Lamishal

Nurûsh's page

43 posts. Alias of Xunal.


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Male Human Sorcerer (deceased)

Might've had a better chance had I not been surrounded.
But, oh well.
At least he wend down fighting (sort of)! :o


Male Human Sorcerer (deceased)

I wish I had access to channels that showed rugby readily here. (sigh)

Games between the All Blacks and Le Bleu are usually entertaining!


Male Human Sorcerer (deceased)

More importantly, did you take in a Blue Bulls game at Loftus Versfeld in Pretoria? Or, even more importantly, a Springboks game? :o

(there's a teeny-weeny chance I might be partial to SA rugby, having been to the Republic once on holiday)


Male Human Sorcerer (deceased)

That puts me at -12; 2 hp from death's door
:o (struth!)


Male Human Sorcerer (deceased)

Round 3
Nurûrsh turns to slash at the woman who just hit him
scimitar: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 2 ⇒ (1) + 2 = 3


Male Human Sorcerer (deceased)

Sometimes it can be amusing.
I've got a bloodrager who can charge into battle come out without even having his hair mussed up.
And a sorcerer who seems to be the ambush sponge and keeps getting knocked out every time he turns around.


Male Human Sorcerer (deceased)

ouch!


Male Human Sorcerer (deceased)

@ DM_Smiles: Sorry about all that.
Out of town at my Mum's place and having a few problems with my laptop.
I missed the part about my being flanked.
I'll just redo my turn, then:

Round 2 (redone)
Nurûrsh stands his ground and tries to slash at the man flanking him with his scimitar
scimitar: 1d20 + 4 ⇒ (19) + 4 = 23
to confirm: 1d20 + 4 ⇒ (18) + 4 = 22 . . (mmmmmaybe)
damage: 1d6 + 2 ⇒ (2) + 2 = 4
extra damage, if confirmed: 1d6 + 2 ⇒ (6) + 2 = 8


Male Human Sorcerer (deceased)

Round 2
Nurûrsh looks at the guard that just got up and casts a spell on her:
« تیزاب سپلیش » . . "acid splash", in kellish
aicd splash: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d3 + 2 ⇒ (2) + 2 = 4
(combined arcana for extra damage)


Male Human Sorcerer (deceased)

The bluff covers a feint move, maybe (?)


Male Human Sorcerer (deceased)

Could be worse.
We're not paying for it!


Male Human Sorcerer (deceased)

Alight; how about we are all dressed to kill?
We probably are, actually.
Bit of a rough and tumble borough, this! :o


Male Human Sorcerer (deceased)

He's just dressed to kill. Literally!


Male Human Sorcerer (deceased)

Round 1
Nurûrsh looks at the guard that hit Adriala and casts a spell:
« اسيد د سبو په » . . "acid splash", in osiriani
aicd splash: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d3 + 2 ⇒ (1) + 2 = 3
(combined arcana for extra damage)


Male Human Sorcerer (deceased)

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6 . . meh!


Male Human Sorcerer (deceased)

@ DM_Smiles: I would have been standing in front of Adriala, so she would't think I was sneaking up on her.

perception: 1d20 + 5 ⇒ (15) + 5 = 20

The guards start a ruckus before Nurûrsh can answer Ardriala's questions.
"I wasn't looking for a stone, actually."
"But it sounds like we all have the same enemies."
,
as Nurûrsh points to the noisy guards.

After a pause, he decided to state the obvious to Adriala:
"Looks like a dust-up is about to happen."


Male Human Sorcerer (deceased)

I couldn't sign on when I was home yesterday


Male Human Sorcerer (deceased)

I couldn't sign on when I was home yesterday.
That might be the delay.


Male Human Sorcerer (deceased)

I might as well. I mean! What could possibly go wrong? :D

Nurûrsh will whisper to those at the table with him:
"I'll see if I can calm things down there."
"Although my expectations aren't high."

… and then gets up and approaches the tiefling (Adriala)

"Hello! My name is Nurûrsh. I believe we have some mutual interests."
"Not to cause a fuss, but some soldiers are in the crowd seem over interested in you."


Male Human Sorcerer (deceased)

@ DM_Smiles:
I hope I have my act together in game play.
Not enough coffee this morning!
That's my standard (kinda feeble) excuse.


Male Human Sorcerer (deceased)

@ DM_Smiles:
Sorry! I thought you were telling me I was at the table, not asking me.
My last post was based on sitting at the table, and not being near Adriala.
So I am sitting at the booth/table with Samias and Karla.


Male Human Sorcerer (deceased)

DM_Smiles wrote:
edit: Nurush are you at the tables or the booth as it was my understanding that the 2 with recognizable wanted posters are in the booth while Adriala was at the tables 10-25 ft away

Right, got it. Thanks.

--------------------

Nurûrsh whispers to the others at his table:
"I fear a scuffle is coming soon."
"The tiefling yonder certainly isn't shy!"

He then quickly pulls a wand out of a sheath in one of his sleeves and uses it to cast Mage Armour (Wand) on himself.


Male Human Sorcerer (deceased)

sense motive: 1d20 + 1 ⇒ (18) + 1 = 19 . . got it!

"Never mind that. What about those three?"
… Nurûrsh points out the three soldiers/goons who came in …
"They must be spoiling for a fight. Wearing armour and all."
"They seem interested in our tiefling acquaintance, here."


Male Human Sorcerer (deceased)

"I was told several other people have prices on their heads. Not just me."


Male Human Sorcerer (deceased)

Sorry I'm late!

In walks a well-groomed and armed fellow in hot weather kit.
Looks the part of a Kelish mercenary.
Although he has quality weapons, he wears no armour.

