Gorin stands tall and covered in muscle. At 6'2, he is taller than most, and his bulky mass makes him appear even larger. Still, he has a very gentle-looking face despite the rugged shape. He has long eyelashes and bright green eyes with a ring of fiery orange inside the iris. His smile is wide and shimmering. Atop his head there lies blood-red hair, combed back in straight oiled rows, and he has been known to take short breaks in combat to ensure that it stays that way.
His skin is the color of burnt orange, though it's a darker, more earthy tone that doesn't necessarily identify him as an ifrit right away. However, the charcoal-colored clusters scale clusters that reside on his shins, thighs, forearms, shoulders and back do.
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Ability |
Score |
Mod |
Temp Score |
Temp Mod |
Strength |
16 |
+3 |
+0 |
+0 |
Dexterity |
14 |
+2 |
+0 |
+0 |
Constitution |
16 |
+3 |
+0 |
+0 |
Intelligence |
8 |
-1 |
+0 |
+0 |
Wisdom |
10 |
+0 |
+0 |
+0 |
Charisma |
18 |
+4 |
+0 |
+0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class |
|
Saving Throws |
Base |
Bonus |
Total |
Total |
Base 10 + 2 Dexterity +6 armor = 18 |
|
Fortitude |
+2 |
+3 |
+5 |
Flat-Footed |
16 |
|
Reflex |
+0 |
+2 |
+2 |
Touch |
12 |
|
Will |
+0 |
+0 |
+0 |
BAB |
Mod |
Total Range/Melee |
Initiative |
CMB |
CMD |
+1 |
+2Dex/+3Str |
+2/+3 |
+4 (+2 dex, +2 racial) |
+4 CMB |
15 = 10 +3 str +2 dex +other mods |
Skills |
Ranks |
Stat Bonus |
Synergy |
Magical Bonuses |
Total |
X |
Acrobatics (Dex) |
+0 |
+2 |
+0 |
+2 |
+4 |
X |
Appraise (Int) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Bluff (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Climb (Str) |
+0 |
+3 |
+0 |
+0 |
+3 |
C |
Craft (Int) |
+0 |
-1 |
+0 |
+0 |
+-1 |
X |
Diplomacy (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Disable Device (Dex) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Disguise (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Escape Artist (Dex) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Handle Animal (Cha) |
+0 |
+4 |
+0 |
+0 |
+4 |
X |
Heal (Wis) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Intimidate (Cha) |
+1 |
+4/+3 str (intimidating prowess) |
+3 |
+2 (racial) |
+13 |
C |
Knowledge (Dungeoneering) (Int) |
+0 |
+1 |
+0 |
+0 |
+0 |
C |
Knowledge (Engineering) (Int) |
+0 |
+1 |
+0 |
+0 |
+0 |
X |
Linguistics (Int) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Perception (Wis) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Perform (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Pilot (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
C |
Profession (merchant) (Wis) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Ride (Dex) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Sense Motive (Wis) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Sleight of Hand (Dex) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Spellcraft (Int) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Stealth (Dex) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Survival (Wis) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Swim (Str) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Use Magic Device (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
Where X is Cross Class and C is a Class Skill
skills per level
Languages Known: Common
Feats:
Level 1 - Intimidating Prowess: Add str modifier to intimidate in addition to cha.
Level 1 - Power Attack: Can choose to take a -1 penalty to melee attack rolls for +2 bonus on all melee damage rolls.
Racial Bonus Feat - Run: Run at 5 times your normal speed
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
Racial Abilities:
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.
Skill Bonus: Ifrits receive a +2 racial bonus on Acrobatics and Intimidate skill checks.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level).
Energy Resistance: Ifrits have fire resistance 5.
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.
Elemental Assault: Ifrits gain the following supernatural ability: Once per day as a swift action, an Ifrit can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Ifrit may end the effects of its elemental assault early as a free action.
Relentless: Ifrits gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Ifrit and its opponent are standing on the ground.
Fleet-Footed: Ifrits receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Weapon |
Attack Bonus |
Damage |
Crit |
Damage Type |
Greataxe |
+4 |
1d12+4 (1.5x str) |
19-20 x2 |
S |
Armour / Shield |
Armour/Shield Bonus |
Max Dex |
Armour Check |
Arcane Spell Failure |
Movement Speed |
Weight |
Breastplate |
+6 |
+3 |
-4 |
25% |
20 ft |
30lb |
Slot |
Item |
Description |
Head |
Item name goes here |
Brief item description |
Face |
Item name goes here |
Brief item description |
Neck |
Item name goes here |
Brief item description |
Shoulders |
Item name goes here |
Brief item description |
Torso |
Item name goes here |
Brief item description |
Arms |
Item name goes here |
Brief item description |
Hands |
Item name goes here |
Brief item description |
Right Ring |
Item name goes here |
Brief item description |
Left Ring |
Item name goes here |
Brief item description |
Waist |
Item name goes here |
Brief item description |
Feet |
Item name goes here |
Brief item description |
Pack |
Item name goes here |
Brief item description |
List of Items Here:
Statistics of Items Here:
Spells per Day:
Spell DCs:
10+??+Spell Level=
Spells Known:
Orisons:
Level 1:
Character History or Personality information:
History:
Gorin was born into a family of gypsies. His parents were the leaders of a gypsy caravan that would travel from town to town, telling stories, dancing, drinking, singing…they were true free spirits. As Gorin grew up in this environment, he learned many tall tales, jokes, folklore, and other such things. He grew up surrounded by laughter, cheer, and merriment. Gorin ended up quite naturally strong, so he was trained as the strongman for the group, performing acts of strength for the amusement of their customers.
However, there was one member of their caravan who was different. He was very stoic, and very serious. This was their protector, Farnhem. Gorin grew tired of the jovial and wanted to be more like him. He asked him for training, and while Farnhem was hesitant at first, he admired the tenacity of the young strongman, and couldn't deny that he did have the strength for it.
With time, his parents started to lose their edge. They cared less about profits and more about partying. Soon members of the caravan began to leave, and their way of life started to suffer. Gorin was around 22 at this time, and now he was looking for a way out.
As fate would have it, their caravan was attacked by bandits one night…they had rarely been attacked before, as their caravan was much better protected back then, but the low morale and leaving of some guards had made them more vulnerable.
Gorin fought bravely, striking down the bandit leader. When this happened, the scattered remnants of the bandit throng were demoralized, and fled.
Gorin took a long look at the caravan that he grew up in, that had now fallen into decrepitude, the thrill and glory of battle racing in his veins.
That night, as they picked up the pieces, he told his parents that he would be leaving, to make his own way. They were saddened, but knew that the time had come.
Gorin worked legit for a while as a bounty hunter, but found the work too taxing for too little pay. He decided that banditry might be more his style.
Thanks to his strong arm and personality to boot, he soon founded his own gang, and started robbing travellers all over the countryside. But when one of his own tried to kill him in his sleep, he felt betrayed…he had thought of their gang as a sort of band of brothers, but now that trust was gone.
He left, alone, betrayed, and unsure of what to do next.
Personality:
A charismatic former bandit leader who prefers diplomacy to bloodshed. However, when that fails, his reckless combat style almost always prevails. Possesses a duality of personality: calm, calculated diplomat, and wild, berserk fighter.
Very intimidating, but cleans up well. He is not the brightest bulb in the box, but he's so charming that he can often hide this by sheer social deflection.