Full Name |
Ariela Fiorell |
Classes/Levels |
Female azata-blooded aasimar (musetouched) investigator (infiltrator) 1 | HP: 11/11 | AC:16/FF:13/T:13 | F:+2* R:+5* W:+2* | Init: +3 | Perc: +4 | Resists: A/C/E:5 | Darkvision: 30' |
Gender |
Female |
Size |
Medium |
Strength |
13 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
14 |
About Ariela Fiorell
Ariela Fiorell
Female azata-blooded aasimar (musetouched) investigator (infiltrator) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 7)
CG Medium outsider (human, native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +2; -1 vs. fire effects, -1 when adjacent to open flames or on fire
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
. . rapier +3 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Investigator (Infiltrator) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, disguise self
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Statistics
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Str 13, Dex 16, Con 14, Int 18, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits augmented disguise, urban sleuth (Silver Ravens; Knowledge [Local, History]), wary
Skills Acrobatics +2 (+1 when adjacent to open flames or on fire), Appraise +4 (+3 when adjacent to open flames or on fire), Bluff +6 (+5 when adjacent to open flames or on fire), Climb +0 (-1 when adjacent to open flames or on fire), Diplomacy +8 (+7 when adjacent to open flames or on fire), Disguise +7 (+6 when adjacent to open flames or on fire), Escape Artist +6 (+5 when adjacent to open flames or on fire), Fly +2 (+1 when adjacent to open flames or on fire), Heal +0 (-1 when adjacent to open flames or on fire), Intimidate +2 (+1 when adjacent to open flames or on fire), Linguistics +8 (+7 when adjacent to open flames or on fire), Perception +4 (+3 when adjacent to open flames or on fire), Ride +2 (+1 when adjacent to open flames or on fire), Sense Motive +5 (+4 when adjacent to open flames or on fire), Sleight of Hand +6 (+5 when adjacent to open flames or on fire, +8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +6 (+5 when adjacent to open flames or on fire), Survival +0 (-1 when adjacent to open flames or on fire, +2 to avoid getting lost), Swim +0 (-1 when adjacent to open flames or on fire), Use Magic Device +6 (+5 when adjacent to open flames or on fire); Racial Modifiers +2 Diplomacy
Languages Common, Draconic, Dwarven, Elven, Halfling, Infernal
SQ alchemy (alchemy crafting +1), burned, inspiration (4/day), master of disguise, scion of humanity
Combat Gear caltrops; Other Gear studded leather, crossbow bolts (50), dagger, light crossbow, rapier, backpack, belt pouch, blanket[APG], blanket[APG], candle, chalk, city map, fake footprint shoes[UE], trail rations, waterskin, wrist sheath[UE], 47 gp, 4 sp, 9 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Master of Disguise (Ex) Disguise in 1d3 minutes. Reduce penalties for different traits by 2 each.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.