"Hello! This is an … interesting … place for meeting, I must say."
"This is where people unpopular with certain business interests should chat, yes?"

perception: 1d20 + 5 ⇒ (8) + 5 = 13 . . just in case


Male Human Sorcerer (deceased)

Checking in

All ready for the japes, larks and frolics that come with trying to get yourself killed.

Or something along those lines.


Hi Again!

Got my profile updated to include the backstory.

Hope it's a plausible one.

Let me know I should change anything.

Thanks.

Backstory:
Nurûrsh is originally from Katheer, the capital of Qadira. From a wealthy family, he grew not wanting for anything. He received a good education and quality martial training, and in a family devoted to the worship of Sarenrae. Although kindly, Nurûrsh is not as disciplined nor devout as the rest of his family.

While Nurûrsh is competent enough as a soldier, a potentially profitable career in the Satrapy's army did not appeal to Nurûrsh. He was far more interested in learning and travelling than covering himself with glory. Having the luxury of minor nobility behind him, he set off for a career of travel and exploration. It also helped that he had the backing of his elder sister, Khirrî, a respected and formidable member of Sarenrae's clergy.

He started with a trip to Sothis, in Osirion, where he was befriended by Nekau, a fellow restless minor noble. They shared a few profitable adventures together before parting ways. It was while he was travelling with Nekau that Nurûrsh discovered his own latent sorcerous talents. He knows some of his distant ancestors were sorcerous, and that probably explains is mixed potent earth-magics.

Largely based on reports of interesting ruins to explore in Sargava, Nurûrsh head out for that area. It took him quite a long time. He joined a variety of caravans and other groups to get there as safely as possible. Like much of the rest of the world, he was also blissfully ignorant of the Aspis stranglehold on power in Sargava.

Not surprisingly, Nurûrsh soon ran afoul of the Aspis-run authorities in the area. He was with a small band of travellers heading for Eledar when a group of toughs tried to capture them for breaking some unspecified laws. A pretext to capture foreigners in Sargava's hinterlands. Nurûrsh and his companions were not having any of that and fought back, driving off what they assumed were bandits in the rough. Nurûrsh took a leading role in driving off the Aspis slavers. Most of the slavers survived, but many of them sported some nasty scars courtesy of Nurûrsh's caustic magic powers.

Only when Nurûrsh reach Eledar, did he learn of the true scope of Aspis control in the old Chelish colony. And, much to his chagrin, he found out about a bounty being on his head for resisting “rightful authority”. Luckily, the description of him was not very good, or he probably would have been thrown in chains, or worse, in short order.

With a bit of luck, Nurûrsh soon found himself safely at the Guppy Eater tavern. As far as he knows, this is a good place to meet those wanting to throw off Aspis rule. He is at least hoping to find safety in numbers. With Sarenrae's blessing, maybe he can play a art in driving the Aspis Consortium out of Sargava.


@ happynslappy:

Hi! It's me, Xunal again.

I've got the number crunchy bits for my submission done.
I'm using an old unused alias.
Revamped, of course.

I just need to put together a back story. Should have that done tonight or tomorrow sometime.

Here's his stat block, if you want to give that a quick look.
Just to make sure I didn't include something you'd rather not have:

Nurûrsh's Stat Block:
Nurûrsh

Male human (Keleshite) fighter 1/sorcerer (crossblooded, wildblooded) 3 (Pathfinder RPG Ultimate Magic 69, 70)
CG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural)
hp 34 (4 HD; 3d6+1d10+12)
Fort +5, Ref +3, Will +4
Resist acid 5
--------------------
Offence
--------------------
Speed 30 ft.
Melee scimitar +4 (1d6+2/18-20) or
. . light mace +4 (1d6+2) or
. . brass knuckles +4 (1d3+2) or
. . dagger +4 (1d4+2/19-20)
Ranged dark thorn +6 (1d8+2/×3) (m.w. composite longbow, for +2 STR)
Sorcerer Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—elemental ray (1d6+1 acid)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—burning hands (bloodline energy type) (DC 15), gravity bow[APG], magic weapon
. . 0 (at will)—acid splash, detect magic, disrupt undead, light, mending, read magic, resistance
. . Bloodline Draconic, Primal
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Base Atk +2; CMB +4; CMD 17
Feats Eschew Materials, Iron Will, Spell Focus (evocation), Toughness, Weapon Focus (longbow)
Traits reactionary, trustworthy
Skills Appraise +6, Bluff +7 (+8 to fool others), Climb +6, Diplomacy +8, Handle Animal +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +6, Knowledge (planes) +7, Perception +5, Ride +6, Spellcraft +6, Survival +5, Use Magic Device +7; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (dungeoneering), +1 Knowledge (engineering), +1 Knowledge (planes)
Languages Common, Kelish, Osiriani, Polyglot
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), comprehensive education
Combat Gear wand of cure light wounds (25 charges), wand of mage armour (25 charges), acid (2), alchemist's fire, alkali flask[APG] (2); Other Gear dark shield[APG], arrows (20), brass knuckles[APG], dagger, dagger, dark thorn (+2 Str) with 20 arrows, light mace, scimitar, amulet of natural armour +1, ring of protection +1, bandoleer[UE], bedroll, belt pouch, everburning torch, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], pot, scroll case, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], 56 gp, 6 sp
--------------------
Tracked Resources
--------------------
Acid - 0/2
Alchemist's fire - 0/1
Alkali flask - 0/2
Arrows - 0/20
Arrows - 0/20
Dagger - 0/1
Dagger - 0/1
Elemental Ray (1d6+1 acid, 6/day) (Sp) - 0/6
Trail rations - 0/5
Wand of cure light wounds (25 charges) - 0/25
Wand of mage armour (25 charges) - 0/25
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skills from classes.
Elemental Ray (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Primal (Earth) +1 damage per die for [Acid] spells.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
--------------------

