| Full Name |
Urah Pyr |
| Race |
| HP: 17/47-30| AC: 14/16/13|Init: +7|Perc: +4|Fort: +4|Ref: +5|Will: +7|CMB: +4 CMD: 15|Acid: +6;1d3|Frost:1d3|Disrupt:1d6|Fire Ray:1d6+1|Q.Staff: +3;1d6| |
| Classes/Levels |
|
| Gender |
Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2 -6 |
| Size |
Medium |
| Age |
16 |
| Special Abilities |
Spells. Fire Lover. |
| Alignment |
Chaotic Neutral |
| Location |
Katapesh |
| Languages |
Common, Ignan, Dwarven, Elven, Celestial, Draconic, Gnoll, Terran, Abyssal, Osirion |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
14 |
| Intelligence |
14 |
| Wisdom |
8 |
| Charisma |
21 |
About Urah Pyr
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[Url]Submission[/url]
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Urah Pyr
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Character Crunch
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Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2
Chaotic Neutral Medium Humanoid
Init +7; Senses Darkvision Perception +4
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Defense
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AC 14, touch 16, flat-footed 13 (+0 armor, +0 Shield, +3 Dex, +0 natural, +1 Deflection, +0 Dodge)
hp 47 (5d6+2d8+14) (Roll d6: 6+6+4+2+2) (Roll d8: 6+7)(Favored: +0)
Fort +4, Ref +5, Will +7
Resist Fire 5 (Race), Cold 10 (Class)
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Offense
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Speed 30 ft.
Ranged Acid Splash +6 (1d3 20/x3) 30 ft touch Acid
Ranged Ray of Frost +6 (1d3 20/x3) 30 ft touch Cold
Ranged Disrupt Undead+6 (1d6 20/x3) 60 ft touch Positive Energy
Ranged Fire Ray +6 (1d6+1 20/x3) 60 ft touch Fire
Melee Quarterstaff +3 (1d6 20/x3) Double
Special Attacks Fire Ray 1d6+1, Tongues: Celestial, Heat Aura 1d4 1/day
Spell-Like Abilities
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Statistics
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Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 21 (17+4 Headband)
Base Atk +3; CMB +3; CMD 15
Languages Common, Ignan, Dwarven, Elven, Celestial, Draconic, Gnoll, Terran, Abyssal, Osirion
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Feats
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Eschew Materials (Class)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Firesight (1)
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition
Point-Blank Shot (3)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (5)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Spell Penetration (7)
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
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Traits
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Irrepressible (Faith)
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Fiery Glare (Race)
You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.
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Class Features
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Weapon and Armor Proficiency:
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials:
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Elemental Resistance (Ex):
At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them.
This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent.
Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Tinkering (Ex):
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat.
Oracle’s Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse.
Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
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Adventuring Skills
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Acrobatics +6 (+3 Rank, +0 Class, +3 Ability, -0 Armor)
Bluff +9 (+1 Rank, +3 Class, +5 Ability)
Climb +0 (+0 Rank, +0 Class, +0 Ability, -0 Armor)
Diplomacy +10 (+2 Rank, +3 Class, +5 Ability)
Disable Device +13 (+7 Rank, +3 Class, +3 Ability, -0 Armor)
Disguise +4 (+0 Rank, +0 Class, +4 Ability)
Escape Artist +3 (+0 Rank, +0 Class, +3 Ability, -0 Armor)
Fly +3 (+0 Rank, +0 Class, +3 Ability, -0 Armor)
Heal -1 (+0 Rank, +0 Class, -1 Ability)
Intimidate +10 (+2 Rank, +3 Class, +5 Ability)
Knowledge (Arcana) +8 (+3 Rank, +3 Class, +2 Ability)
Knowledge (Planes) +7 (+2 Rank, +3 Class, +2 Ability)
Knowledge (Religion) +6 (+1 Rank, +3 Class, +2 Ability)
Perception +3 (+4 Rank, +0 Class, -1 Ability)
Ride +3 (+0 Rank, +0 Class, +3 Ability, -0 Armor)
Sense Motive -1 (+0 Rank, +0 Class, -1 Ability)
Spellcraft +11 (+6 Rank, +3 Class, +2 Ability)
Stealth +4 (+1 Rank, +0 Class, +3 Ability, -0 Armor)
Survival -1 (+0 Rank, +0 Class, -1 Ability)
Swim +0 (+0 Rank, +0 Class, +0 Ability, -0 Armor)
Use Magic Device +10 (+2 Rank, +3 Class, +5 Ability)
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Background Skills
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Appraise +2 (+0 Rank, +0 Class, +2 Ability)
Artistry +2 (+0 Rank, +0 Class, +2 Ability)
Craft () +2 (+0 Rank, +0 Class, +2 Ability)
Handle Animal +5 (+0 Rank, +3 Class, +5 Ability)
Knowledge (Geography) +2 (+0 Rank, +0 Class, +2 Ability)
Knowledge (Enginneering) +2 (+0 Rank, +0 Class, +2 Ability)
Knowledge (History) +2 (+0 Rank, +0 Class, +2 Ability)
Linguistics +9 (+7 Rank, +0 Class, +2 Ability) Background
Lore +0 (+0 Rank, +0 Class, +2 Ability)
Perform +5 (+0 Rank, +0 Class, +5 Ability)
Profession () -1 (+0 Rank, +0 Class, -1 Ability)
Sleight of Hand +10 (+7 Rank, +0 Class, +3 Ability, -0 Armor) Background
*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*
*Sorceror Skill Points: 5*2 = 10*
*Oracle Skill Points: 2*4=8*
*Favored Class, Sorceror + Int Bonus = 5+(5*2)+14 = 29*
*Skill Points Total: 29+8 = 37*
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd: 1)
Sorceor Caster Level: 3
Spells (6) Level 0 DC = 10 + Spell Level (0) + Cha (5) = 15 -/day
Acid Splash: Orb deals 1d3 acid damage.
