Arcane Pool, Magus Arcana, Improved Spell Combat, Spellstrike, Spell Recall, Knowledge Pool
Alignment
Lawful Neutral
Deity
Ardad Lili
Location
Sandpoint
Languages
Common (Taldane), Polyglot, Varisian, Infernal
Occupation
Problem Solver
Strength
16
Dexterity
14
Constitution
14
Intelligence
16
Wisdom
12
Charisma
8
About Ariadne deSernos
HISTORY
Born in the Cheliaxian city of Westcrown to semi-wealthy parents Ariadne had a good life until the age of 7, when her father angered a Hellknight Paralictor and her family was summarily exiled after the man uncovered his Black Market dealings.
Moving south to the Chelaxian colony of Sargava, a place where he often travelled as part of his “work”, he resumed his trade in the capital city of Eleder on a lesser scale.
When she was old enough, her mother began to instruct her in the worship of Ardad Lili, explaining that she only used her husband (Ariadne’s father) to give her a daughter and utilise his money for her own ends. Upon arriving in Eleldar, she found a group of like minded women and when Ariadne reached the age of 16, she was put under the tutelage of another woman who followed the teachings of Ardad Lili. With her she learnt how to fight with both sword and spell and for the next 4 years she grew in skill, scouring the nearby jungles for sport and practice.
One day her father brought home one of the strange creatures that inhabited the land, a tiny flying thing that he promised would fetch a tidy sum once he shipped it off to Cheliax. Unfortunately, before he could do so he was apprehended as part of a put up job and put into prison. Finally fed up with his lawbreaking ways, her mother sold what she could and took their savings and Ariadne, who took the flying creature, with her on a voyage back to Cheliax. Unfortunately on their way to the city of Magnimar, one of the stops on the way back home, the ship they were on was attacked by pirates. The pirates were beaten, but not before a good portion of the crew were killed including her mother. Limping into port at Magnimar, Ariadne decided to remain and using the last of her mother’s money, she bought a strange chain shirt that caught her eye. Now armed with both her new armour, as well as her sword and other various magics, she decided to pursue a life of adventure.
Enquiring at the Hall of justice, she was directed by a Sergeant there that a minor noble by the name of Aldern Foxglove was wanted for something in the northern town of Sandpoint and that although he had done nothing in Magnimar, they still wanted to question him about the warrant. With this in mind, she asked directions to his house in order to case it, but instead found a group of people who were intent on breaking in. She convinced some of them to request assistance from the authorities and so her new life begins...
DESCRIPTION
Ariadne is an average looking woman with the long straight black hair and pale skin typical to most Chelaxian women. She typically wears long pants and tight fitting shirts and when going into battle she also wears a gleaming silvery breastplate. A razor sharp longsword is displayed openly at her left hip and a myriad of daggers can also be seen poking from various locations around her body.
Her caustic demeanour puts a lot of people off side with her and as such she often finds it hard to associate with people, especially men. A tiny flying reptile is usually seen sitting on her shoulder and she can regularly be seen conversing with it in strange mixture of chirps and screeches.
STATS:
Female Human Magus 10
Lawful Neutral, Medium Humanoid (Human) Initiative +10; Senses Perception +11
Languages Common (Taldane), Polyglot, Varisian, Infernal
DEFENCE AC 25, touch 13, flat-footed 21; (+8 armour, +2 deflection, +2 DEX, +1 dodge, +2 natural)
CMD 23
hp 104
Fort +10, Ref +6, Will +9
Resistances DR Concentration 18 (+2 in Spell Combat)
DEFENCE AC 20, touch 15, flat-footed 17; (+3 Dex, +2 size, +5 natural)
CMD 15
hp 52
Fort +7, Ref +10, Will +9
Resistances
Cold 10
Fire 10
Spell 6
DR 5/Good
OFFENCE Speed 10ft., Fly 40ft. (Good)
Base Attack +6/+1 CMB +2
Melee +9/+4 (+6/+1 BAB, +3 DEX) Bite 1d3-2 x2 (P)
Melee +9/+4 (+6/+1 BAB, +3 DEX) Sudden Swoop 1d3 x2 (P)
Melee +19/+14 (+6/+1 BAB, +3 DEX, +10 SG) Smite Good Bite 1d3+8 x2 (P)
Melee +19/+14 (+6/+1 BAB, +3 DEX, +10 SG) Smite Good Sudden Swoop 1d3+10 x2 (P)
Special Attacks
Sudden Swoop (Ex): If Lili makes a charge attack while flying, she does not provoke an attack of opportunity when she enters an opponent’s space to make a melee attack. She also gains a +2 bonus on damage rolls with her bite attack when she makes a Sudden Swoop.
Smite Good (Su): [ ]
As a swift action, Lili can add a CHA bonus to attack rolls and damage bonus equal to her HD (+10) against good foes; the smite persists until the target is dead or she rests).
ABILITIES STR 6, DEX 17, CON 11, INT 10, WIS 14, CHA 11
Special Abilities
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odours just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Lili takes no damage if she makes a successful saving throw and half damage even if the saving throw fails.
Empathic Link (Su): Ariadne has an empathic link with Lili to a 1 mile distance. She can communicate empathically with Lili, but cannot see through her eyes. Because of the link’s limited nature, only general emotions can be shared. Ariadne has the same connection to an item or place that Lili does.
Deliver Touch Spells (Su): Lili is able to deliver touch spells for Ariadne. If they are in contact at the time Ariadne casts a touch spell, she can designate Lili as the “toucher.” Lili can then deliver the touch spell just as Ariadne would. As usual, if Ariadne casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): Ariadne and Lili can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): [smaller]Lili can communicate with animals of approximately the same kind as herself (reptiles).
Such communication is limited by the Intelligence of the animal being conversed with.
Share Spells: Ariadne may cast a spell with a target of “You” on Lili (as a touch spell) instead of on herself. She may cast spells on Lili even if the spells do not normally affect creatures of the Lili’s type (magical beast).
FEATS
Lightning Reflexes
SKILLS
Fly +12
Perception +12
Stealth +12
POSSESSIONS:
Weapons
+2 Keen Longsword
Masterwork Longsword
2x Masterwork Daggers in Spring Loaded Wrist Sheathes
8x Daggers
Clothes & Armour
Traveller’s Outfit [Pants, Shirt, Vest]
+2 Mithril Breastplate
+1 Cloak of Resistance
+4 Headband of Vast Intelligence (Knowledge: Geography/Knowledge: History)
+2 Belt of Giant Strength
Boots of Striding and Springing
Magic Items
Ioun Torch
+2 Amulet of Natural Armour
+2 Ring of Protection
Ring of Sustenance
Potions
Potion of barkskin +3
Potion of cure serious wounds 3d8+5