Build Notes:

Starting Stats: STR 14, DEX 14, CON 14, INT 13, WIS 10, CHA 17(15)

Physical Description
Human Male
Age, Height, and Weight: 18 years old, 5 ft.8 in. (173 cm), 170 lb. (77 kg)
Skin: Ruddy
Build: Average
Hair: Black
Eyes: Grey

Traits:
• Reactionary (combat) . . +2 to Initiative
• Trustworthy (social) . . +1 Bluff to fool someone and +1 Diplomacy, which is a class skill

Racial Traits (§ marks alternate racial traits):
• +2 to one ability score . . Charisma
• Bonus Feat . . an extra feat at first level
• Comprehensive Education § . . all kn skills are class skills, and +1 to class kn skills; replaces Skilled
⋯ ¤ . . from Inner Sea Races,

Additional:
• Level 1 Class: Fighter
• Favoured Class: Sorcerer
⋯ ¤ Favoured Class bonus: +1 level 0 spell per sor. levels 1 to 3
• The Cunning Plan is to become an Eldritch Knight, eventually

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Thanks!


Congratulations to those who made it!
Have fun!


"That's probably not too different from how I cam to be."
"But with an orc father instead of a gnoll."

… Nurûrsh muses aloud …

"Except I don't know many of the details."
"Mostly because my mother abandoned me to my fate when I was young."


Arian al-Okeno wrote:
I did some work backstage with the DM and Arian is back on the table.

Good, glad to hear it!

Now comes the waiting part. :O


Kind of pushing my luck for the deadline.
But here it goes with the final loose end thingies:

Background STUFF for
Nurûrsh Toglum
Race « Half-Orc »
Gender « Male »
Class « Sorcerer (crossblooded: Efreeti and Red Draconic bloodlines) »
Nurûrsh Image (or as close as I could find)

Loyalties & Drawback:
1. Curiosity: Nurûrsh is driven by curiosity of the world around him. Having been raised as a slave, he had few opportunities to satisfy his curiosity. The closest he came was seeing exotic sites from afar. And even then only as a caravan porter for his master, Ulanim.

2. Banter: Nurûrsh, despite lacking any formal training in rhetoric or oratory, he is surprising diplomatic and convincing. He fancies himself as a smooth talker, like Queen Zamere of Lamasara. He taught himself the gift of the gab simply by paying attention to stories of the queen's diplomatic exploits.

3. Luck: Nurûrsh is aware he has preternatural luck and relies on it more often than he should.

4. Drawback - Safety and Security: as an escaped slave, he is often wary (often paranoid) of strangers.

Personality:
Nurûrsh is a budding sorcerer is is always trying to find out what he can about magic. Especially fire magics. He was frustrated in his youth by being disallowed from arcane studies. His master, Ulanim, scarcely noticed his 'mere' half-orc slaves and certainly never paid for any schooling for any of them. What little knowledge arcane Nurûrsh learnt while a slave was gleaning as much information as he could from sorcerers doing business with his master.

He has had a few short-lived affairs with other slaves. But his low station in life prevented him from forming any lasting bonds. He is ambivalent about family bonds. He has no real memory of his father no siblings. What little he can remember of his mother is unpleasant. She sold him into slavery in Lamasara to buy passage on a ship back to her native Magnimar.

Needless to say, making friends does not come easily to Nurûrsh. But his is loyal to the point of fanaticism with the friends he does have.

He is not overly interested in martial pursuits. Although stronger, more dexterous and tougher than most, he does not find it particularly interesting. He can defend himself with a flail, though. He was taught by fellow half-orc slaves, in secret, how to fight with his manacles in a pinch.

Nurûrsh also worships Sarenrae, like so many in Garund. He himself is not devout, though.

Appearance:
Despite standing 6 foot, Nurûrsh has a solid and heavy build compared to humans. He possesses more grace than his large frame should allow.

His skin does have the tell-tale greenish tint of orc ancestry. His skin is also weather and sun-beaten from a a youth of knowing only menial labour. His hair and beard are both jet black. His eyes are unusual, though. His pupils seem dark until one has a close look and can then see his eyes are red, like smouldering embers

Nurûrsh dresses plainly; he is uncomfortable wearing any clothes that draw attention.

Homeland, etc:
Nurûrsh really doesn't know where he came from exactly. He vaguely recalls his father was an orc. Now dead. He has, or had, orc half-siblings too, but knows nothing of them. He knows his mother hails from Magnimar. She sold Nurûrsh into slavery to afford passage back home.

Beyond those scant details, the only life he knew growing up was as a lowly half-orc slave in Lamasara. A life remarkably bereft of abuse, but resplendent in drudgery.

Not being allowed an education, Nurûrsh learnt what little education he had from others in what free time a slave could find.

Adolescence & Training:
As a young man, Nurûrsh's life revolved around two simple things: work and boredom. Such is the life of a slave the world over. He was stoic about his lot in life. He was never ill-treated, for one thing. But he often chaffed at not being able to anything interesting. Something slaves are usually discouraged from, if not forbidden.

He never had any formal training in anything as a youth. What he did learn he gleaned from the rare times he could talk at length with sorcerers doing business with his master. If not that, he was attentive to anything his fellow half-orc slaves would teach him in secret.

