Monk

Nasrin Raissi's page

135 posts. Alias of Sapiens.


Full Name

Nasrin Raissi

Race

Human

Classes/Levels

Magus (Bladebound Kensai) 1 | HP 10/10 | AC: 15, T: 14, FF: 11| Fort: +4, Ref: +3, Will: +3 | BAB: +0, CMB: +0, CMD: 14, M.Attack +4 [1d6] | Init: +3 | Perception: +1 | Arcane Pool 4/4

Gender

Female

Size

Medium

Age

25

Alignment

NG

Deity

Sarenrae

Languages

Common, Kelish, Varisian, Celestial, Necril, Ignan, Infernal

Strength 10
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Nasrin Raissi

Nasrin Raissi
Female Human (Kelish) Magus (Bladebound Kensai)
Init +3; Senses Perception +1

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Defense
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AC 15, touch 14, flat-footed 11 (+3 Dex, +1 Int when using a scimitar, +1 Silken ceremonial armor)
HP 10
Fort +4, Ref +3, Will +3 [+2 against cold weather]
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Offense
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Speed 30 ft.
Melee
- Scimitar +4 [1d6][Slashing] 18-20/x2
Ranged
- Dagger +3 [1d4][Slashing] 19-20/x2
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Statistics
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Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Favored Class Bonus +1/6 of a new Arcanum
Feats
- Weapon Finesse
- Weapon Focus(scimitar)
- Combat Reflexes
Traits
- Teacher's Pet (+2 to Knowledge(religion) and class skill)
- Bruising Intellect (substitute Int to Cha for Intimidate)
- Blade of Mercy (no penalty and +1 damage when dealing nonlethal damage with a scimitar)
Drawback Pride (-2 to Diplomacy and Sense Motive when offended)
Skills(ranks)
- Intimidate +7 (1 rank, +3 Int, +3 class)
- Knowledge(arcana) +7 (1 rank, +3 Int, +3 class)
- Knowledge(planes) +7 (1 rank, +3 Int, +3 class)
- Knowledge(religion) +9 (1 rank, +3 Int, +2 trait, +3 class)
- Spellcraft +7 (1 rank, +3 Int, +3 class)
- Use Magic Device +3 (1 rank, +0 Cha, +3 class)
Background Skills(ranks)
- Craft(clothing) +7 (1 rank, +3 Int, +3 class)
- Linguistics +4 (1 rank, +3 Int)
Languages Common, Kelish, Varisian, Celestial, Necril, Infernal
SQ Canny defense (+Int to AC, up to level), Arcane Pool (4 points), Spell Combat
Magic Items --
Scrolls Grease
Mundane Items Magus' Kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin), Spellbook, Scimitar, Dagger (thin and scimitar-like), Cold Weather Outfit, Silken Ceremonial Armor, small bundle of spices, holy symbol of Sarenrae
Usable Items
Encumbrance 64/33-66-100 lbs. (medium load), 9/33-66-100 without backpack
Money 10 GP
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Spells Known
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Level 0
- All of them
Level 1
- Burning Hands
- Color Spray
- Expeditious Retreat
- Shield
- Shocking Grasp
- True Strike
- Vanish

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Spells prepared
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Level 0
- Dancing Lights
- Detect Magic
Level 1
- Burning Hands
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Appearance:

Nasrin has the earthen skin, dark eyes and black hair typical of the Kelish, and a noble if somewhat arrogant demeanor. Her lean build makes her look taller than she actually is, which is a couple inches short of six feet. She wears warm clothes in Ustalav, which is noticeably colder than her home country, and above them she proudly carries robes marked with the angelic ankh of Sarenrae. She carries a scimitar decorated in red and orange and a light backpack with the essentials for traveling.

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Personality:

Nasrin follows the teaching of mercy, healing and compassion of her goddess, but also those about bringing swift death to the irredeemable. She might sometimes come out as a zealot, but she has a good heart and tries her best not to be judgemental. She will do her best to help her companions, she will be merciful to enemies and tolerant of different ideologies, but she might have a hard time associating with decidedly evil companions, unless she had a very good reason to (and even in that case, she would try her best to redeem them).

Merciful and compassionate as she might be, she has little patience for those who offend or challenge her or her deity. When personally insulted, she is quick to anger and very vocal about it, although she will stop before responding with violence to words.

Among people she tends to be quiet, but if necessary she can be imposing, her faith and her wit giving strength to her words. She is not a great lover of art and music, liking her evenings to be quiet and contemplative, knitting or sewing as an hobby.

As for quirks, she always carries with her a small bundle of spice to remind herself of home and add flavor to dishes she dislikes, she is absolutely tone-deaf and she has a habit of cracking her fingers, neck and spine when she is deep in thought or listening attentively.


