Crucible: The Wartorn World
Aurin "Fuzzball" Fireblossom
An Aurin Magic User and Crazed Alchemist.
Name: Aurin Fireblossom
Class: Bard (Lore) 3/Wizard (Lore Master) 8
Race: Aurin (Wood Elf Stats)
Alignment: Chaotic Neutral
Languages: Common, Aurin/Elvish, Primordial
Background: Natural Explorer
- If traveling alone, you can move stealthily at a normal pace between encounters.
- If traveling with a group, difficult terrain from non-magical effects are automatically avoided on paths as you scout ahead.
Height: 5’ 7"
Eyes: Crystal Blue
Skin: Dark Ashen Blue
Hair: Black with ashen tips
Hit Dice: 3D8+8D6
Hit Points: 56
Armor Class: Studded Leather 12 + Dex 3 = 15 AC
Attack (Melee/Str): Prof 4 + Str 1 = 5
Attack (Range/Dex): Prof 4 + Dex 3 = 7
Proficiency Bonus: +4
Weapon/Armor Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longsword, Short sword, Rapier, Short bow, Longbow.
Tool Proficiencies: Alchemy Tools, Clockwork/Mechanics Tools, Herbalist Kit, Thieves Tools, Disguise Kit, Violin, Flute/Recorder, Drums
Feats: Wizard 4 – Skilled, Wizard 8 – Skilled
Proficient Saves: Dexterity, Charisma
Arcana (Int) – Double Prof
History (Int) – Double Prof
Investigation (Int) – Double Prof
Nature (Int) – Double Prof
Religion (Int) – Double Prof
Sleight of Hand (Dex)
Stealth (Dex) – Double Prof
Keen Senses: Proficiency in Perception.
Fey Ancestry: Advantage against charm, cannot be put to sleep by magic.
Trance: Does not sleep, instead meditates 4 hours a day deeply.
Fleet of Foot: Base walking speed is 35ft.
Bardic Inspiration (1d6)
Jack of All Trades: Add one half proficiency bonus (rounded down) to any ability check that does not already include your proficiency bonus.
Song of Rest: If self or any friendly creatures hear a performance during a short rest, each of those creatures regains an extra 1d6 hit points.
Expertise: Investigation and Stealth have proficiency bonus doubled for any ability check made that uses them.
Cutting Words: Can interrupt a creature within 60ft that is making an attack roll, ability check, or a damage roll; can use a reaction to expand a Bardic Inspiration use rolling the Bardic Inspiration die and subtracting that from the creature’s roll. This feature can be used after the roll, but before the result. Does not work on creatures that cannot hear you, or is immune to being charmed.
Arcane Recovery: Once per long rest, when you take a short rest you can expanded spell slots equal in total level value equal to half your wizard level (rounded up).
Lore Master: Double proficiency bonus on Arcana, History, Nature, and Religion.
Spell Secrets pt1: When you cast a spell with a spell slot dealing acid, cold, fire, lightning, necrotic, radiant, or thunder damage; you can substitute that damage type with another of that list, you can only change one damage per spell cast).
Spell Secrets pt2: When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw to another ability score of your choice.
Alchemical Casting: Special Effects when using additional spell slots in the casting of a spell.
Prodigious Casting: As a bonus action, can replace one prepared spell with another from your spell-book once per short or long rest.
Gold Pieces: 6
Silver Pieces: 17
Copper Pieces: 7
Various Trade-weight Gems:
- Trade Weight Agates x5; value 10gp each
- Trade Weight Gem x7; value 100gp each
- Trade Weight Emeralds x2; value 1,000gp each
- Trade Weight Diamond x1; value 5,000 each
- Church of Hades – Receipt for 50,000 Gold Towers (30,000 is budgeted for abode construction)
Hair beads and a few feathers
Studded Leather armor
A ironwood bracer inset with a Stone of Good Luck (+1 to ability checks and saves)
Arcane Focus, Resonant Crystal Pendant
Filtration Scarf +1 vs airborne (available for tug up use).
