Devargo Barvasi

Raignik Al-N'Gaseer's page

46 posts. Alias of Trout.


About Raignik Al-N'Gaseer

Raignik Al-N'Gaseer

N Male Half-Elf Magus 7
Age: 48, (5'8", 115 lbs)
Diety: Raignik Observes Lucavi - LE - God of tyranny, slavery, pride, contracts
STR 10
DEX 20 (+2 Racial)
CON 18 (+2 from Item)
INT 17 (+2 from Item)
WIS 12
CHA 8

FORT +9 (+5 base, +4 Con)
REF +7 (+2 base, +5 Dex)
WILL +8 (+5 base, +1 Wis +2 Racial) +2 vs. enchantment spells and effects.

AC 20 (+5 armor, +5 DEX)
Touch 15
Flat-Footed 15

CMB +5 (+5 bab,)
CMD 20 (+5 bab, +5 DEX)

HP 75 (7, 4, 4, 6, 6, 5) + 8 = 40) +28 Con, +7 Favored Class
BAB +5
Initiative +5
Speed 30 ft
Languages Common, Undercommon, Elvish, Orc, Sylvan
Low Light Vision
Dual Minded (+2 on all will saves. Replaces adaptability)

Description::

Standing five foot eight, this slim half-elf has an intensity to his gaze that can only reflect calculated thoughts. His dark auburn hair is cropped closely about his face, no muss no fuss. Sharp coal black eyes burn beneath his brow. Alarmingly dark skinned for a Half-Elf, Raignik has earned a series of scars and burns on his neck that run up to touch the edges of his jaw and chin. Raignik is light on his feet weighing a mere 115 pounds. Raignik's eyes have been called soulless and unfeeling. Like a golem he accomplishes his missions showing no signs of regret. But for those capable of perceiving deeper, there is a great weakness in those large too-dark eyes; as they will often drift to gaze at nothingness, dreaming for a cure to a sickness felt all-too deep.

His clothing is functional, with a practical overcoat on top. Underneath Raignik wears a sturdy cloth in compliment with his leathers. Scarves are wrapped around his right forearm with a flash of red at his wrist. He travels light with a small pouch (a bag of holding) often kept tucked safely inside his traveling coat, and his Scimitar constantly at his hip and his hand often absently tucked underneath his coat resting on it's worn pommel.

Combat::

+1 Scimitar (one-handed, P/S)
-Mainhand: +11, 1d6+6, crit 18-20/x2
-Mainhand Keen'd +11 1d6+6, crit 16-20/x2

Spellstrike (Shocking Grasp): +11, 1d6+6 + 8d6 (9d6 if Intensified) 16-20/x2

Spell Combat: +9, 1d6+6, Crit 16-20
Touch spell: +9 (Concentration check -2)

MW Dagger (Light, P/S, Range 10')
-Mainhand: +11, 1d4+0, crit 19-20/x2


Traits::

Dawnflower: +2 Fire damage on critical with scimitar. (not multiplied)
Magical Lineage Shocking Grasp is treated as 1 level lower when applying metamagic feats.

Feats::

Armor & Shield Proficiency: Light and Medium Armor
Simple & Martial Weapon Proficiency.

Weapon Finesse: Use your Dexterity to hit.
Dervish Dance: Use your DEX for attack and damage when wielding a scimitar in one hand.
Intensified Spell: add 5 dice to the maximum damage dice of a spell.
Arcane Reach:
Combat Casting: +4 to Concentration check.

Special Abilities::

Spellstrike (Su): At 2nd level, whenever a magus casts
a spell with a range of “touch” from the magus spell
list, he can deliver the spell through any weapon he is
wielding as part of a melee attack. If successful, this
melee attack deals its normal damage as well as the
effects of the spell. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.

Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons effectively at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty. He can also cast any spell with a casting time of 1 standard action from the magus spell list. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Int bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but he cannot cast the spell between weapon attacks if he has more than one attack. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.

Magus Arcana (2)
Arcane Accuracy (Su): A magus with this magus arcana
can expend 1 point from his arcane pool as a swift action
to grant himself an insight bonus equal to his Intelligence
bonus on all attack rolls until the end of his turn.

Empowered Magic (Su): A magus with this magus arcana can cast one spell per day as if it were modified by the Empower Spell metamagic feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.

Arcane Pool: 1/2 Magus Level + Int Mod = 6
Can be used in Arcane Accuracy, or to Upgrade weapon with an enhancement bonus, starting at 1st level, and then an additional +1 for every four levels therafter. (maximum of a +5 at 17) enhancement, including the following: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed or vorpal.

Pool Spell (Su): At 4th level, the magus can cast any magus spell he knows by expending a number of points form his arcane pool equal to the spell's level.

