Crucible: The Wartorn World
Aurin "Fuzzball" Fireblossom
An Aurin Magic User and Crazed Alchemist.
Name: Aurin Fireblossom
Class: Bard (Lore) 2/Wizard (Lore Master) 11
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: 2D8+11D6
Hit Points: 64
Armor Class: Studded Leather 12 + Dex 3 = 15 AC
Attack (Melee/Str): Prof 5 + Str 1 = 6
Attack (Range/Dex): Prof 5 + Dex 3 = 8
Proficiency Bonus: +5
Weapon/Armor Proficiency: Light Armor, Simple Weapons, Hand Crossbows, Long-sword, Short sword, Rapier, Short bow, Longbow.
Tool Proficiency: Alchemy Tools, Mason’s Tools, Tinker’s Tools, Herbalist Kit, Poisoner Kit, Thieves Tools, Disguise Kit, Violin, Flute/Recorder, Drums
When creating a mixture, you can double the essence of the first common ingredient you use.
The maximum DC check when you are creating a mixture will not exceed 15.
You have advantage on Intelligence (Nature) checks made to gather plants and herbs for alchemy.
The time you use to gather plants and herbs for alchemy is halved.
Proficient Saves: Dexterity, Charisma
Arcana (Int) – Double Prof
History (Int) – Double Prof
Nature (Int) – Double Prof
Religion (Int) – Double Prof
Sleight of Hand (Dex)
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.
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.
- Loaned out to Pria 1402gp (1500gp Loan)
Gold Pieces: 59
Silver Pieces: 17
Copper Pieces: 7
Various Trade-weight Gems:
- Trade Weight Agates x5; value 10gp each
- Trade Weight Gem x5; value 100gp each
- Trade Weight Emeralds x3; value 1,000gp each
- Trade Weight Diamond x5; value 5,000 each
- Church of Hades – Receipt for 30,000 Gold Towers
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
Mixture Containers x100
Hammer and x10 Pitons
Hemp rope, 50ft
Rope Ladder 25ft
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, x4
1a) Acid Vial, x5
2) 10x Incendiary Bombs – 15ft Radius, Dex or take 3d6 Fire damage, sticky gel burns for 1d4 rounds or action is spent to remove it.
2a) 10x Slippery Static Bomb – 15ft radius, Dex or take 3d6 Lightning, Area is slippery for 1 minute (Dex or Fall Prone)
2b) 10x Shine Dust – 15ft radius, Dex or take 3d6 Radiant Damage, repeat for 1d4 turns or until action is spent to shake it off.
3) Sterilizing Agents
3a) 5x Potions of Healing 2d4+2
3b) 2x Potions of Piercing Resist (1min)
4) Replacement mask filters x3
4a) 2x Breath Without Air potions (10min)
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, x4
8a) Rations x2
8b) Rations x2
9) String, 50ft
9a) Slow match fuse 10ft, Clockwork Triggers
9b) Thunder-stone, x9, Smoke-stick, x10
10) Decanter of Endless Water (minor variant for sterile water)
10a) Vial of perfume (white plum), Bar of soap (jasmine and sandalwood)
10b) 50ft Silk Rope
Bard Spell-casting: Charisma; Save (8 + Prof 5 + Cha 1) DC 14; Attack +6
Cantrips: Mending, Mage Hand
1st: Cure Wounds, Detect Magic, Disguise Self, Feather Fall, Sleep
Wizard Spell-casting: Intelligence; Save DC (8 + Prof 5 + Int 3) 16; Attack +8
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
1st: Accessing the Archives r, 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, Detect Thoughts, Enlarge/Reduce, Gentle Repose r, Knock, Locate Object, Misty Step, Rope Trick, Shatter, Spider Climb, Suggestion,
3rd: Animate Dead, Counter Spell, Dispel Magic, Fireball, Fly, Gaseous Form, Glyph of Warding, Leomund’s Tiny Hut r, Lightning Bolt, Melf’s Minute Meteors, Non-Detection, Phantom Steed r, Remove Curse, Sending, Tongues, Water Breathing r,
4th: Arcane Eye, Banishment, Control Water, Dimension Door, Evard’s Black Tentacles, Fabricate, Fire Shield, Greater Invisibility, Leomund’s Secret Chest, Locate Creature, Otiluke’s Resilient Sphere, Polymorph, Stone Shape, Watery Sphere,
5th: Animate Object, Bigby’s Hand, Conjure Elemental, Control Winds, Hold Monster, Legend Lore, Modify Memory, Passwall, Rary’s Telepathic Bond, Scrying, Geas, Teleportation Circle, Transmute Rock, Wall of Force, Wall of Stone,
6th: Arcane Gate, Chain Lightning, Disintegrate, True Seeing
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 (dismissable)
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
Component: S, V
Duration: 1 minute
Quest (As Geas but 1 year duration)Collected Herbal Reagents:
Blue Herb (water) 96
Drojos Ivy (Earth) 100
Ellond Scrub (Fire) 84
Mandrake Root (Air) 111
Twilight Wormwood (Dark) 93
Ucre Bramble (Light) 104
Abyss Flower (Earth) (Dark) 10
Aniseed Sap (Water) (Earth) 34
Ash Chives (Air) (Fire) 34
Blood Herb (Water) (Dark) 42
Dried Ephedra (Fire) (Earth) 8
Frenn Moss (Air) (Dark) 19
White Poppy (Air) (Light) 18
Ecire Laurel (Light) (Light) 4
Kreet Paste (Water) (water) 26
Kasuni Juice (Earth) (Earth) 5
Lunar Nectar (Dark) (Dark) 11
Thunderleaf (Air) (Air) 14
Angel Flower (Air) (Light) (Light) 13
Blackleaf Rose (Fire) (Dark) (Dark) 6
Chromatic Mud (Water) (Water) (Air) 9
Dragontongue Petals (Fire) (Fire) (Air) 19
Ebruim Fungus (Earth) (Earth) (Dark) 12
Spineflower Berries (Water) (Earth) (Earth) 19
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.