Riftwarden

Pendrix Ragnack's page

113 posts. Alias of Roycilo.


Classes/Levels

Twilight Sage Arcanist 1 |HP: 8/9 |AC: 16/14/16 |Saves: +2 Fort, +2 Ref, +1 Will |Init: +2 |Perc: -1| Arcane Reservoir 2/4

Gender

Male

Alignment

Chaotic Good

Languages

Common (Taldan), Chelaxian, Draconic, Elven, Shadowtongue, Shoanti, Thassilonian, Varisian

Strength 10
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 8
Charisma 10

About Pendrix Ragnack

Personality:

Spoiler:
Pendrix was always an odd child. He associated more with adults, and never was put off by the same things that bothered children. Blood, injury, even death never upset him. He, in truth, is most likely a high-functioning sociopath. Things just don't affect him the way they do others.

He was largely shunned by his peers, although for the life of him, he couldn't tell you why. He believes he was drawn more to adults because he never connected with those who bullied him. Maybe he was bullied because he was more drawn to adults? He'll likely never know. His one friend was a young dwarf named Alaric Stoutarm. Alaric was never put off by Pendrix's stoicism, and many attributed that to dwarven culture. For whatever reason, the two were inseparable. Pendrix came out of his shell, and for a little while at least, seemed he might turn out okay. Alaric was a competent street brawler, and after he became friends with Pendrix, well, everything changed. The bullies quickly learned to only harass Pendrix when Alaric wasn't around, and even then only to do so if they could outrun the dwarven lad.

Born into a Varisian traveling merchant family, relatives of House Valdemar, Pendrix grew up around a caravan of salespeople, peddling all sorts of wares. Devout worshippers of Desna, they were a light-hearted, warm people.The wagon train moved around Cheliax, and had a regular schedule of where they'd be during each part of the year. They would often spend a little extra time in Magnimar visiting family, and made a little time in Sandpoint as well. His education was erratic, but very thorough. He was introduced to a family friend, a wizard by the name of Rolenas, who began Pendrix's education into the arcane arts. Pendrix’s parents still maintain the merchant caravan, and while they don’t make frequent contact, the occasional letter does get through. Pendrix’s sole sibling, his younger sister Ashaaura, still travels with the family as well.

In his offtime, Pendrix is always reading. He loves a good book, and always has his nose in a book somewhere. He's a quiet, collected individual, but opens up when asked about one of his passions. Not that he has any, Pendrix is fiercely loyal to his friends. Intelligent, educated, and always a bit...off, Pendrix is something of a loner. He is always trying to make friends; he's just not great at it. If someone was to give him a chance...he'd be their fastest friend for life.

Backstory:

Spoiler:

It happened when he was 17. Pendrix and his parents had stopped in Sandpoint to resupply and visit family. They came through Sandpoint once a year, and made their regularly scheduled stop in the early spring. Winter had run late this year, and they were forced to stay a few extra days due to a nasty storm that pelted the area with rain drops the size of a baby’s fist. The caravan kept mostly to themselves; however Pendrix, youthful curiosity upon him, wandered away to explore the city. He so rarely got to see the sites of any one place for long, and was often confined to the interior of the family’s wagon for days at a time. It was already near-dusk, the darkness exacerbated by the stormclouds overhead. As he made his way through the rain, hood pulled low, he came upon a man working next to the White Deer Inn. His name was Jaboor Hemlock. A swarthy man, he was using a huge metal fire pit to heat the metal he was blacksmithing…and to cook what looked like an entire deer, stuck on a spit. The man called to Pendrix, ”Come ‘ere boy! Yes, you thur! Git yerself over here, and get dry!” Pendrix, not knowing what to make of the man, he obeyed. The man chatted with Pendrix for a good long while, and shared his meat. Turns out it was mutton. Pendrix had never had mutton before. He loved it. They talked for hours, about Sandpoint, her history, and the various peoples living in town. As it was getting late, Pendrix paid the man a compliment for his time and food, and returned to the caravan.

He was greeted by a scene from his nightmares.

The caravan was ablaze, and people were shouting everywhere. Some said goblins set some of the wagons alight; others were screaming about a mutilated body that had been found. Pendrix ran to his family’s wagon, thankfully pakred away from the fire. His family was fine. They sobbed when they saw him, and rushed to embrace him. He stood there, stoic as always. As his mother clutched him to her breast, he saw the bloody, dismembered corpse. The body belonged to Alaric.

