About Aria DrosBasics:
AC: 17
Touch: 14 Flat: 13 CMD: 16 HP: 10/10 (dead at -12) BAB: +0
Init: +4
Racial traits:
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level. Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. FCB: Add +1/4 point to the magus’s arcane pool. Class Features:
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier [4]. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Ranged Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability while wielding a ranged weapon in the other hand. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. (Composite Longbow +2 str) Infernal Mortification (Su): At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer’s Constitution damage is equal to or greater than 1/2 his Constitution score. Magus Arcana
Feats and Traits:
Feats
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Traits Stolen Fury: +2 trait bonus on all combat maneuver checks against demons. Magical Lineage (Snowball): When you apply metamagic feats to snowball that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Basic Attacks:
MW Composite Longbow (2 str) (range 110'): +5, 1d8+2 damage, crit x3, pierce longsword: +2, 1d8+2 damage, crit 19-20x2, slash dagger: +2, 1d4+2 damage, crit 19-20x2, slash or pierce Skills (*class skill):
+4 Acrobatics (-1 ACP) +3 Appraise +1 Bluff (skilled) +2 Climb* (-1 ACP) -1 Diplomacy -1 Disguise +4 Escape Artist (-1 ACP) +4 Fly* (-1 ACP) +0 Heal -1 Intimidate* +7 Knowledge (Arcana)* 1r +4 Knowledge (Nature) +4 Perception* 1r +4 Ride* (-1 ACP) +0 Sense Motive +7 Spellcraft* 1r +7 Stealth (skilled)(-1 ACP) +0 Survival +2 Swim* (-1 ACP) Spells:
Spells/Day: 3/0th, 2/1st
Concentration: +4 Spellbook: 0th - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidgitation, Ray of Frost, Read Magic, Spark, Brand 1st - Ray of Fatigue, Snowball, Color Spray, True Strike, Vanish, Magic Missile Spells Prepared: 0th - DC 13 Ray of Frost, Acid Splash, Ghost Sound 1st - DC 14 True Strike, Snowball Equipment:
Background:
The Present "Steady..." her father's voice echoes in her mind as she draws her bowstring back, sighting down the arrow. "Hold..." she continues to hear her father in her head and swears she can feel his breath on her ear as a tear rolls down her face. "Release!" The final command echoes as she holds her breath and releases the bowstring. Her arrow flies straight, but in her grieving state, misses her target and thunks into a tree. Startled by the sound, the deer she was hunting darts off into the woods. Aria falls to her knees in tears, "Why did you have to leave me?" Previously
To the world, Aria appeared to be the perfect daughter, always smiling, playing, and laughing. As she aged, she began to look more and more like her mother. Her father worried that at some point whatever the cultists did to her would make itself known, but outside of her purple tinted eyes, she appeared a happy girl. However, around adolescence, the smiles and laughter began to mask confusion and nightmares. Many nights as Aria slept, she would be plagued with the same nightmare. A clearing in the woods ... a woman that looked like an older version of her except for her eyes bound to an altar ... chanting ... blood ... screaming. The nightmare was always same and Aria would jolt awake drenched in sweat. One morning, after awaking from the nightmare, Aria finally spoke of it to her father. As she spoke, she could see all the color drain from Trebio's face. When she was done, Trebio simply stood up and walked out of the house without saying a word. Aria was terrified. What did it mean? Where did he go? She quickly looked to the hearth and saw his bow still hanging knowing he would be back. Many hours later he finally returned. He sat Aria down and began the tale of her birth Aria was terrified but at least her nightmares now made sense. She wasn't crazy and she wasn't dreaming her future, Aria was dreaming the past that poor woman was her mother. The look on Aria's face broke Trebio's heart. He vowed to protect her anyway he could and that started with teaching her how to protect herself. The next morning Trebio took Aria out and began teaching her how to use the bow and how to hunt. Its easy he would say. "Steady yourself and aim down the bow. Hold your breath. And release." His arrows seemed to fly perfectly straight and true, while hers would wobble and fall harmlessly to the ground. Aria loved these times she could spend with her father and continually practiced, wanting to make him proud. As time passed, the nightmares remained, however, they didn't seem to bother her as much as she continued to train with her father. Unfortunately, all good things must come to an