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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.
Main Stats:
Urah C/N Male Ifrit Sorcerer 4/Oracle(Seeker) 4/Mystic Theurge 4
Faction
HP 85 {+20[4d6][Sorceror][6+6+4+4] +25[4d8][Oracle][6+7+6+6] +16[4d6][Mystic Theurge][4+4+4+4] +24[(+2[con] * +12[lvl])]} AC 19, flat-footed 17, touch 14 {10 +3[dex] +4[bracers of armor] +2[ring of protection]} CMD 20 {10 +7[BAB] +0[str] +3[dex]}
Fort +9 {+2[con] +1[sorcerer] +1[oracle] +1[mystic theurge] +3[cloak of resistance] +1[cpbpis]} Ref +10 {+3[dex] +1[sorcerer] +1[oracle] +1[mystic theurge] +3[cloak of resistance] +1[cpbpis]} Will +13 {-1[wis] +4[sorcerer +4[oracle] +2[mystic theurge] +3[cloak of resistance] +1[cpbpis]}
Special Defenses:
ER Fire 5[Ifrit]
ER Cold 10[bloodline power]
Notes:
[cpbpis] cracked pale blue prism ioun stone: this stone grants a +1 competence bonus on attack rolls or saving throws.
Offense:
Normal CMB +7 {+7[BAB] +0[str]}
Normal Attack
+8/1d6+0 Quarterstaff [crit x2; B] {+7[BAB] +0[str] +1[cpbpis] / 1d6 +0[str]}
[dice=To Hit Quarterstaff]1d20+8[/dice]
[dice=Damage Blunt]1d6[/dice]
Ranged
+11/1d6+4 Elemental Ray [rng: 30 ft; crit x2; fire] {+7[BAB] +3[dex] +1[cpbpis] (+1)[PBS] / 1d6 +4[1/2 lvl]}
[dice=To Hit Elemental Ray, ranged touch]1d20+11[/dice]; +1 if within 30'
[dice=Damage Fire]1d6+4[/dice]
+11 Ray of sickening [rng: close] {+7[BAB] +3[dex] +1[cpbpis] (+1)[PBS] / 1d6 +3[1/2 lvl]fort save or sickened}
[dice=To Hit Ray of Sickening, ranged touch]1d20+11[/dice]; +1 if within 30'
DC 18 fort save or sickened
Notes:
[cpbpis] cracked pale blue prism ioun stone: this stone grants a +1 competence bonus on attack rolls or saving throws.
Quarterstaff
Sorcerer's Kit
Concealable thieves' tools
Belt Pouch
Spell Component Pouch
Pathfinder Pouch (10 lbs, 2 cu ft)
Sleeves of Many Garments
Cloak of Resistance, +3
Cracked Dusty Rose Prism Ioun Stone, +1 init
Cracked Pale Green Prism Ioun Stone, +1 competence bonus on attack rolls or saving throws
Muleback Cord (+8 str carry)
Ring of Protection, +2
Bracers of Armor +2
Headband of Alluring Charisma +6
Traveler's Any-Tool
Page of Spell Knowledge (Haste)
Page of Spell Knowledge (Fly)
Page of Spell Knowledge (False Life)
Page of Spell Knowledge (Endure Elements)
Page of Spell Knowledge (Magic Missle)
Page of Spell Knowledge (Bless)
Wand of Infernal Healing
Wand of CLW
Wand of Stone Shape
Scroll of Breath of Life
Scroll of 5 Lesser Restoration
Scroll of Death Ward
Scroll of Glimpse of truth
Scroll of Tongues
Scroll of Arcane Eye
Scroll of Daylight
4 Scroll of Comprehend Languages
4 Scroll of Identify
2 Potion of Neutralize Poison
1 Potion of CLW
1 Potion Sponge of Touch of the Sea
1 Oil of Soften Earth and Stone
Antiplague
Antitoxin
2 Air Crystals
2 Sunrod
20 Urea Pow Comp, +1 CL cold
Class Abilities:
Sorcerer
Bloodline: Elemental (Water)
Elemental Ray: 11/day{3+8[cha]/day]}
ER Cold 10
Bonus Spells: Burning Hands
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.
Oracle
Mystery: Flame
Curse: Tongues
Revelations
1) Cinder Dance
1[GM bonus]) Heat Aura
Archtype
- tinkering: Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. 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 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 levels for determining his overall bonus on these skill checks.
- seeker lore: a seeker has already learned much about his mystery, and is more comfortable using the bonus spells gained by that mystery. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells.
- No class skills from mystery, no revelation at third level
Mystic Theurge
Combined spells: A mystic theurge can cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells cast in this way take up a slot one level higher than they originally occupied. Thus at 1st level, a mystic theurge can cast 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class.
Traits:
Racial Traits
+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.
Starting Traits
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.
Feats:
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.
1) Firesight 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
3) Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
5) Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
7) Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
9) Greater Spell Penetration You get an additional +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Bonus feats:
Skittish: When Urah is being attacked by an area effect attack he may take an immediate action to dive 10' away, avoiding the attack if he is able to get out of the area. This costs him his next move action. If he has already failed the save, takes half damage. Urah must be standing on a surface and will end up prone in the space he moves to.
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 take 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