Ray of Frost: Ray deals 1d3 cold damage.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Mage Hand: 5-pound telekinesis.
Spells (3) Level 1 DC = 10 + Spell Level (1) + Cha (5) = 16 6+1/day
Mage Armor: Gives subject +4 armor bonus.
Snowball: Throw a conjured ball of snow at a target
Ear-Piercing Scream: Deal sonic damage and daze target.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). (Page of Spell Knowledge)
Burning Hands: 1d4/level (max 5d4). (Bloodline Spell, Cold)
Spells (1) Level 2 DC = 10 + Spell Level (2) + Cha (5) = 17 3+1/day
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). (Bloodline Spell, Cold)
Oracle Caster Level: 1
Spells (4) Level 0 DC = 10 + Spell Level (0) + Cha (5) = 15 -/day
Detect Poison: Detects poison in one creature or object.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.
Create Water: Creates 2 gallons/level of pure water.
Spells (2) Level 1 DC = 10 + Spell Level (1) + Cha (5) = 16 3+1/day
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). (Oracle Bonus Spell)
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Bane: Enemies take –1 on attack rolls and saves against fear.
Burning Hands: 1d4/level (max 5d4). (Mystery Spell, Fire)
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Special Abilities
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Class Skill:
Knowledge (planes).
Bonus Spells:
burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats:
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana:
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Elemental Ray (Sp):
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Bonus Spells:
burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only) (10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).
Oracle Curse - Tongues: Celestial
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Oracle Mystery (Flame) - Cinder Dance (Ex):
Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this evelation.
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Equipment
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Equipment list
Melee Weapons Quarterstaff
Ranged Weapons
Armor
Other Gear
Sorcerer's kit:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Outfit (Free)
Folding Ladder
Grappling Hook
Folding Pole
Smelling Salts
Concealable thieves' tools
Magic Item
Looted Ring of Protection - 1000gp
Looted Headband of Alluring Charisma +2 - 2000gp
Upgrade Head band to +4 - 16 000 - 4000 = 12 000
Looted Cloak of Resistance +1 - 500gp
Wand of Infernal Healing (5 rechargeable charges) - 750gp
Wand of Cure Light Wounds (5 rechargeable charges) - 750gp
Traveler's Any-Tool 250gp
Page of Spell Knowledge (Magic Missle) 1000gp
Scrolls of Identify x4 - 100gp
Scrolls of Comprehend Languages x4 - 100gp
Potion of Neutralize poison x2 - 1 500
Potion of Fly x2 - 1500
Potion of Remove Paralysis - 300
Wealth 2021 GP 8 SP
Char Wealth by Level 7: 23, 500
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Racial Traits
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+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Native Outsider: Ifrits are outsiders with the native subtype.
Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Desert Mirage: Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
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Background Story
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Urah Pyr, former slave, former beggar, former thug now adventurer. He doesn't have a glorious past, prospect or talent either. From young he was raised to be a snitch. Rewarded if he revealed dissidents within the slaves, beaten if not. He soon learned that as long as power was within his reach, he could make sure this life was easy. Purchased by a skilled trainer of the underworld guilds, he learnt that deep within him was a flame. A flame that wanted to live.
A short time spent as a beggar revealed his powers as he found himself joining the gang in tormenting newcomers having being subjected to it himself. With flames pouring out from his skin, he was deemed a common talent and 'promoted' to the enforcement. Here Urah found that he was in the mid pecking order, having enough clout to bully others below him but in fear of those above him. His little gang offended an influential personage in Katapesh and a few days later found the gang being hunted down and eliminated. Urah survived by switching sides and selling information in exchange for his life.
Soon after he decided that he should try his hand at being an adventurer but having very little experience and only knowing how to look intimidating, Urah Pyr was in for very hard times.
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Physical Appearance
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Hooded with a cloak. Fiery Ruby eyes peer out from beneath the hood. His body bears whip marks obviously from Slavers but it seems sturdy enough. On a closer look it's easy to tell this person is a rather young ifrit and he might be oblivious to the world except that he glances at each person from time to time as if measuring them against himself.
Gangly and somewhat high strung, this Ifrit glares coldly at anyone trying to give him a friendly look but doesn't maintain his glare in favor of looking elsewhere, affecting an aloof demeanor.
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General Personality
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Urah Pyr is confident even he isn't. If the odds are against him and it seems dire, he'll make a break for it.
Bravery isn't his forte but posturing and bullying is in his innate nature due to his upbringing and early life. He just wanted to live.
Due to inexperience, Urah might just decide to expend all of his powers and come up short but thanks to his powers, he still manages to burn with somewhat lackluster flame.
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Posting Rate
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Generally at GMT +8 timing but i check fairly often.
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GM Bonus
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Fire in the Blood:
Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Skittish:
When Urah is being attacked by an area affect attack he may take an immediate action to dive 10' away, potentially avoiding the attack. Urah must be standing on a surface and will end up prone in the space he moves to.
Energy Resistance:
Ifrits have fire resistance 5.
Prone Shooter:
If you are prone, the penalty to your Armor Class against melee attacks made against you is reduced to –2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.
Scorching Weapons:
You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.
Rime Spell:
The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. Level increase +1
Extra revelation:
Heat Aura.
As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.