Aurin "Fuzzball" Fireblossom

An Aurin Magic User and Crazed Alchemist.


Name: Aurin Fireblossom
Player: Talon

A perky and some what scrappy looking humanoid of indeterminate gender, with rather wild hair and a perky set of ears that are rather lapine like. The hair is a soft charcoal looking black fading a bit to a mid tone gray at its tips, large expressive eyes beset its face. Delicate features that are almost elven, grace its face, while its body is slender and lithe.

Class: Bard (Lore) 3/Wizard (Lore Master) 9
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.

Age: 49
Size: Medium
Height: 5’ 7"
Weight: 133lbs
Eyes: Crystal Blue
Skin: Dark Ashen Blue
Hair: Black with ashen tips

Str: 12
Dex: 16
Con: 12
Int: 16
Wis: 13
Cha: 13

Hit Dice: 3D8+9D6
Hit Points: 61
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

Proficient Skills:
Acrobatics (Dex)
Arcana (Int) – Double Prof
Deception (Cha)
Engineering (Int)
History (Int) – Double Prof
Investigation (Int) – Double Prof
Nature (Int) – Double Prof
Perception (Wis)
Performance (Cha/Dex)
Persuasion (Cha)
Religion (Int) – Double Prof
Sleight of Hand (Dex)
Stealth (Dex) – Double Prof
Survival (Wis)

Racial Traits
Dark-vision: 60ft
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.

Class Traits
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.

Silver Pieces:
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
2x Dagger
Common Cloths
Studded Leather armor
A ironwood bracer inset with a Stone of Good Luck (+1 to ability checks and saves)
Component pouch
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
Bulls-eye Lantern
Hemp rope, 50ft
Hammer and x10 Pitons
Decanter of Endless Water (minor variant for sterile water)

Bandoleer of Holding:
A boxed belt to contain small clockwork mechanisms that move the apertures about with nudges and pushes to access the contents of various compartments. Leather wrapped metal boxes with brass fittings and small lines of silver and electrum inlayed into it.
Thirty (30) compartments in all there are ten compartments showing with two more hidden ones in each of them. Each can hold half a cubic foot of material or five pounds.
1) Alchemist’s Fire Flask, x5
1a) Acid Vial, x5
1b) Smoke-stick, x10
2) Thunder-stone, x9
2a) Smoke-stick, x10
3) Sterilizing Agents
3a) Potions of Healing
3b) Healing Salves
4) Replacement mask filters x3
4a) Alchemist Tools (batch 1)
4b) Alchemist Tools (batch 2)
5) Clockwork/Mechanist Tools
5a) Thieves Tools, Disguise Kit
5b) Herbalist Kit
6) Map and Scroll case x5
6a) 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.
6b) Small Mirror, Candles x4, Sealing Wax, Bottles of Ink, Quills
7) Bag of Ball Bearings (5000)
7a) Tinderbox, Tinder-twigs x20
7b) Flask of Oil, x5
8) Waterskin
8a) Rations x2
8b) Rations x2
9) String, 50ft
9a) Slow match fuse 10ft, Clockwork Triggers
9b) Supression Gas; a mixture of stone dust, bleak morning, and thunder stone shards. Constitution saves once per round, and after one minute once per minute (representing serious damage) DC 38 to start, and reducing by one each roll, to clear their vision. Remove Poison or any restoration spell will undo the effects.
10) Vial of perfume (white plum), Bar of soap (jasmine and sandalwood)
10a) Rope Ladder 25ft
10b) 50ft Silk Rope

Spell Slots: 4×1st 3×2nd 3×3rd 3×4th 2×5th 1×6th

Bard Spell-casting: Charisma; Save (8 + Prof 4 + Cha 1) DC 13; Attack +5
Cantrips: Mending, Mage Hand

Known Spells:
1st: Cure Wounds, Disguise Self, Feather Fall, Sleep
2nd: Silence, Lesser Restoration

Wizard Spell-casting: Intelligence; Save DC (8 + Prof 4 + Int 3) 15; Attack +7
Cantrips: Acid Splash, Fire Bolt, Poison Spray, Ray of Frost, Shocking Touch
Non-Combat Cantrips: Control Flames, Light, Mold earth, Prestidigitation, Shape Water, Condense Fumes, Move Gas

Known Spells:
1st: Alarm r, Comprehend Languages r, Detect Magic r, Find Familiar r, Identify r, Illusory Script r, Tenser’s Floating Disk r, Unseen Servant r, Wage Magery
2nd: Alter Self, Arcane Lock, Enlarge/Reduce, Gentle Repose r, Knock, Locate Object, Misty Step, Rope Trick, Shatter, Spider Climb, Suggestion
3rd: Counter Spell, Dispel Magic, Fireball, Fly, Gaseous Form, Glyph of Warding, Leomund’s Tiny Hut r, Lightning Bolt, Phantom Steed r, Remove Curse, Sending, Tongues, Water Breathing r
4th: Arcane Eye, Banishment, Dimension Door, Fabricate, Greater Invisibility, Stone Shape
5th: Wall of Stone, Rary’s Telepathic Bond

Prepared Cantrips (4): Fire Bolt, Move Gas, Shape Water, Presdigitation Prepared Spells (Int3+Wiz10=13): Detect Magic, Dimension Door, Counter Spell, Fireball, Invisibility, Misty Step, Rope Trick, Shatter, Spider Climb, Sending, Tongues, Wage Magery, Wall of Stone

Alchemical Casting:
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.

Filtration Mana Carving:
Grants Advantage on saving throws against Warp spells and effects.
A failed save against a spell or magic effect grants one spell point as per Sorcerer, but can only be spent for additional spell slots.

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.

Access the Archives
Casting Time: 1 action
Range: Self
Component: S, V
Duration: 1 minute

You extend your awareness into a variety of archives, users of this spell usually believe it is the libraries of deities or maybe just the collective conciousness of souls or such. In any case, the next knowledge check you start within one minute gains advantage on the check, even if the time it takes for the research is longer as long as it is continious with only small breaks. When enacted as a ritual, this spell takes 1 hour to complete instead of the normal 10 minutes.

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.

Aurin "Fuzzball" Fireblossom

Crucible: The Wartorn World avengingkitsune