Characters

Rupert Raim

CR: 5 XP: 1,600


LN Medium humanoid (human)


Init: +1 Senses: Perception +7


Defense

AC: 22, touch 11, flat-footed 21 (+8 armor, +1 Dex,, +3 shield)


HP: 51 (6d10+18)


Fort: +7 Ref: +3 Will: +4, +2 vs. fear


Defensive Abilities: bravery +2


Offense

Speed: 20 ft.


Melee: +1 longsword with godslayer blessing +12/+7 (1d8+7/19–20) or dagger +9/+4 (1d4+3/19–20)


Ranged: longbow +7/+2 (1d8/×3)


Special Attacks: weapon training (heavy blades +1)


Statistics

Str: 16 Dex: 12 Con: 15 Int: 10 Wis: 14 Cha: 8


Base Atk: +6 CMB: +9 CMD: 20


Feats: Cleave, Godless Healing (see below), Persuasive, Power Attack, Shield Focus, Weapon Focus (longsword), Weapon Specialization (longsword)


Skills: Diplomacy +2, Heal +4, Intimidate +6, Knowledge (religion) +3, Perception +7, Sense Motive +7


SQ: armor training 1


Languages: Common


Gear: half-plate, heavy steel shield, +1 longsword with godslayer blessing, dagger, longbow with 20 arrows, 63 gp


Description

Male human fighter 6

Before Combat: Unless under immediate threat, Captain Raim takes his time to study and parley with opponents. However, he rarely gives enemy divine casters a chance to escape.

During Combat: Captain Raim concentrates his attacks on divine casters. Once he defeats them, he offers a truce to any surviving foes. He often pretends to be a dumb brute to mislead opponents.

Morale: Knowing that if killed he does not have the luxury of a divine resurrection, Captain Raim surrenders and lives rather than fighting to the death, though it galls him greatly to be humbled by a religious opponent.

Feats To compensate for their lack of divine healing, the people of Rahadoum have developed the Godless Healing feat, a specialized technique to ignore injury. Once per day, when Captain Raim is at 25 hit points or fewer, he can make a DC 10 Fortitude save as a move action to heal 1 hit point per level (minimum 3). See page 123 of the Pathfinder Chronicles Campaign Setting.

Soldiers in the Pure Legion hope to serve under Captain Rupert Raim. Though not a gifted strategist or natural leader, he has the twin virtues that enlisted men actually care about: he wins battles and takes care of his troops. A general once said, “Prudence is Raim’s whetstone,” and his superiors regard him as the best they have for missions demanding a steady hand in a risky situation. Cautious to a fault and a shrewd judge of character, Raim seldom allows himself to make a mistake. However, he did join the Pure Legion of his own choice and sincerely supports Rahadoum’s goal of freeing mortals from divine influence. This blind spot sometimes leads him into trouble, particularly when dealing with priests or other servants of the gods.

Unusually reflective for a fighting man, Raim possesses a natural reserve that many find off-putting. He takes his time to think things over before speaking, and if the silence looms around him like a cloud of menace, so be it. Though he has sought lessons and read books on how to make a better first impression, his scars and imposing size, coupled with the tendency to stand frozen like some predator in the grass the moment before it leaps, still leave people a little nervous.

Though he has no real ear for music or any of the other performing arts, Raim makes a point of supporting entertainers—good, bad, or indifferent. Over the years quite a few bards, the only common arcane casters with access to healing magic, have pulled him or one his men back from the brink of death. While he understands that only a handful of performers are true bards, he believes in encouraging anyone with the potential. Ultimately, he would like to see every unit of the Pure Legion assigned a bard to serve as its “morale officer” and medic.

Boon: Captain Raim knows full well how much inf luence the gods have over most of the world and never stops looking for allies. Those who prove themselves worthy allies in his cause to save humanity from the problems of religion may receive a letter from him giving his endorsement. A PC can take this letter to an official of the Pure Legion or the Occularium wizards in Manaket to claim a godslayer spell on one weapon of their choice. This arcane spell functions like a bane weapon ability that only affects divine spellcasters and outsiders who serve a deity. Because it is a spell rather than a permanent weapon property like bane, it can be dispelled (requiring another letter from Captain Raim if the PC wants it recast).

Source: NPC Guide, p. 26