Alchemical Ninja gas-mask (Advantage against airborne, replace filters after ‘nasty’ attack)
..Handbag of Holding:
A set of fine clothes
A set of adventurer clothes
Vial of perfume, white plum
Bar of soap, jasmine and sandalwood
Map and scroll case, x2 w/sheets of paper
Bottles of ink and quills
Flask of Oil, x4
Hemp rope, 50ft
Silk rope, 5ft
Bag of Ball Bearings (1000)
Hammer and x10 Pitons
Tinderbox plus x20 Tinder-twigs
Slow match fuse, 10ft
Rations (days worth), x5
Decanter of Endless Water (minor variant for sterile water)
Alchemist’s Fire Flask, x5
Acid Vial, x10
Several bottle of liquid pain
Potions of Healing
Replacement mask filters x3
Enchanted Elven Writing Kit; this beautiful writing kit is crafted of an exotic hardwood that repels water without any oiliness to its surface, not to mention the contents of its documents. The enchantments upon it allow it to scribe documents from copying or dictation when supplied with quills and ink for the task.
Spell Slots per Day: 1st x4; 2nd x3; 3rd x3; 4th x3; 5th x2
Bard Spell-casting: Charisma; Save (8 + Prof 4 + Cha 1) DC 13; Attack +5
Cantrips: Mending, Mage Hand
1st: Cure Wounds, Disguise Self, Feather Fall, Sleep
2nd: Invisibility, Lesser Restoration
Wizard Spell-casting: Intelligence; Save DC (8 + Prof 4 + Int 3) 15; Attack +7
Cantrips: Acid Splash, Fire Bolt, Poison Spray
Non-Combat Cantrips: Mold earth, Prestidigitation, Shape Water, Condense Fumes, Move Gas
1st: Alarm, Comprehend Languages, Detect Magic, Find Familiar, Identify, Illusory Script, Tenser’s Floating Disk, Unseen Servant, Wage Magery
2nd: Misty Step, Rope Trick, Shatter, Spider Climb
3rd: Dispel Magic, Fireball, Leomund’s Tiny Hut, Remove Curse, Sending, Tongues, Water Breathing
4th: Dimension Door, Fabricate, Stone Shape
An additional 1st level spell slot, increase the damage against every target by 2d10 force damage; if the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
An additional 2nd level spell slot, if the spell’s range is at least 30 feet, it becomes 1 mile.
An additional 3rd level spell slot, increase the spell’s save DC by 2.
Wage Magery (Universal)
Duration: 1 hour (dismissible)
Can swap Cantrips for Non-Combat ones for 1 hour, cantrips revert upon end of duration or dismissal.
Aurin Fireblossom has had a multitude of names in past lives, but each of them usually inherits the penchant for the uses of volatile mixtures and chemicals. The most recent incarnation woke up to a world with magic returning and faint memories of it having bled out of the world after the Races of Destiny worked hard to purge the world of magical dangers to the point of becoming so obsessed about destroying magic as a danger that they removed it from the world, almost.
While knowing very little about the gods and outsiders disconnections from the prime material plane, Aurin became a saboteur given that the uses and methods of making money with unstable explosives and dangerous chemicals are rather few in number.
After a few years of jumping from job to job, shi wound up competing with another team on a contract which the other team’s contract paid the same on a per person basis and to thwart the cheapskate trying to use hir as a way to cut costs either in success or just taking out a few competitors Aurin joined the team anyway. The team at first simply refered to hir as ‘Aurin’ from the species name, which Aurin adopted along with what seemed like a suitable second name to fit in. Of course, after a bit longer ‘fuzzy’ just kinda stuck as a nickname due to being a rare fey with furry bits.
Now with the rest of hir team missing, Aurin has fallen into the employ of the Academy working in Seal Team Six to prevent the unleashing of an End of Times event.
Good luck Fireblossom, you will need it.