Ilora Nuski

Aria Stellar's page

213 posts. Alias of stardust.


Race

Human Air Elementalist 8

Classes/Levels

HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

About Aria Stellar

Aria Stellar
Female human Air Elementalist 8
N Medium humanoid (human)

Description
With her white and desert red robes flowing behind her, Aria can sometimes be a quite attractive figure, if somewhat unnoticable. Her features are pleasant, but not distracting in any way. What is distracting, however, is the strange sword she wears at her side, a massive imposing weapon with hooks and flanges that cannot fit in a scabbard of any type. Its metal is still rust red in places where blood dried. She has stern militant features, imposing enough to be avoided by most common folk.

Init +4, Senses Perception +8, Awareness (when Skyfire is within arm's reach)
Spells prepared:
0 - daze, ray of frost, touch of fatigue, message
1st - magic missile (x2), mage armor (x2), shield
2nd - elemental touch, gust of wind, summon monster II (x2) (+1)
3rd - cloak of winds, lightning bolt (x2), wind wall
4th - ball lightning (x2), river of wind

-----DEFENSES-----
AC 17, touch 13, flat-footed 14 (+4 armor, +1 Dodge, +2 Dex)
hp 56 (8d6+8)
Fort +4, Ref +5, Will +8 (+1 vs fear)
Defensive Spells shield +4 shield AC. wind wall deflects bolts and arrows. other projectiles have 30% miss chance, cloak of winds ranged attacks have -4 penalty to hit.
-----OFFENSE-----
Speed 30 ft.
Spell-like Abilities (CL 8th, concentration +13)
At will - feather fall, levitate
8/day - lightning flash (1d6+3 electricity damage + dazzle, Ref 18 halves damage and avoids dazzle)
8 rounds/day - cyclone (vortex 10 ft radius and up to 80 ft high) - ranged attacks automatically miss and can force flying creatures to fall (DC 18). Ground creatures can attempt to move through the cyclone with a Str check (DC 18). Vortex is faintly visible (Perception DC 15).
Melee shatterspike +7 (1d8+4, crit. 19-20/x2)
Ranged mwk dart +7 (1d4+2, crit. 20/x2) range increment 20 ft.
Special Attacks sunder +12 (1d8+7, crit. 19-20/x2), power attack (-2 to hit, +6 damage)
Wizard Spells Known (CL 8th, concentration +13)
0 - arcane mark, bleed, dancing lights, daze (DC 13), detect magic, detect poison, disrupt undead, flare, ghost sound (DC 13), light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, ray of frost, spark, touch of fatigue
1st - alter winds, crafter's fortune, identify, mage armor, magic missile, shield, shocking grasp, true strike, unseen servant
2nd - elemental speech, elemental touch, glide, gust of wind (DC 15), invisibility, summon monster II, whispering wind
3rd - cloak of winds, flight, lightning bolt, wind wall
4th - ball lightning, greater invisibility, river of wind
-----STATISTICS-----
XP 34000
Str 14, Dex 14, Con 12, Int 17, Wis 14, Cha 10
Base Atk +4; CMB +6 (+2 to sunder); CMD 17 (+2 vs sunder)
Feats Arcane Strike, Craft Magic Arms and Armor, Dodge, Improved Sunder, Martial Weapon Proficiency (longsword), Power Attack, Scribe Scroll (B)
Traits Contagious Mettle, Desperate Focus
Armor Check Penalty 0
Favored Class (Wizard) +6 skill ranks, +2 hitpoints
Skills Appraise +8 (2), Bluff +5 (5), Craft (armor) +8 (2), Craft (weapons) +8 (2), Knowledge (arcana) +9 (3), Knowledge (local) +8 (2), Perception +9 (7), Profession (Soldier) +6 (1), Fly +11 (3), Stealth +8 (6), Spellcraft +13 (7), Survival +10 (5)
Languages Aquan, Common, Goblin, Undercommon
Equipment shatterspike, robes of armor +4, cloak of resistance +1, ring of the ram, wand of shocking grasp (48 charges), scroll (flight), scroll (lightning bolt), potion of cure light wounds x2, 10 masterwork darts, masterwork backpack (artisan tools, bedroll, beltpouch, flint and steel, whetstone, waterskin, 7 days trail rations, 50 ft silk rope)

10000 gp
-4315 gp (shatterspike) 4 lbs
-4000 gp (robes of armor) 1 lb
-3750 gp (wand of shocking grasp)
-100 gp (potions of cure light wounds)
-65 gp (10 masterwork darts) 5 lbs
-0 gp (wizard's spellbook) 3 lbs
-50 gp (masterwork backpack) 4 lbs
-375 gp (scroll of lightning bolt - now in spellbook)
-300 gp (scrolls of elemental speech and elemental touch - now in spellbook)
-0.1 gp (bedroll) 5 lbs
-1 gp (beltpouch) .5 lbs
-1 gp (flint and steel)
-0.02 gp (whetstone) 1 lb
-1 gp (waterskin) 4 lbs
-3.5 gp (7 days trail rations) 7 lbs
-10 gp (50 feet silk rope) 5 1bs
-5 gp (artisan tools) 5 lbs
-5 gp (spell component pouch) 2 lbs
-190 gp (scribing invisibility)

