Jarl of the North Wind

Idrix Ashir's page

238 posts. Alias of Decimus Observet.


Full Name

Idrix Ashir

Race

| HP: 16/16 | AC: 12 (Mage Armour: 15) | His +1, Inv +1, Per -1, Stl +2, Srv -1 | Saves: Str +1, Dex +2, Con +5*, Int +1, Wis -1, Cha +5* | Init: +2 | Passive Perception 9, Darkvision 60ft.

Classes/Levels

| Speed 30ft | Inspiration: 0 | Hit Dice: 1 / 1d6 | Spell Slots: 1st 0/3 | Active conditions: Mage Armour (8 hours)

Gender

Male CN Fire Genasi Sorcerer 2 (pyromancer)

Size

Medium, 5' 8"

Age

21

Alignment

Chaotic Neutral

Languages

Common, Primordial

Occupation

Bounty Hunter

Strength 13
Dexterity 14
Constitution 17
Intelligence 12
Wisdom 8
Charisma 16

About Idrix Ashir

Illix Ashir
Male Fire Genasi Sorcerer (pyromancer) 2
Chaotic Neutral
Height: 5' 8", Weight: 210lbs, Age 21
Init +2; Passive Perception 9
XP: 350/900
Inspiration: 0
--------------------
DEFENSE
--------------------
Armor: Unarmoured (10 +2 Dex)
AC: 12
HP: 16 (1d6 + 3 Con per level)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Dagger

Ranged
Light crossbow

--------------------
STATISTICS
--------------------
Str 13 (+1), Dex 14 (+2), Con 17 (+3), Int 12 (+1), Wis 8 (-1), Cha 16 (+3)

Skills: Acrobatics +2, Animal Handling -1, *Arcana +3, Athletics +1, Deception +3, History +1, *Insight +1, *Intimidate +5, Investigation +1, Medicine -1, Nature +1, Perception -1, Performance +3, *Persuasion +5, Religion +1, Sleight of Hand +2, Stealth +2, Survival -1

Languages: Common, Primordial

Gear: A light crossbow and 20 bolts, arcane focus, Explorer's Pack, 2 daggers, set of rugged clothing, a set of fine clothing.

Rations: 9

Coin: 0 PP, 5 GP, 0 EP, 24 SP, 150 CP

2 potions of healing
Jade Statuette
5 oil

--------------------
PROFICIENCIES
--------------------
Proficiency Bonus +2

Armor: None.

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.

Tools: Dice set, Thieves' Tools

Saving Throws: Charisma, Constitution

Skills: Arcana, Intimidation from Sorcerer
Insight, Persuasion from Urban Bounty Hunter

-----------------------------
RACIAL TRAITS
-----------------------------
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance
You have resistance to fire damage.

Reach to the Blaze
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

-----------------------------
CLASS FEATURES
-----------------------------
Spellcasting

You cast Sorcerer Spells. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips Known:
Produce Flame (Fire Genasi)

Control Flames (XGtE)
Create Bonfire (EE)
Fire Bolt
Prestidigitation

Spells Known:

Level 1 3/3
Burning Hands
Chromatic Orb
Mage Armour

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Charisma modifier.

Spell attack modifier = Your proficiency bonus + Charisma modifier.

Spellcasting Focus

You can use an arcane focus (found here) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin: Pyromancer

Your innate magic manifests in fire. You are your fire, and your
fire is you.

Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or
higher that deals fire damage, fiery magic erupts from you. This
eruption causes creatures of your choice that you can see within
10 feet of you to take fire damage equal to half your sorcerer level
(minimum of 1).

Font of Magic
At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.
Sorcery Points

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Fire in the Veins
At 6th level, you gain resistance to fire damage. In addition, spells
you cast ignore resistance to fire damage.

Pyromancer’s Fury
Starting at 14th level, when you are hit by a melee attack, you can
use your reaction to deal fire damage to the attacker. The damage
equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul
At 18th level, you gain immunity to fire damage. In addition, any
spell or effect you create ignores resistance to fire damage and
treats immunity to fire damage as resistance to fire damage.
-----------------------------
FEATS
-----------------------------
None.

----------------------
BACKGROUND - Urban Bounty Hunter
----------------------
Overview

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerun's great metropolises, such as Waterdeep, Baldur's Gate, or a less populous location, perhaps Luskan or Yartar - any place that's large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth.
Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools.
Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp.

Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Personality Trait: The best way to get me to do something is to tell me I can't do it.

Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: I will become the greatest bounty hunter that ever lived.

Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Appearance:

Idrix is a broad, fit man if not exceptionally tall. His head is bald but his ruddy, near-crimson skin has a bright orange-red beard with tiny flames flickering through it haphazardly. His bright red irises lie above a mouth used to smiling and laughing. His clothing is a strange mix of dull-brown heat-resistant cloth and flamboyant streaks of reds, oranges and yellows.

Personality:

Idrix is very outgoing and energetic. He can be incredibly charming or fearsome as the mood and situation take him. Subtlety is not his strong point, nor is patience.

Background:

Idrix is a native of Waterdeep, born to a line that can trace their roots back to the days of genie rule in Calimshan and the subsequent scattering. Very early on, he realised the power of his blood was his to command, if only his will was strong enough. He realised shortly after that he would need an outlet for his boundless energy and ambition. He chose to battle criminals head-on, burning their establishments to the ground, blasting them with fire, or chasing them through the streets. He cheerfully took on bounties that investigators or city guard would not touch, heedless of personal risk. He has worked with others, so long as they understand that his way is the way of flame, burning all that stands before him without pause or reflection.

Botting Instructions (short):

By default, Idrix will not shy from a fight.

He will default to chucking Fire Bolt cantrips at enemies.

If he's wounded, he'll focus on the enemy who last wounded him, using his highest level spell slots to blast them. He won't deliberately toast his allies. After all, that would look bad.

e.g. At level one, he'd retaliate against such an enemy with Burning Hands.