Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Muqaq al-Varisi's page

457 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

About Muqaq al-Varisi

1st: Sorcerer; Bloodline (Fire Elemental), Elemental Ray (9/Day), Cantrips, Eschew Materials, Spell Focus (Evocation)
2nd: Oracle; Mystery (Heavens), Curse (Haunted), orisons, revelation (awesome display)

Muqaq al-Varisi
Male Ifrit Sorcerer 1/Oracle 1 Age 30

NG Medium Outsider (Native) 

Init +5; Senses Darkvision 60'; Perception +6




AC 13, touch 13, flat-footed 10 (+3 Dex) 

HP 27 (2d6+5+1d8+2)

Fort +1, Ref +3, Will +4




Speed 30 ft.

Melee Dagger +1 (1d4 19-20x2) 20' range increments

Ranged Elemental Ray +4 ranged touch (1d6+1 fire x2) (9/Day)

Space 5 ft., Reach 5 ft.



0 (at will) - Acid Splash, Detect Magic, Daze (DC 16), Message, Mending

1st (6/Day) - Burning Hands (DC 18), Mage Armor



0 (at will) - Create Water, Detect Poison, Enhanced Diplomacy, Ghost Sound, Mage Hand, Spark

1st (5/Day) - Bless, Cure Light Wounds, Weapons Against Evil

Burning Hands SLA (1/Day) (DC 18)

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fire Affinity (Ex):Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).




Str 10, Dex 17, Con 14, Int 14, Wis 12, Cha 20 

Base Atk +1; CMB +1; CMD 14

Traits:Reactionary, Reclaiming Your Roots

Feats:Spell Focus (Evocation), Spell Focus (Illusion)

Skills :Acrobatics +6 (3 rank, 3 dex), Appraise, Bluff +9 (1 rank, 5 cha, 3 class), Craft, Diplomacy +9 (1 rank, 5 cha, 3 class), Fly, Heal, Intimidate +9 (1 rank, 5 cha, 3 class), Knowledge (Arcana) +6 (1 rank, 2 int, 3 class), Knowledge (Planes), Perception +7 (3 ranks, 1 wis, 3 class), Profession, Sense Motive +5 (1 rank, 1 wis, 3 class), Spellcraft +7 (2 rank, 2 int, 3 class), Survival +5 (1 rank, 1 wis, 3 class), UMD

Racial Modifiers: 
+2 dex, +2 cha, -2 wis, Resist Fire 5, Burning Hands 1/Day, Fire Affinity, Darkvision, Favored Class Sorcerer
Languages: Common, Ignan, Varisian




Location: On Persons

Carrying Capacity Light:26 lbs. Medium:27-53 lbs. Heavy:54-80 lbs.

GP:10 GP 8 SP

Mother's Holy Symbol 1 lbs. - 350 GP (Trait)
Dagger 1 lbs. - 2 GP

Backpack (Common) 2 lbs. - 2 GP
Blanket (Common) 1 lbs. - 2 SP
Alchemist Fire X5 5 lbs. - 100 GP
Water Skin x3 12 lbs. - 3 GP
Rations, Trail x4 4 lbs. - 2 GP
Aegis of Recovery
Phylactery of Faithfulness

Total Weight:26 lbs.


Muqaq Al-Varisi was born in the Katapeshi village of Kelmarane, but remembers very little of the place. Only the sweltering days, and the laughter of his mother. Her warm embrace, and her love. Then there is only fire and terror. His father grabbing his hand and dragging him from the village. Followed by an endless journey, first to one place then the next. Without his mother's magic to support them his father turned to crime. They rode on a big boat across the inner sea. Northward, ever northward away from their past. Away from his father's latest crimes. His father would never talk to Muqaq about his mother. When Muqaq asked he would just shake his head and say, "Your mother was a good woman. Good like you are."

By the time Muqaq was an adolescent he and his father were living in Varisia, traveling with a troupe of Sczarni. Muqaq got in an argument with his father, after he caught Muqaq stealing. His father told him that he never intended a life of crime for his son, and Muqaq called him a hypocrite. Muqaq became angry, and using his magic for the first time, accidentally burnt down the wagon the troupe was letting them use. The leader of the gang was furious and demanded that Muqaq work off his debt. The gangsters set him to burning down residences and businesses of those who crossed them. After someone was 'taken care of' he had to burn the bodies and bury the ashes.

His father became an alcoholic, sick with guilt over the life he'd forced on his son. This went on for several years, Muqaq grew into full control of his abilities. Eventually his father's drinking got the best of him, and as he lay dying he begged Muqaq for forgiveness. "Please, you must forgive me. I should never have taken you away from your mother. She followed the Dawnflower, she would have wanted me to teach you the same. But I failed you, I was too weak. I beg you now in the name of the goddess that your mother so loved, the angel of redemption, please forgive me. You must return to Kelmarane, find out what happened to your mother." Wheezing painfully, he turned over and pulled something from beneath his bed. "Here, take this. It was hers." he said, handing Muqaq a beautiful holy symbol of Sarenrae made from gold, inset with yellow pearls and amber. "If you learn only one thing from me as your father, let it be that which you hold in your hand. Follow the sun, she will forgive you as she has me."

At that moment Muqaq was struck with a religious experience, it was as if the bright rays of the sun burned away all the pain and hatred that had so burdened his heart. "I forgive you father." was the last thing he ever said to the old man who had dragged him across half of Golarion on a life of pain. His father slipped away, and shortly thereafter so did Muqaq, abandoning the Sczarni. He traveled south, seeking to fulfill his father's final wish, and wanting to learn all he could of his mother and this place called Kelmarane. He was determined to use the skills he had learned from the Sczarni in the services of the Dawnflower, bringing redemption to those who needed it, and fiery death to those who refused it.


Muqaq's blood runs with fire, and his temperament matches that. Passionate about all he does, he is fierce and uncompromising. He is used to being obeyed, but knows how to keep a low profile. He has a dark past, but is trying to put it behind him. He seeks to be the best person he can be, treating others as he would like to be treated. However in the face of unrepentant evil, he is a cleansing fire, bringing righteous fury down upon the wicked.

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.