Riding Dog

Ra'uf Steelwheels, Dog of War's page

247 posts. Organized Play character for cmlobue.


Race

| HP 22/76 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+11) | Speed 20 | Low-Light Vision

Classes/Levels

| Default Exploration: Search +11 (+2 Init.) | Spells 1st 1/1 | Focus 0/1 | Hero Points 2 | School Item Lesser Healing Potion 1/1 | Active Conditions: Level Bump, Ghost Touch Axe, Concealment, Big! (+2 atk, +5 reach, -1 AC, -2 Ref, clumsy 1) | ◆◇↺

Gender

Male CG Shoony (Bloodhound) Champion (Liberator) 5

About Ra'uf Steelwheels, Dog of War

Champion 5
CG | Small | Shoony | Bloodhound Shoony | Humanoid

Perception +11 (+2 initiative); Low-Light Vision
Languages Common, Erutaki, Shoony
Skills Acrobatics +9, Athletics +12, Diplomacy +11, Intimidation +13, Lore: Heraldry +8, Lore: Shoony +8, Lore: Warfare +8, Medicine +10, Performance +11, Religion +12, Society +8, Survival +10
Str +4, Dex +1, Con +2, Int +0, Wis +2, Cha +3
Items +1 Full Plate, Golden Legion Epaulet, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Crowbar (2), Grappling Hook (2), Clothing (Explorer's), Climbing Kit (2), Fishing Tackle (2), Mug, Writing Set (2), Traveler's Chair, Impulse Control, Healer's Tools, Religious Symbol (Silver), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Dueling Cape, Healing Potion (Minor); 21 pp, 1 gp, 8 sp, 1 cp

==========================================

AC 25; Fort +12, Ref +9, Will +12
HP 76

↺ Shield Block Trigger While you have your shield raised, you would take damage from a physical 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 Grapples your ally, and both are within 15 feet of you.
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. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

◆ Golden Legion Epaulet 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.

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Speed 20 feet
Melee +1 Striking Greataxe +16 (Sweep, Magical), Damage 2d12+5 S
Melee Griffon Cane +15 (Backswing, Two-Hand d10), Damage 1d6+5 B
Melee Wheel Spikes +15 (Agile, Attached, Free-Hand), Damage 1d4+5 P
Melee Fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 B
Ranged Chakram (x5) +12 (Thrown), Damage 1d8+5 S

◆ Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools.
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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 temporarily immune to your Battle Medicine for 1 day.

◆ Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.

==========================================

Divine Known Spells DC 21, attack +12; 1st ◆-◆◆◆ Heal ☆ (1 slots); Cantrips ◆◆ Detect Magic, ◆◆ Divine Lance

Focus Spells (1 points)

◆◆ Cry of Destruction Area 15-foot cone Saving Throw basic Fortitude
Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 3d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to 3d12.

◆ Lay on Hands Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 18 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 3d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.

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Additional Feats Armor Assist, Basic Sorcerer Spellcasting, Bloodhound Shoony, Deity's Domain, Esteemed Visitor, Forager, Incredible Initiative, Intimidating Glare, Shoony Lore, Sorcerer Dedication
Additional Specials Bloodline (Angelic), Champion's Code, Deific Weapon, Deity and Cause (Liberator Cause), Deity's Domain (Destruction), Devotion Spells, Divine Ally (Divine Ally (Blade)), Tenets of Good

==========================================

Home Region Absalom (Escadar, Starstone Isles)
Faction Radiant Oath
Pathfinder Training Swords

Background and Portrait

in case Twitter dies:
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.

==================================================================

Botting Instructions:
In combat, Ra'uf is most likely to move to the nearest creature and attack as many times as possible.

◆ Strike

[dice="+1 Striking Greataxe"]1d20+16[/dice]
[dice="Slashing Damage"]2d12+5[/dice]

◆ Strike

[dice="+1 Striking Greataxe"]1d20+16-5[/dice]
[dice="Slashing Damage"]2d12+5[/dice]

◆ Strike

[dice="+1 Striking Greataxe"]1d20+16-10[/dice]
[dice="Slashing Damage"]2d12+5[/dice]

If slashing is resisted, he can swap to a Griffon Cane (+15 attack; 1d6+5 bludgeoning, two-hand d10) or Wheel Spikes (+15 attack; 1d4+5 piercing).

He can also treat his allies' wounds.

◆ Battle Medicine

[dice="Medicine"]1d20+10[/dice]
[dice="Healing"]2d8[/dice]
[dice="Critical Healing"]2d8[/dice]

He can use magic as a pseudo-detect evil or to attack from range.