Medium Armor (Ex)

At 7th level, a magus is proficient with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Skills::

Climb +8 (+0 Str, +5 ranks +3CS)
Fly +10 (+5 Dex, +2ranks +3 CS)
Kn: Arcana +13 (+3 Int +7 Ranks, +3 CS
Kn: Planes +11 (+4 ranks, +3 Int, +3 CS)
Perception +8 (+5 ranks, +1 Wis +2 Half-Elf)
Perform: Dance +2 (+2 ranks)
Ride +11 (+3 ranks, +3 CS, +5 Dex)
Spellcraft: 9 (3ranks +3Int +3CS)
Survival +2 (1 ranks +1 Wis)
Swim +4 ( +1ranks, +3CS)
UMD +4 (+1rank +3CS)


Gear::

+2 Studded Leather, 20#
+1 Scimitar
Headband of Vast Intelligence +2
Belt of Mighty Constitution +2

Mercenaries' Outfit, --
MW Dagger, 1#
Signal Whistle
Wineskin x2, 4#
Bag of Holding Type 1, 15#
-Blanket,Winter 5#
-Bedroll, 5#
-Caltrops --
-Bell
-Potion (Cure Mod CL 10) x8, --
-Trail Rations x7, --
-Chain (10')
-Silk Rope (50'), --
-Twine (50'), --
-Ink Pen
-Ink
-Parchment (10 Sheets)
-Whetstone
-Spell component pouch
-Skeleton Key,
-Block and Tackle
-Fishing Hook
-Grappling Hook
-Hammock

Total Weight: 40#
Light: 33#, Medium 34-66#, Heavy 67-100#

Backstory:

Raignik Al-N’Gaseer was born to a human mother in a traveling trader’s caravan. He grew up with a gypsy’s life, always moving from place to place, life for Raignik was transient. He was taught to love freedom and the warmth of an open heart. This all lasted until he was 16.

Fast forward ten years and Raignik has joined the military. Beginning as a foot soldier, Raignik worked his way up, finally gaining the proper attention of the Imperium. They acknowledged his special gift for sensing magic and using it for martial purposes against enemies. While never entirely trusting Raignik, the imperium attached him to a unit led by one of their foremost magic hunters: Marcy "Lucky" Lull. Raignik kept his distance at first, but something of Marcy’s behavior in the taverns reminded him of older times when life was less violent, and less constrained. He got to know the man somewhat well, (as much as a soldier could know his commanding officer). It was however not a partnership fated to last.

After serving with and under Marcy for nearly 5 years Raignik received transfer orders. He had earned a ‘promotion’ although the term was a bitter one. The Imperium was cycling him out of their main enforcement branch into a more private division. Raignik was no longer a soldier but now an Agent of the Imperium, he was the head of a small unit of Imperium agents who were well-versed in magical arts.

The true nature of his new assignment was no longer to arrest those in violation of the laws, but to kill those who have been deemed too dangerous to let live.

To this day Raignik won’t discuss what changed him from a freedom loving caravan rider to a cold calculated soldier. But rumor has it amongst his men that bandits attacked his caravan, driving him to survive on his own for years…Darker rumors suggest he had inadvertently been the cause of the destruction of the gypsy caravan. Whatever the case may be, Raignik will not discuss it.

Fast forward a number of years and Raignik and his team had become quite adept at slaying their targets. However something bothered Raignik… As his small squad of men died off one by one, slowly being replaced by fresh blood Raignik began to suspect that his squad too (known as the Witch-Hunters) had been determined ‘too dangerous to live’ by the Imperium.

The assignments grew darker and darker, sometimes Raignik would be facing off a powerful wizard, and other times they would enter a seemingly normal household with instructions to slay an entire family. Over the course of these duties Raignik suffered the worst of his injuries, most notably the horrific burns surrounding his upper body and neck.

The work turned more and more sour and Raignik had to fight to keep the shame and sick from showing on his face.
One fateful day word reached Raignik of his old CO Marcy’s retirement. He also heard that the ‘arrests’ that were supposed to take place didn’t happen without a hitch, and that the criminals had been slain to the man.

Raignik chose that day to leave the Imperium and his title as Agent behind. He slipped away one night from their barracks, never intending to return. It was likely he would be named a deserter and would be wanted for trial…or worse.
But Raignik had enough of this darkness. He took up the mantle of a mercenary and went in search of an old familiar face…

Spells Prepared:

0-Level
Dancing Lights
Spark
Detect Magic
Prestidigitation
Mage Hand
Acid Splash

1-Level (5)
Shocking Grasp (x4)
True Strike

2-Level (4)
Invisibility
Flaming Sphere
Spider Climb
Web

3-Level (2)
Fly
Haste