It was not until after his uncharacteristically compulsive escape did he discover his magical talents which were thrust upon him without warning. This happened while he was caught alone in the wilds. Despite that, he managed to learn a smattering of spells from a small collection he had with him by chance. It was largely by trial and error (mostly error) that he taught himself some control over his newfound powers.

Moral Conflicts, etc:
Living the uneventful life of a slave never gave Nurûrsh an opportunity for any real inner conflicts. Until that fateful day the caravan he was with was set upon by bandits in a Sothis desert. As a matter of course, slaves normally fight for their masters. For survival, if nothing else. At that moment, though, Nurûrsh decided to abandon the caravan, and his fellow slaves, for a chance at freedom.

In the confusion of battle, he was able to to slip away from bandits and his fellows. He knew enough to steal a camel with supplies, or he would never survive any length of time on his own. He managed to spot one particular camel, overflowing with supplies and goods. It was the camel that belonged to Fasan, the youthful son of his master, Ulanim. That is the camel that Nurûrsh stole. It would have the supplies to keep him alive and enough luxury goods to sell for supplies if he made it to a a town or city.

He felt bad about it. Fasan was one of the few in Ulanim's household who had been kind and friendly toward Nurûrsh.

Just as he started worrying that perhaps escaping was not a good idea, the entire area was engulfed in a lightning fast haboob. The blasting and blinding sandstorm engulfed caravan and bandit alike. Because of this stroke or luck, be it good or bad, Nurûrsh made good his escape. But he also became hopelessly lost as a result.

Several days later, Nurûrsh found two small vials in the false bottom of a scroll box in Fasan's belongings. Mistaking them for fancy liqueurs, Nurûrsh downed them quickly. They tasted exquisite. He was quite pleased with this indulgence. Until, several minutes later, he became violently ill. He alternated between feeling frozen or burning alive for several hours before passing out from pain and exhaustion.

After he recovered, several days later, he found a note the the vials he had not bothered reading before. The vials were actually profoundly dodgy magical elixirs. One was made from efreeti blood. The other, from red dragon blood. It seems Fasan had bought them from a pesh dealer without his father's knowledge. Between that note and how wretched he felt from drinking those vials, Nurûrsh has absolved himself of any guilt he had felt stealing from Fasan.

Nurûrsh wandered toward the fabled city of Katapesh to make his mark. It was only by astounding luck he was never spotted by gnoll slavers rife in the desert.

He now approaches life with a somewhat clean slate. The only guidance, such that it was, he had known was to follow orders from his masters. But now he is on is own without any real guidance except his trust in in own luck.

Back Story:
Nurûrsh is an escaped slave with a sorry past. As is the case with so many half-orcs throughout Golarion. He only has vague second-hand memories of his dead orc father and orc half-siblings. What little he remembers of his mother he doesn't like. She sold him into slavery in the city of Lamasara, in Thuvia, to buy herself passage back to her native Magnimar.

His childhood and adolescence were drudgery. He was never abused, but resented being one of the 'mere' half-orc slave owned by Ulanim, a modest merchant inf Lamasara. He was one of several half-orc slaves owned by Ulanim.

Ulanim's other half-orc slaves taught Nurûrsh the practice of self-tattooing. Nurûrsh attributes that for his often astounding luck. He also secretly learned how to fight with his manacles if he must.

He was often a porter for Ulanim's caravans bound for Sothis. One such caravan changed his life dramatically. Halfway through that journey, the caravan was set upon by Osiriani bandits. Nurûrsh impulsively decided to make a bid for freedom during the confusion of the fighting. He grabbed a camel he knew belonged to Fasan, Ulanim's son. Just as he started making his way out, caravan and bandits alike were engulfed in a haboob; a blasting sandstorm. Between the battle and the haboob, Nurûrsh became hopelessly lost with Fasan's camel.

After the haboob subsided, neither caravan nor bandits were to be seen. He decided to try trekking south to Katapesh. He relied on his luck to distance himself from Ulanim and Sothis. Typical of his luck, Fasan's camel was well supplied with food and drink.

His luck was not all good, though. One night he found two small vials of what he thought were expensive liqueurs hidden in the false bottom of a scroll box with Fasan's belongings. Nurûrsh decided to indulge himself for the first time in his life with drank both in rapid succession. They tasted exquisite. But he soon realized that they were not liqueurs. He became violently ill and then too weak to continue travelling for several more days. He is wary of liquor because of that.

Several days after his recovery, he discovered he could start fires a few times a day at will. He then actually took the time to read the papers that were in Fasan's spell box. Several spells written down on parchment. He was able to read and memorize some. But most he could not understand. He also found a small note that he overlooked with the vials. It seems that the vials were highly illegal extracts Ulanim knew nothing about. Both were magical blood extracts: one of dragon blood and another of efreeti blood. Little wonder he was so ill! Nurûrsh burnt all of Fasan's papers out of spite once he read that note.

He soon adopted the patronymic 'Toglum'. It came unbidden to him when he burnt Fasan's papers.

Thanks to his preternatural luck, Nurûrsh made his way safely to the bustling city of Katapesh. He quietly sold Fasan's camel and belongings and bought some inconspicuous clothing and equipment. He is hoping his luck will give him some idea of what to do next.


Asmodina wrote:

It's not so much that I blessed this, it's just that other than the criteria laid out I refuse to let myself have a say about your characters at this point. If you want to swap classes and change stories that is fine! I'll start reading them on(LATE) Tuesday and deliberate on putting pieces together Wednesday.

That said, is it just me or are there a good portion of half-orcs? Anyway, just as a reminder I am picking two humans at least and 2 of the PCs will be of one gender while 3 will be of the other. Lastly, my goal is to build a party with varying skills.