◆◆ Divine Lance

[dice="Spell Attack"]1d20+12[/dice]
[dice="Good Damage"]3d4+4[/dice]

He has no shield, so will use the Liberating Step reaction the first time each round that it is triggered.

↺ Liberating Step Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

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. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Updated 15 July 2023

Non-Bumped Stats:

Champion 5
CG | Small | Shoony | Bloodhound Shoony | Humanoid

Perception +9 (+4 initiative); Low-Light Vision
Languages Common, Erutaki, Shoony
Skills Acrobatics +8, Athletics +11, Diplomacy +10, Intimidation +12, Lore: Heraldry +7, Lore: Shoony +7, Lore: Warfare +7, Medicine +9, Performance +10, Religion +11, Society +7, Survival +9
Str +4, Dex +1, Con +2, Int +0, Wis +2, Cha +3
Items +1 Full Plate, Golden Legion Epaulet, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Crowbar (2), Grappling Hook (2), Clothing (Explorer's), Climbing Kit (2), Fishing Tackle (2), Mug, Writing Set (2), Traveler's Chair, Impulse Control, Healer's Tools, Religious Symbol (Silver), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Dueling Cape, Healing Potion (Minor); 21 pp, 1 gp, 8 sp, 1 cp

==========================================

AC 24; Fort +11, Ref +8, Will +11
HP 66

↺ Shield Block Trigger While you have your shield raised, you would take damage from a physical 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 Grapples your ally, and both are within 15 feet of you.
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. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

◆ Golden Legion Epaulet 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.

==========================================

Speed 20 feet
Melee +1 Striking Greataxe +14 (Sweep, Magical), Damage 2d12+4 S
Melee Griffon Cane +13 (Backswing, Two-Hand d10), Damage 1d6+4 B
Melee Wheel Spikes +13 (Agile, Attached, Free-Hand), Damage 1d4+4 P
Melee Fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Chakram (x5) +10 (Thrown), Damage 1d8+4 S

◆ Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools.
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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 temporarily immune to your Battle Medicine for 1 day.

◆ Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.

==========================================

Divine Known Spells DC 21, attack +10; 1st ◆-◆◆◆ Heal ☆ (1 slots); Cantrips ◆◆ Detect Magic, ◆◆ Divine Lance

Focus Spells (1 points)

◆◆ Cry of Destruction Area 15-foot cone Saving Throw basic Fortitude
Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 3d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to 3d12.

◆ Lay on Hands Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 18 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 3d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.

==========================================

Additional Feats Armor Assist, Basic Sorcerer Spellcasting, Bloodhound Shoony, Deity's Domain, Esteemed Visitor, Forager, Incredible Initiative, Intimidating Glare, Shoony Lore, Sorcerer Dedication
Additional Specials Bloodline (Angelic), Champion's Code, Deific Weapon, Deity and Cause (Liberator Cause), Deity's Domain (Destruction), Devotion Spells, Divine Ally (Divine Ally (Blade)), Tenets of Good

==========================================

Home Region Absalom (Escadar, Starstone Isles)
Faction Radiant Oath
Pathfinder Training Swords

Background and Portrait

[spoiler="in case Twitter dies"]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.

==================================================================

Botting Instructions:
In combat, Ra'uf is most likely to move to the nearest creature and attack as many times as possible.

◆ Strike

[dice="+1 Striking Greataxe"]1d20+14[/dice]
[dice="Slashing Damage"]2d12+4[/dice]

◆ Strike

[dice="+1 Striking Greataxe"]1d20+14-5[/dice]
[dice="Slashing Damage"]2d12+4[/dice]

◆ Strike

[dice="+1 Striking Greataxe"]1d20+14-10[/dice]
[dice="Slashing Damage"]2d12+4[/dice]

If slashing is resisted, he can swap to a Griffon Cane (+13 attack; 1d6+4 bludgeoning, two-hand d10) or Wheel Spikes (+13 attack; 1d4+4 piercing).

He can also treat his allies' wounds.

◆ Battle Medicine

[dice="Medicine"]1d20+9[/dice]
[dice="Healing"]2d8[/dice]
[dice="Critical Healing"]2d8[/dice]

He can use magic as a pseudo-detect evil or to attack from range.

◆◆ Divine Lance

[dice="Spell Attack"]1d20+10[/dice]
[dice="Good Damage"]3d4+3[/dice]

He has no shield, so will use the Liberating Step reaction the first time each round that it is triggered.

↺ Liberating Step Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

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. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Updated 15 July 2023
[/spoiler]