About Aria DelacroixAria
+2 distance breech loaded pistol::
- Attack Bonus: +11 +1 if 30ft - Damage: 3 d6 +2 +1 if 30 ft - Critical: 20 x3 - Range: 100 - Type: Piercing - Weight: 2 lbs - Ammo: 80 Bullets 5 fire bullets (3d6+1d6 fire) 5 frost bullets (3d6+1d6 cold) 9 shock bullets (3d6+1d6 lightning) - Location: thigh Gun blade:
- Attack Bonus: +7 - Damage: 1d4+2 - Critical: 19-20 x2 - Type: Piercing/Slashing - Weight: 2 lbs -------------------------------------------- TRAITS::
Dangerously Curious: +1 umd Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. ------------------------------------------------------ ---------------------- SKILLS:
Acrobatics (Dex) 7+3+4=14 Bluff (Cha), 7+3+5=15 Diplomacy (Cha) 7+3+5=15 Knowledge (nobility, 2+3+2=7 archana, 2+3+2=7 local, 2+3+2=7 planes, 1+3+2=6 religeon) 1+3+2=6 Perception (Wis) 7+3+0+2=12 Perform (2 dance and 2 song) (Cha)) 2+3+5=10 Sense Motive (Wis), 7+3+0=15 Sleight of Hand (Dex) 1+3+4=8 Stealth (Dex) 1+3+4=8 Use Magic Device (Cha) 7+3+5+1=16 Racial abilities::
Immunity to magic sleep spells and effects . Wood elves simply do not sleep, and no magic can force them to do so. +2 racial saving throw bonus against Enchantment spells or effects. Their magical nature makes wood elves highly resistant to spells that would make them lose their way. Low-light Vision : Wood elves can sec twice as far as a human in poorly illuminated conditions such as starlight, moon light, torchlight and similar circumstances. They retain the ability to distinguish color and detail under these conditions. +2 racial Perception checks. A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. A wood elves senses are so keen that he practically has a sixth sense about hidden portals. ------------------ LANGUAGES common, elven, draconic, orc ---------------------------------------------------- FEATS Firearm Proficiency Point blank precise shot Highway man Arcane strike swift action +2 damage (arcane duelist) Combat Casting (arcane duelist) Disruptive (arcane duelist) Expanded Arcana (Dm Bonus) ------------------------------------------
Spells known:
0 levels: dancing lights, read magic, mage hand, mending, detect magic, spark 1st level: cure light wounds, identify, sleep, expeditious retreat, grease 2nd level: cats grace, cure moderate wounds, darkness, hypnotic pattern, detect thoughts, glitterdust 3rd level: good hope, haste Spells per day
Performances:
0/22 rounds per day used Inspire courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong. Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.This performance replaces suggestion. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Arcane Bond:
At 1st level, bards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the bard's skills and senses and can aid him in magic, while a bonded object is an item a bard can use to cast additional spells or to serve as a magical item. Once a bard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Bards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is a weapon it must be wielded. If a bard attempts to cast a spell without his bonded object in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the bard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the bard, including casting time, duration, and other effects dependent on the bard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the bard's opposition schools (see arcane school below). A bard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a bard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the bard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the bard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per bard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A bard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. proficiencies:
all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields) firearms
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Goods:
Headband of Alluring Charisma (Head) Ring of Protection +1 (left hand) bag of holding(bed roll 5lbs; 5 pints of oil 5lbs; small mirror ½lb; wand of identify; wand of cure light wounds; Spell component pouch 2 lbs ---------------------------- History:
Aria’s family came from a strong line of warriors, scribes, priests and of other noble professions. The long line was broken by Aria’s mother, Neia. Neia since she was a child had a fondness for song, music, dance and art of all sorts. She tried to please her parents by excelling at all the art forms that she could. She was the top dancer, singer and instrument player by the age of 15. By the time she was 19, she was the talk of not only her village, but the many villages that surrounded hers. She danced for kings, for the rich and the poor; she danced for the very dance gods themselves! Her voice was loved by everyone, and it was even said that Neia could make the soul of a demon weep with the notes that swept from her lips. All was well for Neia until one fateful night that her newly gained approval and image would be tarnished. On that night