end. Aria returned home from a solo hunt, excited to show her father the deer she caught. When she opened the front door ready to show off her prize, her elation immediately became fear. Her father laid collapsed on the floor. She hurriedly got him into bed. He was groggy, but alive. She went out in search of any medical assistance she could find for her father. Unfortunately, it didn't matter who she brought, no one could figure out what was wrong with him. Aria spent her time at his bedside, uncertain what to do. One day, her father awoke and his eyes showed a clarity they haven't had in awhile. "Aria my dear," her father rasped. "I'm not long for this world..." "Don't say such a thing!" Aria cried while taking his hand in hers. "It is ok my child... You have grown into a talented, beautiful, strong woman... You will do well on your own... Live the life I've always known you should... I will always be with you .... here... " He reached out to touch her heart. "Remember... I... love..." Her father struggled to say before his arm went limp and he released his final breath. Anguish tore through her heart and her tears flowed freely as she wept over his corpse. "I love you too father," Aria whispered through her tears. The Present
Aria was at a loss of what to do with her life. Everything these days reminded her of her father. She wanted to go, to leave and forge a new life for herself, but how could she. Her father hadn't even been buried a month and debt collectors started to show up demanding payment for the healing services rendered. What was she supposed to pay with? The deer she hunted and the occasional bow she made? She'd never have enough money to leave. These days the only time she felt free is when she was hunting. Then it was just her and her father's bow, but now even that was being assaulted by her grief. As she sits there on the forest floor with tears of grief streaking down her face, a moment of clarity struck. "Pick yourself up and pull yourself together!" Aria admonished herself. "What would father say if he saw you like this?" With that thought, Aria lifted herself up and went to wipe away her tears, however, she found her tears frozen. "Odd... It's too warm for this." Aria thought to herself as she picked up her bow and continued her hunt. Aria slowly made her way through the woods following the game track when she sighted her prey. "Steady..." Aria draws back her bow string, her mind clear she sights down the arrow. "Hold..." She holds her breath as she readies her shot and a strange energy seems to fill the bow. "Release!" Aria releases her bow string, the arrow flies straight and true with an accuracy and power she's never seen before and strikes her quarry straight through the heart, dropping it quickly and cleanly. As she cleans her kill, Aria whispers a prayer to her father, "I'll make you proud. I'll find the way to live my life." That night for the first time the nightmare changed. How she couldn't say as the dream seemed the same. However, when she awoke there was no feeling of dread or fear. In its place she felt a calling to the Kenabres, to the crusades. She felt as if she had a purpose. Aria packs a bag to travel and slings her bow across her back. She takes one more look around and says goodbye to the only home she has ever known on her way to Kenabres. Appearance and Personality:
Aria has an unnatural beauty to her. She has shoulder length blonde hair that appears to have a shimmer to it that she typically wears pulled back into a ponytail. Her skin is fair and her purple tinted iris's are piercing. Even though she never met her mother, Aria is almost a spitting image of her mother. Typically she is very outgoing and quick to make friends with anyone around her. Note to GM:
In my mind, some creature or cult did something to her mother to cause her birth and her demonic heritage. I know tieflings don't typically have two human parents unless one has a tiefling ancestor, but I felt a cult ritual could make her a tiefling. She believes she is human and has the pass as human racial trait. I purposely left what exactly happened with the ritual vague.
Aria is just now coming into her magical powers (the freezing tears and energy filling the bow from her background). I know Magus are supposed to be practiced casters, but I like to fluff them as more innate powers. So in her case, her powers would be coming from her demonic heritage/cult ritual. Finally, her bonded item is the composite bow. Fluff wise, this was her father's bow and is her most prized possession.
Level Up Info:
Level 1: +1/4 Arcane Point FCB | Skills: Knowledge (Arcana), Knowledge (Nature), Perception, Spellcraft, Stealth) |