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Backstory:
The satrapy of Qadira, lying at the western border of the Empire of Kelesh, is perhaps the place where the goddess Sarenrae is worshipped most heartily. The name of the Dawnflower is devoutly revered throughout the desertic lands, where the hot wind is as sharp and harsh as a scimitar.

Nasrin Raissi was born on the outskirts of the great city of Katheer, Glorious Golden Katheer, the greatest trade harbor in all of the Padishah Empire of Kelesh. Daughter of two spice vendors, she enjoyed a happy childhood, roaming in the city, hearing tales from travelers and merchants from all over the Empire and the Inner Sea, marveling at the majestic sandships and the trade vessels in the harbor. She had a quick wit, a sharp tongue, an agile body and an insatiable curiosity that soon turned into a yearning to see the world outside her city, the world he heard so many tales about. As she grew up, the respect for Sarenrae that she had been taught blossomed into a fiery red passion, a strong, unshakable faith in the Dawnflower, and when she was fourteen, with the blessing of her parents, she left home to join the clergy. The goddess, however, had other plans for her.

As much as Nasrin prayed, as strong as she felt in her faith, as sincere her devotion, Sarenrae granted her not a spark of divine magic. She felt unworthy as those who had become novices with her learned to channel sacred energy into healing, but her faith did not waver. After two years of infructuous training, she joined the Cult of the Dawnflower, a militant organization, and she was trained in the many forms of scimitar combat. After a year, she was deemed worthy of becoming a full-fledged member, therefore she faced a trial. She fasted for seven days under the scorching sun, only drinking water, praying to the goddess, and at the end she was granted a vision. She saw herself, in the sacred garbs of the clergy, but she was not holding a sacred symbol. In her right hand she wielded a scimitar as black as the night, identical to the Black Blade of War that camped on the flag of Qadira, and in her left hand she weaved the flows of arcane power. She saw herself holding steadfast, strong in the teaching of the goddess against a horde of undead monstrosities.

As a full member of the Cult, she had freedom to travel, to spread the word of the Dawnflower to the willing, to heal the suffering and to vanquish the things that should not be. The first thing she did was to go to Absalom, the City at the Center of the world, to study in the legendary Arcanamirium the laws of magic and how to mix them with martial combat. For six years she studied, trained and worked to pay the tuition. She became skilled in both magic and combat, learning how to tie them together to great effect, and her faith gave her the strength to improve tirelessly.

Among the many courses she took, one marked her more vividly than others. Her vision of an undead horde burned in her mind, when an old traveling professor, named Petros Lorrimor, visited the Arcanamirium for a series of lectures and seminars on the mechanics of undeath, she jumped at the opportunity to follow his lessons. Lorrimor took a shine to her, and in the few months of his stay at Absalom Nasrin could be seen walking together with Lorrimor, debating religion, undeath, the cults and many varied topics. As he left the town, he had managed to get her a small scholarship, so that she wouldn't be in debt at her graduation, and they kept corresponding. The professor wrote about his travels and the many weird creatures that he had studied, and questioned Nasrin over the finest points of moral philosophy and religious studies.

As she had graduated, Nasrin was free to travel the world. She visited Osirian, Varisia and Taldor, bringing succor to the weak and trying to redeem the criminals, putting her skills to use for the common good. One day, as she was roaming the Ustalavian countryside, she was reached by a messenger, summoning her to Ravengro for the funeral of his tutor. She whispered a heartfelt prayer for his soul and set towards the city.

Promemoria, ignore freely:

False Focus is thematically ubercool, although not too useful.

ARCANA
3: Bound Blade, no choice
6: Arcane Accuracy, Spell Blending (Touch of Fatigue, Protection from Evil?)
9: Crit. Perfection, no choice
12: Critical Strike, Devoted Blade
15: Bane Blade
18: See at the moment, perhaps Quickened, perhaps another Blending

FEATS
ALRIGHT se ci prendiamo un talento per livello allora (oltre ad averne uno bonus al livello 1) questa build si può rivedere tranquilla, con early bodyguard, Barroom Brawler e un po' di manovre.
"Brilliant" feats are really nice thematically. Deific Obedience è caruccio ma una palla di roleplay swamp.
3: Dervish Dance
5: Bodyguard
7: Improved Initiative? Barroom Brawler? Lunge? Piranha Strike if I can apply it to finesseable? Step Up? Arcane Strike?
9: Don't know, will check later.
11: Improved Critical? [freeing a slot on the black blade] Greater Weapon Focus?
13:
15:
17:
19:

Dip Cleric for Sun(Revelation) and Healing(Restoration)?

Battlecry: "Crimson Dawn!"