+15000 gp
-6000 gp (Enhance robes of armor +2 to robes of armor +4)
-8600 gp (Ring of the Ram)
=====
400 gp
-187.50 gp (Scribe Scroll: flight)
-187.50 gp (Scribe Scroll: lightning bolt)

Cash 25.0 gp
Encumbrance Light (46.5 lbs / 66)
-----FEATS AND SPECIAL ABILITIES-----
Air Supremacy (Su) Aria has a +3 enhancement bonus on Fly skill checks, and in addition she can cast feather fall and levitate on herself at will.
Arcane Strike (Feat) As a swift action, Aria can imbue her weapon with magic to bypass damage reduction that deals an additional 3 points of damage.
Craft Magic Arms and Armor (Feat) Aria can enchant masterwork weapons, armor, and shields, requiring a day of work for each 1000 gp in its price, and raw materials equal to half the cost of the total price.
Contagious Mettle (Trait) As a combat tactical leader, Aria has a +1 trait bonus on Will saves vs. fear. Allies within 5 feet also gain the same advantage.
Desparate Focus (Trait) Aria has a +2 trait bonus on concentration checks.
Familiar (Su) Aria is bonded with a Rhamporhynchus Pterosaur as a familiar, granting her +2 initiative when Skyfire is within one mile, and the Alertness feat when within arm's reach.
Improved Sunder (Feat) Aria does not provoke an attack of opportunity when she sunders a weapon and she gains +2 bonus on the attempt. She also gains a +2 CMD bonus against sunder attacks.
Lightning Flash (Su) As a standard action, Aria can unleash a flash of electricity, dealing 1d6+2 electricity damage to all creatures within 5 feet and dazzling them for 1d4 rounds. Ref DC 17 to negate the dazzled effect and half the damage. Aria can use this ability 8 times per day.
Martial Weapon Proficieny (Feat) Aria is proficient with the longsword.
Power Attack (Feat) Aria can take a -2 penalty to attack rolls to gain a +4 bonus to damage, or +6 if she is attacking with a one-handed weapon using both hands.
Scribe Scroll (Feat) Aria can scribe an arcane scroll of any spell she knows, requiring 2 hours for any scroll costing 250 gp or less, and otherwise 1 day for each 1000 gp in its price. She must use raw materials equal to half the cost of the total price.

Familiar Skyfire
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +10
___DEFENSES___
AC 20, touch 17, flat-footed 16 (+4 Dex, +2 size, +4 natural)
hp 28 (8d8)
Fort +2; Ref +8, Will +7
Defensive Abilities improved evasion
___OFFENSE___
Speed 10 ft. fly 40 ft (good)
Melee bite +8 (1d3-2, crit. 20/x2)
Space 2 1/2 ft.; Reach 2 1/2 ft.
Special Attacks sudden swoop (charge that does not trigger attack of opportunity: +2 to hit, +2 damage)
___STATISTICS___
Str 6, Dex 18, Con 11, Int 9, Wis 14, Cha 11
Base Atk +4; CMB +5; CMD 13
Feats Flyby Attack, Hover, Lightning Reflexes
Skills Appraise +4 (5), Bluff +5 (5), Knowledge (arcana) +2 (3), Knowledge (local) +1 (2), Fly +16 (5), Perception +12 (7), Spellcraft +6 (7), Stealth +19 (6), Survival +7 (5)
SQ deliver touch spells, empathic link, grant Alertness, improved evasion, share spells, speak with master, speak with animals of its kind
___FEATS AND SPECIAL ABILITIES___
Deliver Touch Spells (Su) As a familiar, Skyfire can hold the charge and deliver touch spells cast by Aria.
Empathic Link (Su) Skyfire and Aria can communicate empathically (basic emotions only) if within 1 mile of each other. They share the same emotional connection to locations.
Flyby Attack (Feat) While flying, Skyfire can take a standard action at anytime during his move.
Grant Alertness (Su) While within arm's reach, Skyfire grants Aria the Alertness feat.
Hover (Feat) Skyfire can halt his movement while flying and remain in one space without making Fly skill checks.
Improved Evasion (Feat) If Skyfire makes a Reflex saving throw against a spell that would normally deal half damage with a successful save, he instead takes no damage.
Lightning Reflexes (Feat) Skyfire can move quickly to get out of danger's path, and has an extra +2 to Reflex saving throws.
Speak with Monsters of Same Kind (Su) Skyfire can communicate with other small flying lizards and dinosaurs.
Speak with Master (Su) Skyfire and Aria can communicate with each other in their own verbal language. No one else understands this language.