at one of the annual ceremonies of her village held at the village courtyard, Neia had performed a long dance. When the dance had finished and the villagers engaged in feasting and drinking, Neia disappeared. She had drunk too much and slipped off into the garden with her lover Kapir. She made love to him in drunken bliss and was caught by Kapir’s younger sister. She ran off to tell the villagers what she had just seen and soon everyone came to see if this were true. Kapir being a coward claimed that she was drunk and threw herself on him. When Neia tried to hold him and explain to the crowd of spectators that it was not so, Kapir slapped her off. She fell back on the ground and from the crowd, the faces of her disapproving family emerged. They publicly scorned her before all and spat her out of their family like a disease. Neia shamed by all left to seek a new life for herself. Neia was spoken of only in passing gossip and was soon erased from the lips of her father and mother. Neia made her way to a new village far away from hers where she could make a new name for herself. She was fortunate enough to find a city that loved art and had one of the most renowned brothels around. There she performed and made the brothel prosper like never before. She was loved by her cohorts at the brothel and soon bore triplets as a result of that dreadful night that marked her fate. She raised her three daughters within the brothel and the three daughters were taken care of by not only their mother but fellow courtesans too. Neia named them Yolim, Tobale, and Aria. Aria was the last to be born of the three and was the one who loved singing and dancing the most out of all three. Aria also loved animals, often keeping dogs and birds in her room as pets. Growing up, Aria came to call the courtesans “aunt” or the occasional “uncle”. The workers of the brothel were the only family she ever knew other than her sisters and her mother. Some of the clients even took to Aria and taught her how to shoot and even went as far as giving her weapons as a gift on her birthday. She was cared for by many. There, it didn’t matter that she grew up with a single mother. Aria’s mother decided to treat her children with love and always said that although the way they came to be was painful, she knew that her three daughters were the embodiment of the love she felt that night for Kapir. Aria was taught how to sing, dance and how to properly play a variety of instruments. She was taught how to use weapons and how to protect herself. Unfortunately the brothel wasn’t always fun and light; sometimes a fussy customer would come in and cause problems. Aria was taught very well how to deal with nasty people. She fought well, nothing fancy just enough to get the point across. She was fairly good with her handgun and usually never got too much lip after flashing it around. Although she was tough, Aria was also the most understanding and gentle of the three. She gave her mother comfort, would listen to the woes of clients as they waited to be seen by a courtesan often giving advice and peace. Aria never really talked to anyone about her troubles though, always believing that someone else always has it worse. One day, Aria decided to stroll around the town and head into a bar. She always dressed a bit more eccentric and was always packing a weapon somewhere on her. She went in and approached the bar with a little caution. She looked over and noticed a young man with striking features that she soon became entranced by. He looked up at her and caught her gaze. He was just about to say something when she felt a hand on her shoulder quickly moving down to her hips. She turned around noticed it was one of those customers she had to throw out of the brothel once. He kept trying to kiss her and touch her. She tried to resist but only landed herself in a corner, she pushed his face off of hers and pulled out her gun. She neatly placed it between his eyes and fired. She stood there as she watched the wretch of a man fall to his knees then topple over. She remembered that he had roughed her mother up a couple times. She had a strong disdain for him already and making him pay in that manner only gave her comfort. She then remembered that the young man wanted to say something and looked for him only to find him close to her. She resumed her gaze and in a shy voice asked “How may I help you?” not sure what else to say. He asked her if she wanted a drink, told her his name and began to converse for hours. She listened as Tristan poured his heart to her with the ink of distraught and sincerity. She realized that although he seemed strong, he too was vulnerable to hurt. Before she could stop herself, and she kissed him. She was always taught to show affection. Well, as fate would have it, the two were soon wed. Aria left her life at the brothel behind in search for information on Tristan’s family. Aria understood the need to understand what happened to his family. She too had a few bones to pick with hers. |