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Fist Rahir is a Flaming Fist under the command of Counsellor FlorrickCounsellor Florrick to rescue Duke RavengardDuke Ravengard during Act Two.
You're heading into the Towers, are you? Good. I pray it's not too late for Duke Ravengard.
Rahir

Involvement edit

Act Two edit

Last Light Inn edit

Initially on a mission led by FlorrickFlorrick to rescue Duke RavengardDuke Ravengard, Rahir and the rest of the Fists were waylaid by the dangers of the Shadow-Cursed Lands and found refuge with the Harpers at Last Light Inn. Rahir can initially be found within the Last Light Inn, in the same room as several other Fists, and Art CullaghArt Cullagh.

If Florrick is not rescued from Waukeen's Rest in Act One, Rahir never appears in the game.

Resolve the Abduction edit

When MarcusMarcus attacks the inn and attempts to kidnap IsobelIsobel during Resolve the AbductionResolve the Abduction, Rahir is incapacitated by a Winged HorrorWinged Horror before the party can react, and becomes ImpaledImpaled for the remainder of the battle. If Isobel is not saved, he and everyone in Last Light Inn turn into a Shadow-Cursed UndeadShadow-Cursed Undead, save for JaheiraJaheira.

After the battle, talking to Rahir reveals that he and Marcus were close, and that he is in disbelief at how easily he turned against him.[1] He acknowledges Marcus' treachery, but mourns the loss of him as a friend.[2]

Assault Moonrise Towers edit

If Isobel is saved at the Last Light Inn and the NightsongNightsong is freed from her cage and heads for Moonrise Towers, Rahir is among the Fists left by Florrick to follow Jaheira to the assault on the fortressassault on the fortress. However, Rahir is killed during the initial fight against Absolute forces before the party arrive. His corpse is on the bridge leading to Moonrise, implying he was amongst the first to fall in battle.

Combat edit

Attacks and abilities edit

Hamstring ShotHamstring Shot (Action)   –  Longbow
Damage: 4~11
1d8 + 3PiercingPiercing

Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Hunter's MarkHunter's Mark (Bonus Action + Level 1 Spell Slot)
Damage: 1~6
1d6WeaponWeapon

Mark a creature as your quarry to deal an additional 1d6WeaponWeapon damage whenever you hit it with a weapon attack.

If the target dies before the spell ends, you can use Reapply Hunter's Mark Reapply Hunter's Mark to mark a new creature.

Range: 18 m / 60 ft Range: 18 m / 60 ft
Main Hand AttackMain Hand Attack (Action)   –  Dagger
Damage: 4~7
1d4 + 3PiercingPiercing

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Piercing StrikePiercing Strike (Action)   –  Dagger
Damage: 4~7
1d4 + 3PiercingPiercing

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Ranged AttackRanged Attack (Action)   –  Longbow
Damage: 4~11
1d8 + 3PiercingPiercing

Make a ranged attack with your equipped weapon.

Range: 18 m / 60 ft Range: 18 m / 60 ft

Loot edit

Related quests edit

Notes edit

References edit

  1. "I've known Marcus for years, to think he would turn on us - on me... you did well to defend Isobel." - Rahir
  2. "We rid ourselves of a traitor, but also someone I once called friend. Leave me in peace, please." - Rahir