Perception +12 (+2 initiative); Low-Light Vision
Languages Common, Erutaki, Shoony
Skills Acrobatics +11, Athletics +14, Diplomacy +13, Intimidation +17, Lore: Pathfinder Society +10, Lore: Sailing +10, Lore: Shoony +10, Medicine +14, Nature +12, Religion +12, Society +10, Survival +12
Str +4 ⇪, Dex +1, Con +2, Int +0, Wis +2, Cha +3
Items+1 Resilient Full Plate, Golden Legion Epaulet, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Crowbar, Grappling Hook, Dueling Cape, Healing Potion (Minor), Traveler's Chair, Impulse Control, Wayfinder, Clothing (Explorer's), Fishing Tackle, Climbing Kit, Writing Set, Healer's Toolkit, Religious Symbol (Silver), Boots of Bounding, Aeon Stone (Pearly White Spindle), Aeon Stone (Preserving), Cold Iron Chunk, Silver Chunk; 11 pp, 4 gp, 8 sp, 1 cp
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AC 29; Fort +15, Ref +12, Will +15
HP 102
Resistance Slashing 3
↺ Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
↺ Liberating Step Trigger An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it’s able to move.
◆ Battle Medicine (General, Healing, Manipulate, Skill)
Prerequisites trained in Medicine
Requirements You are holding or wearing a healer's tookit
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
◆ Smite (Concentrate)
Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you're using for the Strike. If you're holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you're a master). If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend. Your current Smite ends if you use the Smite action again.
◆ Golden Legion Epaulet (General, Healing, Manipulate, Skill)
Activate Command
Frequency once per day
Effect Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn.
◆ Wayfinder (Uncommon, Evocation, Invested, Magical
Activate Light (concentrate)
The wayfinder is targeted by a 1st-rank light spell.
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Primal Known Spells DC 23, attack +13
3rd ◆◆◆ Wall of Thorns (1 slot)
2nd Water Breathing (1 slot)
1st ◆-◆◆◆ Heal (1 slot)
Cantrips ◆◆ Know the Way, ◆◆ Needle Darts
Focus Spells (2 points)
◆◆ Cry of Destruction, ◆ Lay on Hands
Edicts oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives
Anathema force or threaten someone to act a certain way, engage in slavery or tyranny
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Home Region Absalom (Escadar, Starstone Isles)
Faction Radiant Oath
Ra'uf is a shoony (doggofolk) liberator champion of Milani. He uses a number of items designed by mustangsart for #Pathfinder 2E appearing in Lost Omens Grand Bazaar: traveler's chair, griffon cane and wheel spikes.
Ra'uf's father was a dockworker in Escadar, and by the age of 7, Ra'uf was in training to be one as well. Shortly before completing his apprenticeship. he fell from the rigging and through a rotted deck board on a ship he was working on. The awkward landing damaged his spinal cord. He dreamed of rose petals after he blacked out, then woke to the discovery that his legs were constantly in pain and he was only sometimes able to walk after the accident. His father enlisted in the Absalom Royal Navy after this and rarely returned, but his mother and siblings scrounged some money for a visit to Morhen's and a chair.
He remained in the city, where he quickly moved up in social circles as he found new jobs - first as a scribe, then copying or altering coats of arms for nobles. Eventually, one baronet decided that his laborer's frame would be better suited to a battlefield, and he was apprenticed to a knight retainer of the household. He developed an unorthodox fighting style that used his chair and cane as weapons, though he had the most facility with an axe.
Although skilled as a warrior, Ra'uf found himself drawn to the Temple District, and finding a rose-covered shrine to Milani was a revelation to him. He began worshipping there during his free time, and discovered that he was a fair hand with divine spellcasting in addition to the blade.
When his time as a squire ended, he requested and was granted his release from daily service, on his oath that he would return to defend the lord and his family in an emergency. Since then, he has worked with the Pathfinder Society, which allows him to develop both his martial and magical skills.
Ra'uf will maneuver into a position to attack, ideally where he can attack multiple opponents to take advantage of the sweep trait on his axe. He will switch to the cane or wheels if the target resists slashing damage by at least 10 points.
On a critical hit, the axe does 1d10 persistent fire damage to the target and a different target within reach takes slashing damage equal to the amount rolled on the weapon dice if the attack roll meets or exceeds their AC.