Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)
OORIN CR 2
Male Gnome Wizard 3
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +2
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
Fort +3, Ref +3, Will +3
Defensive Abilities Defensive Training; Resist fire 5
Spd 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Special Attacks Fire Jet (1d6) (6/day) (DC 13)
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
-Cantrips: All but water (Drench, Ray of Frost)
1st level: Alarm, Burning Hands (DC 14), Unseen Servant, Mage Armor (DC 14), Burning Disarm (DC 14), Hold Portal, Stumble Gap, True Strike
@nd level: Pilfering Hand, Scorching Ray
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 12
Base Atk +1; CMB -1; CMD 11
Feats Combat Casting, Scribe Scroll, Wizard Weapon Proficiencies
Traits Elemental Pupil: Fire, Making Good on Promises, Mathematical Prodigy: Knowledge (Arcana)
Skills Acrobatics +2, Appraise +7, Climb -1, Craft (Stonemasonry) +7, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +4, Heal +0, Intimidate +1, Knowledge (Arcana) +8, Knowledge: Engineering +9, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics +9, Perception +2, *Profession (Architect) +6, Ride +2, Sense Motive +0, Spellcraft +9, Stealth +6, Swim -1
Languages Common, Draconic, Elven, Giant, Gnome, Orc, Sylvan, Ignan, Necril, Goblin, Infernal
SQ Bonded Object: Ring (1/day) (Sp), Fire Supremacy (Fire damage 1), Hatred, Water
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Alchemist's Fire Flask, Artisan's tools: Craft (Stonemasonry), Backpack (1 @ 1.25 lbs), Bedroll, Blanket, Case, map or scroll (empty), Flint and steel, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (2), Pouch, belt (4 @ 1.1 lbs), Rations, trail (per day) (6), Ring, Sunrod (2), Waterskin
*This is Oorin's Obsession
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Elemental Pupil: Fire +1 dam when cast damaging spells of chosen element.
Fire Jet (1d6) (6/day) (DC 13) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Making Good on Promises At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipa
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire
You must spend 2 slots to cast spells from the Water school.
Backstory: Born and raised in Qadira, he has no memory of his parents since, as with most Gnomes, they weren't married and he was raised by his community. His gift for fire magic was noted early on and he was able to gain entry into one of the magical universities in Katheer. The study of fire seemed to match his natural exuberance but that exuberance was sharply curtailed when he witnessed a Bleaching first-hand. When his initial studies were concluded he found himself bored with academic life. He began a string of romantic dalliances that went to far and involved the wrong people. Fleeing, he stowed away on board a ship where the good Professor found him but did not turn him in. They had many conversations on the nature of magic and architecture before they parted ways. He has since wandered the Inner Sea kingdoms, of which he had little knowledge, just for the thrill of experiencing.
Since he had never been outside of Qadira before, travelling the Inner Sea has been Oorin's life since fleeing. Oorin tends to be optimistic and fearless until confronted with something firsthand (as what happened with the Bleaching which he now dreads and is determined to never succumb to).
Oorin has an annoying habit of changing his name if he gets bored with the one he's using. If someone tries to call him by his full name, Oorincunathysin, he'll always insist that they're pronouncing it wrong. This is not his birth name, which he no longer remembers (this does not bother him in the least), just the name he is currently using.
He has never been to Ustalav before and this is likely as far north as he's ever been.
Progression: Stay as a wizard.
Personality: Friendly but with a deadpan sense of humor. He places too much trust in magic and is thus sometimes too impulsive in his decision making. He's optimistic and confidant and rarely expects the worst to happen. When it does though, his confidence vanishes rapidly. He's recently begun to wonder if the Bleaching isn't some sort of strange First World equivalency to becoming undead.
Religion: Not particularly religious outside of academic interest. What little devotion he shows is to the First World Eldest, Ng the Hooded.
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