I've said this more than once, so please don't get too offended if you're not chosen.

No problems there.

It is your game, after all.

As it is, I think less than half the applications I make for a game get accepted.
So it's no big deal at all.

I can't speak for everyone else on the half-orc thing, but they're my favourite core race.
They have social handicaps in the RPG sense (and more than a little).
But they have some cool racial traits and abilities that appeal to my own style of play.

====================

Here's Nurûrsh's back story, if anyone's interested.

My usual process is to use the Ultimate Campaign to make a frame work and then find a logical-ish way to tie the pieces together in a narrative.

Any constructive criticisms would be most welcome. I've got a lot of time on my hands now that I'm on a pension, so I like tinkering around with a spot of story writing. So any [polite!] critiques I could get are welcome.

And to tie together what he's said in these posts and his background, you'll see he kind of forgot to mention a few key details about himself. Not fibbing, but not being totally forthright either. :D

Nurûrsh's Backstory:
Nurûrsh is an escaped slave with a sorry past. As is the case with so many half-orcs throughout Golarion. He only has vague second-hand memories of his dead orc father and orc half-siblings. What little he remembers of his mother he doesn't like. She sold him into slavery in the city of Lamasara, in Thuvia, to buy herself passage back to her native Magnimar.

His childhood and adolescence were drudgery. He was never abused, but resented being one of the 'mere' half-orc slave owned by Ulanim, a modest merchant inf Lamasara. He was one of several half-orc slaves owned by Ulanim.

Ulanim's other half-orc slaves taught Nurûrsh the practice of self-tattooing. Nurûrsh attributes that for his often astounding luck. He also secretly learned how to fight with his manacles if he must.

He was often a porter for Ulanim's caravans bound for Sothis. One such caravan changed his life dramatically. Halfway through that journey, the caravan was set upon by Osiriani bandits. Nurûrsh impulsively decided to make a bid for freedom during the confusion of the fighting. He grabbed a camel he knew belonged to Fasan, Ulanim's son. Just as he started making his way out, caravan and bandits alike were engulfed in a haboob; a blasting sandstorm. Between the battle and the haboob, Nurûrsh became hopelessly lost with Fasan's camel.

After the haboob subsided, neither caravan nor bandits were to be seen. He decided to try trekking south to Katapesh. He relied on his luck to distance himself from Ulanim and Sothis. Typical of his luck, Fasan's camel was well supplied with food and drink.

His luck was not all good, though. One night he found two small vials of what he thought were expensive liqueurs hidden in the false bottom of a scroll box with Fasan's belongings. Nurûrsh decided to indulge himself for the first time in his life with drank both in rapid succession. They tasted exquisite. But he soon realized that they were not liqueurs. He became violently ill and then too weak to continue travelling for several more days. He is wary of liquor because of that.

Several days after his recovery, he discovered he could start fires a few times a day at will. He then actually took the time to read the papers that were in Fasan's spell box. Several spells written down on parchment. He was able to read and memorize some. But most he could not understand. He also found a small note that he overlooked with the vials. It seems that the vials were highly illegal extracts Ulanim knew nothing about. Both were magical blood extracts: one of dragon blood and another of efreeti blood. Little wonder he was so ill! Nurûrsh burnt all of Fasan's papers out of spite once he read that note.

He soon adopted the patronym 'Toglum'. It came unbidden to him when he burnt Fasan's papers.

Thanks to his preternatural luck, Nurûrsh made his way safely to the bustling city of Katapesh. He quietly sold Fasan's camel and belongings and bought some inconspicuous clothing and equipment. He is hoping his luck will give him some idea of what to do next.


"The only sort art I know is tattooing myself."
"Even then it only seems to come on a whim."
"I hope my newfound magics will help so more interesting things, though."

Nurûrsh continues eating fruit and drinking tea as if he hasn't eaten for days.

"Can you paint fire, Isadriewen?"
"Since my illness, I never tire of looking at flame."
"Probably something I ate. Or drank …"

he concludes with a self-satisfied chuckle.


@ Asmodina:
I've updated Nurûrsh's profile with all the number crunchy bits.

@ Arian:
Hope you stay in the recruitment race.
Your character looks cool.
Asmodina told me earlier that your imagination has priority.


"I cannot deny I am astoundingly lucky to still be alive."
"Between getting lost in the desert and arriving in Katapesh, I met nobody."
"Not even gnoll slavers. That would have been … unfortunate!"
"Especially for me!"


Nurûrsh nods politely to everyone in turn with their introductions.

"Thank you for letting me join you. You are all too kind."
"I am feeling rather parched. I will just have tea and water. I was at death's door the last time I had liquor."

… he then drains a pitcher of water and then starts sipping on tea …

"Truth be known, I was porter in a caravan. We had been set upon by bandits when that sandstorm engulfed all of us."
"That is how I came to be hopelessly lost. Luck was with me, of course. That's what these are for."

… he rolls up one of his sleeves to show an abundance of geometric tattoos …

"Luck provided me with pack camel with food and drink. And kept the bandits away."
"It wasn't all good luck, though. I indulged myself in two small vials of exquisite tasting liqueur amongst the supplies."
"Soon after, I was deathly ill and helpless for several days. It was all I could do to camp out until I recovered."
"After that, I had a rather odd affinity for fire I never had before."

… Nurûrsh then has another sip of tea …

"I somehow managed to blunder into Katapesh. I had no choice but to sell that camel and its goods. I am not keen on returning to Thuvia, either."
"The caravan master would doubtless want to punish a 'mere' half-orc for stealing a camel and its cargo. Especially since that cargo was belonged to his son."