---------------
Background
---------------
Aria does not remember most of her childhood; and indeed the first memory she does have is of being forced out of her childhood home by a family that had grown too large to afford food for everyone. She remembers little of her parents (or the people that took care of her) other than extreme poverty, occasional cruelty, and a general pessimistic attitude towards life. She was called Maria then, but she changed her name to Aria to rid herself of those painful memories. And to reach for the stars above her, which seemed to offer a better life, someplace, somewhere. Thus Aria Stellar came into the world.

Aria quickly found that her intelligence was her best asset, and found different ways to use it, to both survive in the city streets by finding work with thieves and other vagabonds, and later how to swing a sword more efficiently. It was here, with a newly stolen sword in her hand that Aria discovered she had the arcane spark within her. The sword crackled with energy, and all she had to do was concentrate on the blade to bring out a devastating energy. Books stolen from the Tower of Heavens and their various traders eventually showed her what her powers actually were. And while she continued to focus on surviving on the streets when required to, and aiding various less fortunates (as a matter of survival, rather than charity), Aria continued to look up to the stars and the skies as her one true escape, and focused on the books she had stolen as a possible method of reaching them one day.

It was in this state that she later met the handsome Captain Silvers, a young, brash but courageous man who was the captain of a mercenary unit employed by the Kingdom of Thaspera in their war with the empire, their former trading partner. The war was short-lived, as might be expected when a smaller power attacks an empire. But in that time, Aria's magic and Aria herself had proven invaluable to the Silver Eagles. She was finally becoming a truly respected person, and focused continually on military diligence along with her arcane studies. It was in the fields of the Battle of Killonth when Skyfire screamed out of the sky. A strange beast with which she felt an immediate connection. She later performed the ritual to bind her soul to Skyfire as a familiar, but to say that they did not already share some type of bond before then would be a lie.

With the end of the war, Aria Stellar, Captain Silvers and the other Silver Eagles were effectively disbanded. No one needed a well trained mercenary unit for an ended war. They parted ways, each finding work according to his or her skill. Aria's skills were more diverse than most, so she found work of all sorts in the few years that followed. Each year she grew more powerful and more certain in both her magical ability, and her personality. She learned never to give, or to yield what could be sold or traded for the highest price. But some of that philosophy may have originated in her earlier childhood or in dealings with less fortunates that had learned to steal or take anything they could. Her recent employment by the Merchant's Guild trumped most of her recent offers with a powerful enchanted sword that seemed to be specifically designed for her. This sword, (the shatterspike) came to her without a name, but after the few chances she has had to use it, Aria has named it Cloudcleaver. The blade frequently flickers with lightning when she wields it, and when it shatters through her opponents' weapons it claps like thunder. It is a vicious blade in appearance, and has no scabbard able to bear it. Instead it hangs loosely from a belt at her side, over her gown-like robes of white and desert red. The blade is rust-red in places, where blood has dried and not been cleaned off. Since she has dealt with the Merchant's Guild in the past, she looks forward to what she can expect from them now and eagerly awaits the details of her next contract.

--------------
Friends
--------------

Very much an orphan of the streets, Aria Stellar has few people she truly cares about. The people she respects and cares for are those she has fought with, who have proved their loyalty and their competence to her in more than one mercenary job: the Silver Eagles, and in particular, Captain Dryval Silvers, the handsome captain who once led the unit. After the war with the empire, and what few jobs they could find once that had ended, he was employed by the city of Coran as a Captain of the City Guard. When he first received this commission, it was a time of worried celebration for the Silver Eagles, who gathered in Coran to congratulate Coran on such a noble appointment. But, as is often the case of those savvy to this sort of thing, the question of why was in their minds. Captain Silvers had showed no particular loyalty to the city; and in at least one instance had actually been its enemy. In any event, he advised that the unit scatter, as much as possible, in the case that it were some sort of subterfuge from the Mages of the Tower.
For a while, Aria was the one connection between the members of the group, but over time, even that has changed. Now the threat of political subterfuge is past and the Silver Eagles seem resigned to the fact that Captain Silvers' appointment may just have been the recognition of an effective military strategist. Dryval and Aria send messages back and forth on occasion, and whenever she is within a mile or so of the city, she uses both magic and Skyfire to see if he has time to see her. It is an unusual friendship, bordering perhaps on love if trust could ever be built up enough between them.

--------------
Motivations/Fears
--------------

Aria Stellar is motivated by the few memories of her childhood, and the fond memories she had of the Silver Eagles: that she should never again know the horrors of poverty and be respected for her intellect and magical powers by both wealth and true friendship (if it can be earned). It is for this reason that Aria has taken on so many jobs from differently aligned organizations, the thieves guild, the merchants guild, and the mages of the Tower themselves, searching for wealth, respect, and friendship. She never betrays her employers' trust, and fulfills the obligations of one contract before accepting another. Not because she feels any obligation to the laws of the realm, but because she wishes to be trusted, admired, and respected by those worthy of her own respect and possibly friendship. And betraying one's confidence in such a manner would unlikely result in trust and friendship.