About Loriel Cherenkov
Loriel Cherenkov, Half-elven Wizard
Archetype: Spellslinger
Alignment: Neutral Good
Deity: Pharasma
Languages: Common, Elven, Sylvan, Celestial, Draconic, Infernal
Homeland: Brevoy
Abilities: Strength 10/+0, Dexterity 14/+2, Constitution 14/+2, Intelligence 18/+4, Wisdom 10/+0, Charisma 10/+0
Defenses: Fortitude +2, Reflex +2, Will +2
Armour Class: 12, Touch 12, Flat-footed 10
Initiative: +4
Hit Points: 8
Speed: 30ft
BAB: +0
CMB: +0
CMD: 12
Skills
Appraise 1 (+8)
Fly 1 (+6)
Knowledge (Arcana) 1 (+8)
Knowledge (Planes) 1 (+8)
Linguistics 1 (+8)
Profession (Gunsmithing) 1 (+4)
Spellcraft 1 (+8)
Feats: Exotic Weapons Proficiency (Firearms), Gunsmithing, Skill Focus (Spellcraft), Amateur Gunslinger (Quick Clear), Alertness
Special Abilities: Gunsmith, Arcane Gun (Pistol x 2), Mage Bullets, School of the Gun (Illusion, Divination, Transmutation, Necromancy), Low-light Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multi-talented (Wizard, Bard), Wizard Weapon and Armour Proficiency
Traits: Elven Reflexes, Pioneer (Handle Animal)
Gear: Pistol, Spellbook, Dagger, Horse, Backpack, Bedroll, Winter Blanket, Crowbar, Flint and Steel, Common Lamp, Spell Component Pouch, 100ft Hemp Rope, Tent, Bit and Briddle, Saddlebags, Cold-weather Outfit, Gunsmith’s Kit
Money: 16gp 3sp
Known Spells: Detect Magic, Read Magic, Abundant Ammunition, Fabricate Bullets, Ray of Frost,
Magic Missile, Mage Armour, Charm Person
Spells Per Day: 0-3, 1st-2
Weapon – Dagger
Attack Bonus: +0
Critical: 19-20/x2
Type: P or S
Range: 10ft.
Ammunition: --
Damage: 1d4
Weapon – Pistol
Attack Bonus: +2
Critical: x4
Type: B and P
Range: 20ft.
Ammunition: 1
Damage: 1d8
Backstory
Loriel was born to a human father and elven mother in a small town near Port Ice. Her childhood was relatively happy in the small community growing up in an area that traditionally isn’t biased against people with elven blood. During her teenage years she developed a fascination with magic, alchemy and the new weapons she’d heard rumours about. These three schools combined and began to fuse as she was tutored by her father in the arcane arts hiding her interest in alchemy and weapons technology from her father fearing he wouldn’t understand her fascination.
During an experiment in which she tried to fuse arcana and black powder, however, an accident occurred and she blew apart both her father’s lab and, tragically, her father. Distraught and unable to face the guilt of her father’s death or her mother, Loriel fled south until she found an abandoned cabin near the border of Brevoy and the River Lands. For a time she abandoned her arcane and alchemical pursuits but eventually her curiosity and intellectual drive drove her back to her earlier experiments. Eventually her fusion of the arcane and technology began to show results but the money she’d brought with her when she’d fled her home to the north began to run dry.
Now she has begun doing some minor work in Restov to fund further experimentation on the fusion of the arcane and technology.
Hook One
Her mother has been looking for her since she fled after the accident that killed her father.
Hook Two
A guild of alchemists and wizards in Restov have begun to grow jealous of Loriel’s experimental results and are now looking to obtain her research notes (held in her spellbook).
Reason she can’t return home
She is still too ashamed of her first experiments killing her father to return to her home town or mother.