… he then concludes with a relaxed toothy grin …

"I cannot complain. At least I'm still alive, despite all that."

==========

@ Asmondia:
My posts usually aren't nearly so long winded.
Just making up for lost time in the recruitment thread.
And fleshing out the backstory for Nurûrsh in the process.


Hi! 'Xunal' here with an intro at the Comely Ogre …

A somewhat dishevelled traveller enters the Comely Ogre.
A young heavily tattooed and weather-beaten half-orc.
His orc-features are not as prominent as many.
He quietly orders a large meal and large amount of tea.
After eating his fill, he approaches the other travellers.

"Forgive my interruption. My name is Nurûsh. From Lamasara, in Thuvia. Until recently."
His voice and manner exudes a silver tongue that is at odds with his rough edges.

"I myself was with a Caravan travelling to Sothis"
"A sand-storm engulfed us and I became hopelessly lost."
"Luckily, I had had some supplies with me that saw me through."
"Which brings me here, of course. Trying to find a living."


Fair enough. Looks like you've got a lot of interesting material to choose from.


@GM Dak & @Darpan Bala Manujyestha

You got me on the list! Thanks for that.

I just noticed a couple of typos and grammatical errors in the back story for Nurûsh. I've updated his profile to reflect that.

Thanks!

corrected back story:

Nurûsh is an Ifrit sorcerer, originally from the island of Nuat in Rahadoum. He was forced to flee Rahadoum after an unfortunate altercation with the authorities.

He has no immediate family. His parents and sisters were all fully human and died many years ago, since he has a much longer lifespan as an Ifrit. Nobody, least of all Nurûsh, knows why he was born an Ifrit, since neither of his parents had come in contact with an Efreet.

He was born and raised in a poor family of potters in the small village of Tjepim. While young, Nurûsh proved quite adept at tending the fires in the family's kilns. Apart from being fascinated by fire, Nurûsh seemed to be an ordinary human youth. Until he reached puberty.

In his youth, his appearance slowly changed, until he was clearly an Ifrit. And his temperament became increasingly volatile and mercurial. Only his father, Aqer, his Mother, Tikar, and his sisters Nau and Niut, could put up with him. He lived outside the village in an isolated cave.

With no friends and family, Nurûsh took his meagre belongings and made his way to the port town of Botosani on the Rahadoum mainland. He still lived in isolation for the most part. Despite this, Nurûsh made a decent living helping local mages with fire magic. While far from rich, he certainly was living much better than he had in Tjepim.

Some time ago, things changed for the worse for Nurûsh. A zealous member of the local detachment of the Pure Legion decided Nurûsh must be some sort of priest because of his garish appearance. For several weeks, he harassed Nurûsh beyond all endurance. The only surprising thing was that it too Nurûsh so long to lose his temper. Nurûsh then badly burnt the young guard in the ensuing tussle, nearly killing him.

Nurûsh did not fancy his chances with Rahadoum justice and fled Botosani. He went South and ended up in Grog Cove, a small pirate port in the Sodden Lands. Despite an aversion to sea travel, he joined a smuggling crew bound for Magnimar.

His short temper did not endear him to his shipmates and they abandoned him in Magnimar. He then made a meagre living there as he had in Rahadoum. Hearing of trouble with Goblins in Thistletop, he has recently gone there, looking for glory and to prove that his fire magic is superior to goblin magic.


@GM Dak:

Here's my completed submission for Nurûsh, an Ifrit Sorcerer, of the Efreeti bloodline. I've updated his profile. I hope I've got the maths right in the crunch part. Anyway, here is a summary of what makes him what he is and how an Ifrit like him ended up in Varisia:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Nurûsh (The Fiery One)
Nurûsh is an Ifrit sorcerer exiled from Rahadoum. After being abandoned in the port of Magnimar, he heard of trouble in Thistletop and sought glory there.

Early Life of Nurûsh:

Nurûsh is an Ifrit sorcerer, originally from the island of Nuat in Rahadoum. He was forced to flee Rahadoum after an unfortunate altercation with the authorities.

He has no immediate family. His parents and sisters were all fully human and died many years ago, since he has a much longer lifespan as an Ifrit. Nobody, least of all Nurûsh, knows why he was born an Ifrit, since neither of his parents had come in contact with an Efreet.

His was born and raised in a poor family of potters in the small village of Tjepim. While young, Nurûsh proved quite adept at tending the fires in the family's kilns. Apart from being fascinated by fire, Nurûsh seemed to be an ordinary human youth. Until he reached puberty.

In his youth, he clearly looked more and more like an Ifrit. And his temperament became increasingly volatile and mercurial. Only his father, Aqer, his Mother, Tikar, and his sisters Nau and Niut, Nurûsh put up with him. He was otherwise ostracized by the locals of Tjepim. He usually lived outside the village in an isolated cave.

With no friends and family, Nurûsh took his meagre belongings and made his way to the port town of Botosani on the Rahadoum mainland. He still lived in isolation for the most part. Despite this, Nurûsh made a decent living helping local mages with fire magic. While far from rich, he certainly was living much better than he had in Tjepim.

Some time ago, things changed for the worse for Nurûsh. A zealous member of the local detachment of the Pure Legion decided Nurûsh must be some sort of priest because of his garish appearance. For several weeks, he harassed Nurûsh beyond all endurance. The only surprising thing was that it too Nurûsh so long to lose his temper. Nurûsh then badly burnt the young guard in the ensuing tussle, nearly killing him.

