began to run. As one of the gnoll warriors turned away from him, Mujahid took the opportunity to stab the beast in the back. The monster sreamed in pain but did not fall. Spinning around, the gnoll backhanded the boy into the blood splatted sands and raised it's own fearsome blade. Stunned by the blow, Mujahid could only look up at his death as he tried to stay conscious. But the blow never fell. A rider decapitated the beast in the next instant, robbing the monster of any more victims. And with that, Mujahid fell into darkness.

When he awoke, Mujahid was overcome by surprise and then by despair as he remembered his parent's death. He found out soon after than he had been saved by the Riders of the Sun, a mercenary band of paladins, rangers, warriors, all faithful of Sarenrae, goddess of the sun. They had been following the trail of carnage that the gnoll tribe had been leaving in it's wake and had been determined to end it. Unfortunately, while they did so, they did so too late to save Mujahid's family. As the boy slowly recovered, the Riders offered to escort him back to Katapesh, the capital city, where he might find refuge with relatives. But Mujahid had other plans now. He asked the Riders if he could join them. This came as little surprise to the Riders. Several of them had joined under similar circumstances, orphaned by violence. And so Mujahid joined the Riders of the Sun, where he learned to overcome his grief and to focus his rage into clarity of purpose.

As Mujahid grew, he became a strong warrior and a valued member of the Riders. He pledged himself to Sarenrae, even though he never felt the calling to join her clergy. His calling was of the land and under the Rider's tutelage he learned it well. How to track, to hunt, and to survive in the desert, as well as in other lands for his time with the Riders took Mujahid to many places in Golarion. But even as he traveled, Mujahid's heart was always in Katapesh. WHile on the road with the Riders, word came to him from back in Katapesh that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King. Mujahid knew that he had to be part of the group. Breaking away from the Riders was hard for him, but they parted on good terms. Soon thereafter, Mujahid found himself back in Katapesh in pursuit of vengance and his destiny.