Aasimar

Aira Windsinger I's page

124 posts. Alias of Saotome007.


Full Name

Aira Windsinger

Race

Aasimar | Sorcerer 4 (Arcane) | HP: 27/27 | AC/T/F: 12/12/10 | F/R/W: +3/+3/+5 | Init +8 | Perc +4 |

Classes/Levels

spells:
L0: A-Splash, Daze(DC14), DM, Dis Undead, Prestid.., Mend | L1 (7/7): B-Hands (16R), B-Sands, Grease (16R), Ident | L2: 3/4 Flam-Sphere (17R Negates) | Bonded Staff (1/1)

Gender

Female

Size

5'11"

Age

20

Alignment

NG

Deity

Shelyn

Languages

Common | Celestial | Draconic

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 19

About Aira Windsinger I

Aira's Profile:

Aira Windsinger
Female aasimar sorcerer 4 (Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (4d6+12)
Fort +3, Ref +3, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee serenity +2 (1d6-1)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—daylight
Sorcerer Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—flaming sphere (DC 17)
. . 1st (7/day)—burning hands (DC 16), burning sands, grease, identify
. . 0 (at will)—acid splash, daze (DC 14), detect magic, disrupt undead, mending, prestidigitation
. . Bloodline Arcane
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Statistics
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Str 8, Dex 14, Con 14, Int 12, Wis 12, Cha 19
Base Atk +2; CMB +4; CMD 13
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Elemental Focus (fire)[APG], Eschew Materials, Improved Initiative, Lookout[APG], Power Attack
Traits reactionary, the artisan, trustworthy
Skills Acrobatics +0, Appraise +8, Artistry (musical composition) +7, Bluff +9 (+10 to fool others), Climb -3, Diplomacy +13, Disguise +2, Escape Artist +0, Fly +0, Heal +0, Intimidate +8, Knowledge (arcana) +5, Knowledge (history) +6, Perception +4, Ride +0, Sense Motive -1, Spellcraft +7, Stealth +0, Survival -1, Swim -3, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
SQ arcane bond (serenity), bloodline arcana (+1 DC for metamagic spells that increase spell level), finesse weapon attack attribute, metamagic adept (1/day), meticulous
Combat Gear scroll of expeditious retreat, scroll of feather fall; Other Gear serenity, backpack, bedroll, belt pouch, flint and steel, Flute, mess kit[UE], pot, soap, spring loaded scroll case, spring loaded scroll case, trail rations (5), waterskin, 27 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (Serenity) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Meticulous -2 on all untrained skill checks
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Background:

Aira was born in Lastwell in 4697 to what seemed like your run of the mill mortal human parents, though immediately everyone knew there was something different about this girl. It's not every day a child is born with silver hair.

For her younger years, Aira's parents kept her segregated from most of the rest of the children, for fear of her being shunned as an outcast. Unfortunately luck took a turn for the worst, when both her parents were killed in the attacks from the Twisted Nail. All that was left was this silver haired, bright smiled orphan.

In an unexpected turn, rather than shun, as a form of rebuilding, the residents of Roslar's Coffer welcomed and felt a level of responsibility for the Aira. Aira may have lost her birth parents, but she gained a new, welcoming family in Lastwell. One such resident seemed to take the bulk of the responsibility for Aira's continued upbrining - the elf named Rose.

Rose helped the child grow and keep a positive outlook on life, while at the same time help to harness magic powers that grew deep within. She taught Aira to bond her magic into a single specific item, in this case a staff she named "Serenity", contradictory to the actual power held within. Rose also inspired Aira to focus on music, as a means to release her magic in non harmful ways. Day after day, Aira practiced the flute, becoming more well known around the townsfolk and befriending many other locals. She would often be found playing a quick melody around late night campfires.

Aira was especially excited when she was asked to perform at the wedding of Vanderhoff Steelkeg and Calrianne Blix. She could barely hold her excitement back as she lay her eyes to rest a few nights before the big day....

Personality:

Talk talk talk... Aira loves to talk to people, about anything and everything. She somehow tends to find a way to use her words to spin any negative into a positive, and often brings smiles to the faces of her friends through laughter and music.

Yet at the same time, she is very meticulous. When the talking is over, and its time for action, she prefers to plan every little detail prior to execution. When she's not jibba jabbing with her friends, she focuses on practicing her flute, and harnessing her power. She respects Rose for her teachings, her guidance, and her ability to help train Aira to focus her powers. She struggles yet to understand why she has these gifts, and why they seem to do more harm than good.