Nurûsh did not fancy his chances with Rahadoum justice and fled Botosani. He went South and ended up in Grog Cove, a small pirate port in the Sodden Lands. Despite an aversion to sea travel, he joined a smuggling crew bound for Magnimar.

His short temper did not endear him to his shipmates and they abandoned him in Magnimar. He then made a meagre living there as he had in Rahadoum. Hearing of trouble with Goblins in Thistletop, he has recently gone there, looking for glory and to prove that his fire magic is superior to goblin magic.

Personality:

Like many Ifrit, Nurûsh is an impetuous hot head. He does, however, make a faithful and useful ally.

Motivation:

Nurûsh seeks glory. Mostly by proving how useful, and dangerous, his fire magics are.

Crunch:

Nurûsh
Ifrit Sorcerer (Efreeti Bloodline) level 3
Chaotic Neutral, Medium Outsider (native)
Initiative: +8
Perception: +2

======
DEFENCE
======

AC 12, Touch 12, Flat-Footed 10
HP 14
FORT +1
REF +3
WILL +2

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Mace (1d6+1; x2)
• Sickle (1d6+1; x2; trip)
RANGED:
• Light Crossbow (1d8, 80 ft.; x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 3, Touch +1, Ranged Touch +4):
• level 0 (at will):

    Acid (or Fire) Splash
    Detect Magic
    Disrupt Undead
    Mage Hand
    Ray of Cold (or Fire)

• level 1 (6/day):
    Burning Hands
    Magic Missile
    Shield
    Enlarge Person

======
STATISTICS
======

STR 12 (+1), DEX 14 (+2), CON 10, INT 14(+2), WIS 9 (-1), CHA 18 (+4)
BAB +1; CMB +14; CMD +2
Feats: Elemental Focus (Fire), Point Blank (Combat)
Traits: Planar Savant faith trait, Outlander (Exile) campaign trait
Skills:
• Bluff +8 (1 rank)
• Diplomacy +5 (1 rank)
• Intimidate +8 (1 rank)
• Knowledge (arcana) +6 (1 rank)
• Knowledge (planes) +8 (1 rank) (Planar Savant faith trait)
• Linguistics +4 (2 ranks)
• Perception +2 (3 ranks)
• Spellcraft +6 (1 rank)
• Use Magic Device +8 (1 rank)
Languages: Common, Ignan, Aquan, Auran, Terran, Osiriani
SQ (Class Features):

    Arcana: energy spells can be cast as Fire energy versions thereof
    Eschew Materials (bonus feat)
    Cantrips (level 0 spells)
    Fire Elemental Ray: 1d6+2 fire damage (8 times per day)
    FCB: Treat Class as +½ higher (max. +4) for the effects of one bloodline power.
    Fire Resistance 10

Current Kit (Stuff)
    light mace
    sickle
    crossbow bolts (30)
    light crossbow
    explorer's outfit
    Handy Haversack
    bedroll (in the handy haversack)
    belt pouch (in the handy haversack)
    flint and steel (in the handy haversack)
    ink (1 oz bottle) (in the handy haversack)
    ink pen (in the handy haversack)
    iron pot (in the handy haversack)
    journal (in the handy haversack)
    mess kit (in the handy haversack)
    potion of cure light wounds (in the handy haversack)
    soap (in the handy haversack)
    sunrods (4) (in the handy haversack)
    trail rations (5) (in the handy haversack)
    water skin (in the handy haversack)
    Total encumbrance of 33 lbs. (light)

======
SPECIAL ABILITIES
======

Traits, class abilities, and feats … in brief

    Wildfire Heart: +4 to Initiative
    Efreeti Magic (Sp): Enlarge Person or Reduce Person 1/day (CL = 3)
    Fire Insight: summoned fire sub-type creatures stay 2 rounds longer
    Darkvision 60 feet
    Planar Savant faith trait: can use CHA instead of INT for Knowledge (planes)
    Outlander (Exile) campaign trait: +2 trait bonus to Initiative

======
PHYSICAL DESCRIPTION
======

Age: 74 years old
Height: 5 ft. 6 in. (168 cm)
Weight: 120 lbs. (54 kg)
Skin: Swarthy/Bronze
Build: Slim
Hair: medium length, flame-like
Eyes: Bright orange Pupils
Special: Vestigial horns look like copper streaked with silver

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thanks!


@GM Dak:

I'll be submitting an Ifrit Sorcerer of the Efreeti bloodline.

I have the number-crunching bits done. Barring errors in my maths.

Still putting together a back-story. Got the details for it, just need to make it more readable than point form. Should have that part flushed out in the next day or two.

Crunch (Mostly done):

Nurûsh
Ifrit Sorcerer (Efreeti Bloodline) 3
Chaotic Neutral, Medium Outsider (native)
Initiative: +8
Perception: +2

======
DEFENCE
======

AC 12, Touch 12, Flat-Footed 10
HP 14
FORT +1
REF +3
WILL +2

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Mace (1d6+1; x2)
• Sickle (1d6+1; x2; trip)
RANGED:
• Light Crossbow (1d8, 80 ft.; x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 3, Touch +1, Ranged Touch +4):
• level 0 (at will):

    Acid (or Fire) Splash
    Detect Magic
    Disrupt Undead
    Mage Hand
    Ray of Cold (or Fire)

• level 1 (6/day):
    Burning Hands
    Magic Missile
    Shield
    Enlarge Person