After the chaos had settled, the fire put out, and a night of fitful sleep come and gone, the morning dawned anew. The caravan moved on, Pendrix with them. But he never forgot. The death of his blood-brother was the first thing to touch him, to make him feel something. It haunted him for reasons he couldn’t explain. The next few years went in something of a blur. He helped with the wagons. He continued his studies under Rolenas. He taught his sister what he could. He tried, and failed, to make new friends. Eventually, he made his way back to Sandpoint, 5 years from the murder of his friend. Apparently the serial killer known as the Chopper had been behind Alaric's death, and had been brought to justice. Not only that, but it was by the son of the very man Pendrix had share stories with that same night! Upon thanking the town sheriff, Pendrix decided to stay. He told his family he wanted to pursue magic, and they took it well. It was no shock, after all.

Recently, Pendrix has been continuing his studies, and apprenticing under the town mortician. He has been trying to ingratiate himself to Belor Hemlock to learn more details about the Chopper. He's come to love Sandpoint, but is torn between the prospect of settling here, and getting back out on the open road.


Character Sheet
Spoiler:

Pendrix Ragnack
Twilight Sage Arcanist 1

Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 20
Wisdom: 8
Charisma: 10

I'm excited about playing a low-Wisdom character; they're so much fun!

Hit Points: 9

Armor Class: 12
Touch: 12
Flat-Footed: 10

Saving Throws:

Fort: +2
Reflex: +2
Will: +1

Feats:
Defiant Luck
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll.
Fast Learner
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Skills:
2 Skills from Class, +5 Int, +1 From Human, +1 Favored Class Bonus, +2 Background Skills = 11 Skills

Appraise: +9 (1 Rank, +3 Class Skill, +5 Int)
Escape Artist: +3 (1 Rank,+2 Dex)
Knowledge: Arcana: +9 (1 Rank, +3 Class Skill, +5 Int)
Knowledge: History: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Local: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Planes: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Religion: +9 (1 Rank, +3 Class Skill, +5 Int)
Linguistics: +9 (1 Rank, +3 Class Skill, +5 Int)
Profession: Mortician: +3 (1 Rank, +3 Class Skill, -1 Wis)
Spellcraft: +9 (1 Rank, +3 Class Skill, +5 Int)
Stealth: +7 (1 Rank, +3 Class Skill, +2 Dex, +1 Trait)

Traits:
Merchant Family
Silent Hunter

Spells Known:
Cantrips: All
1st Level: Air Bubble, Blood Money, Mage Armor, Mount, Ray of Enfeeblement, Shield, Silent Image, Vanish

Spells Prepared:
Cantrips: Bleed, Detect Magic, Mage Hand, Prestidigitation
1st Level: Mage Armor, Ray of Enfeeblement

Spell Slots Per Day:
1st Level: 4

Class Abilities:

Arcane Reservoir : 3 Points/Day, 4 Point Maximum

Consume Life:
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.

This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.

This ability is a death effect.

Necromantic Focus:
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.

Twilight Barrier:
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.

Arcane Exploits Known:
Arcane Barrier:
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.

Equipment:
Spellbook
Backpack
Bedroll
Belt Pouch
Candle (5)
Chalk (5)
Explorer's Outfit
Flint and Steel
Ink
Inkpen
Iron Pot
Mess Kit
Poncho
Small Tent
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin

GP Expenditures:
-21 GP to Wizards Kit, Itemized Above
-20 to Adventurer's Sash
-10 GP to Small Tent
-6 Silver to Adventuring Gear

Cash on Hand:
18 GP
3 SP
10 CP

Notes to the GM:
He will be taking feats that increase his survivability, like Toughness, to represent his growing mastery of death; also feats like Umbral Spell and Tenebrous Spell to keep up the darkness vibe. It's important to note he is good-aligned. He won't be casting evil spells, and won't raise many, if any, undead the whole campaign. He is just intended to be creepy. He isn't a villain, but I expect he'll be mistaken for one more than once.

He'll largely fill the role of utility arcane caster, and will have an emphasis on creepy spells, and things that already have the darkness descriptor. Expect a lot of plunging enemies into darkness, and using light/darkness spells to help the party sneak around.