======
STATISTICS
======

STR 12 (+1), DEX 14 (+2), CON 10, INT 14(+2), WIS 9 (-1), CHA 18 (+4)
BAB +1; CMB +14; CMD +2
Feats: Elemental Focus (Fire), Point Blank (Combat)
Traits: Planar Savant (faith), Reactionary (combat)
Skills:
• Bluff +8 (1 rank)
• Intimidate +8 (1 rank)
• Knowledge (arcana) +6 (1 rank)
• Knowledge (planes) +8 (1 rank) (Planar Savant faith trait)
• Linguistics +4 (2 ranks)
• Perception +2 (3 ranks)
• Use Magic Device +10 (3 ranks)
Languages: Common, Ignan, Aquan, Auran, Terran, Osiriani
SQ (Class Features):

    Arcana: energy spells can be cast as Fire energy versions thereof
    Eschew Materials (bonus feat)
    Cantrips (level 0 spells)
    Fire Elemental Ray: 1d6+2 fire damage (8 times per day)
    FCB: Treat Class as +½ higher (max. +4) for the effects of one bloodline power.
    Fire Resistance 10

Current Kit (Stuff)
    light mace
    sickle
    crossbow bolts (30)
    light crossbow
    explorer's outfit
    Handy Haversack
    bedroll (in the handy haversack)
    belt pouch (in the handy haversack)
    flint and steel (in the handy haversack)
    ink (1 oz bottle) (in the handy haversack)
    ink pen (in the handy haversack)
    iron pot (in the handy haversack)
    journal (in the handy haversack)
    mess kit (in the handy haversack)
    potion of cure light wounds (in the handy haversack)
    soap (in the handy haversack)
    sunrods (4) (in the handy haversack)
    trail rations (5) (in the handy haversack)
    water skin (in the handy haversack)
    Total encumbrance of 33 lbs. (light)

======
SPECIAL ABILITIES
======

Traits, class abilities, and feats … in brief

    Wildfire Heart: +4 to Initiative
    Efreeti Magic (Sp): Enlarge Person or Reduce Person 1/day (CL = 3)
    Fire Insight: summoned fire sub-type creatures stay 2 rounds longer
    Darkvision 60 feet
    Planar Savant (faith): can use CHA instead of INT for Knowledge (planes)
    Reactionary (combat): +2 trait bonus to Initiative

======
PHYSICAL DESCRIPTION
======

Age: 74 years old
Height: 5 ft. 6 in. (168 cm)
Weight: 120 lbs. (54 kg)
Skin: Swarthy/Bronze
Build: Slim
Hair: medium length, flame-like
Eyes: Bright orange Pupils
Special: Vestigial horns look like copper streaked with silver

Thanks for your time!


@ GM Dak:
Hi! It's "Manzuqari" again. I'm just in the process of flushing out an Ifrit sorcerer, if that would be acceptable for your campaign. Still need to work out things like the gear he has and the back story and all that. But here's what I have so far for the Ifrit Sorcerer named Nurûsh ("nur-OOSH"):

Cunch (Under Construction):

Nurûsh
Ifrit Sorcerer (Efreeti Bloodline) 3
Chaotic Neutral, Medium Outsider (native)
Initiative: +6
Perception: +7

======
DEFENCE
======

AC 12, Touch 12, Flat-Footed 10
HP 14
FORT +1
REF +3
WILL +3

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Working on it
RANGED:
• Working on it
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 3, Touch +0, Ranged Touch +0, Concentration +n):
• level 0 (at will):

    Acid (or Fire) Splash
    Detect Magic
    Disrupt Undead
    Mage Hand
    Ray of Cold (or Fire)

• level 1 (6/day):
    Burning Hands
    Magic Missile
    Shield
    Burning Hands

======
STATISTICS
======

STR 11, DEX 14 (+2), CON 10, INT 14(+2, WIS 10, CHA 18 (+4)
BAB +1; CMB +13; CMD +1
Feats: Elemental Focus (Fire), Point Blank (Combat)
Traits: Seeker (Social), Mathematical Prodigy (Magic) might change
Skills:
• Bluff +8 (1 rank)
• Intimidate +8 (1 rank)
• Knowledge (arcana) +7 (1 rank) (Mathematical Prodigy trait)
• Knowledge (engineering) +7 (1 rank) (Mathematical Prodigy trait)
• Knowledge (planes) +6 (1 rank) (Bloodline skill)
• Linguistics +3 (1 rank)
• Perception +7 (3 ranks) (Seeker social trait)
• Use Magic Device +10 (3 ranks)
Languages: Common, Ignan, Aquan, Auran, Terran
SQ (Class Features):

    Arcana: energy spells can be cast as Fire energy versions thereof
    Eschew Materials (bonus feat)
    Cantrips (level 0 spells)
    Fire Elemental Ray: 1d6+2 fire damage (8 times per day)
    FCB: Treat Class as +½ higher (max. +4) for the effects of one bloodline power.
    Fire Resistance 10

Current Kit (Stuff)
• Working on it

======
SPECIAL ABILITIES
======

Traits, class abilities, and feats … in brief

    Wildfire Heart: +4 to Initiative
    Efreeti Magic (Su): Enlarge Person or Reduce Person 1/day (CL = 3)
    Fire Insight: summoned fire sub-type creatures stay 2 rounds longer
    Darkvision 60 feet
    Seeker (social): +1 trait bonus to Perception, which is also a class skill might change
    Mathematical Prodigy (magic): +1 to Know (arcana & engineering), one is a class skill. might change

======
PHYSICAL DESCRIPTION
======

Age: 74 years old
Height: 5 ft. 6 in. (168 cm)
Weight: 120 lbs. (54 kg)
Skin: Swarthy/Bronze
Build: Slim
Hair: Long, flame-like
Eyes: Yellow-Orange pupils
Special: Vestigial horns that look like copper streaked with silver