Lonicera

Ariniar Delian's page

7 posts. Alias of chibiamy.


Full Name

Ariniar Delian

Race

Half-Elf (Quadrian)

Classes/Levels

Bard (Arcane Duelist) 5/ Sorcerer (Destined Bloodline) 4

Gender

Female

Size

Medium

Age

20-ish

Alignment

NG

Deity

Shelyn

Occupation

Adventure Seeker

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Ariniar Delian

Ariniar was born in Qadira, or rather, on ship in the waters of Qadira. Her father, Sanar ibn Nial was captain of the vessel - not quite pirates, but a group of like-minded individuals seeking adventure and excitement. Aristrael Startrail is Ariniar's mother, a feisty elven woman who left home and culture for the man she loves. Which isn't out of character for one of Shelyn's priestesses. The life that Ari knew growing up was of adventure, tales of great daring, and even a bit of heroism mixed it.

So much did all that absorb into Arisniar, that the young woman became a better teller of stories than her father. It was a great delight for Aristrael and Sanar to listen to Ariniar sing the ancient songs, or even embellish a few of their own adventures.

It was decided that Ariniar had a talent, and so her parents, with much love, hugs and kisses, sent the young half-elven woman to train with the Shelynites in Taldor.

Taldor was a much different experience for Ariniar than life aboard her father's ship. There, she did not even realize the difference between her mother and father, or that a half-elf was something perplexing to both races. In Taldor, despite the love of Shelyn, Ariniar learned this. That is how she wound up in her first 'duel'.

Oh, that was that, for Ariniar! The taste for adventure was long in her blood, and finally having one of her own, minor that it was, Ariniar knew what her life would be! Oh, she continued her schooling in Taldor until it was completed, but the moment it was done, she wrote her parents a letter and set off for the life of an adventurer!

Since then, Ariniar is constantly writing her parents about the sights she has seen, or the adventures she has been on. One day, she hopes to compile them into a book about exploring all of the world. There have been a few times where Arinar was lucky to get out with the shirt on her back. In fact, luck has played a great role in her life. While Ariniar thinks little over it, she is noticing it more and more. Every time she thinks Luck will let her have a day off, some strange turn of events sets her in the path of someone or something in need, and Ariniar is caught in the middle before she realizes it.

Ariniar's Statblock:

Name: Arinar Delian
Race: Half-Elf
Player: chibiamy
Classes: Bard5, Sorcerer4
Hit Points: 54
Alignment: Neutral Good
Vision: Low-light
Speed: Walk 30 ft.
Languages: Common, Elven, Aquan
STR 12 (+1)
DEX 17 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 12 (+1)
CHA 18 (+4)
-------------------------- Skills --------------------------
Appraise +7, 3.0
Diplomacy +10, 3.0
Knowledge (Arcana) +11, 3.0
Knowledge (Geography) +11, 3.0
Knowledge (History) +11, 3.0
Knowledge (Local) +11, 3.0
Knowledge (Nature) +11, 3.0
Knowledge (Nobility) +11, 3.0
Knowledge (Planes) +11, 3.0
Knowledge (Religion) +11, 3.0
Perception +5, 1.0
Perform (Oratory) +15, 8.0
Perform (Sing) +13, 6.0
Swim +3, 2.0

-------------------------- Feats ---------------------------
Arcane Armor Training
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Blind-Fight
In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Breadth of Experience
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Defensive Combat Training
You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).

Lingering Performance

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency

Eschew Materials
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 21 / 17 / 18
Initiative: +3
BAB: +5
Melee tohit: +6
Ranged tohit: +8
Fortitude: +4
Reflex: +9
Will: +10
Rapier +1 (Keen):
to hit: +7
damage: 1d6+2
critical: 15-20/x2
special properties: threat range doubled
Whip:
to hit: +6
damage: 1d3+1
critical: 20/x2
special properties: Bonus to disarm an enemy (pg. 144), Deals nonlethal damage (pg. 145), May be used to make trip attacks (pg.145)

------------------------- Equipment ------------------------
Belt of Incredible Dexterity +2
Buckler +1
Headband of Alluring Charisma +2
Mithral Shirt +2 ( Save Bonus (Luck) (+1)/Glamered)
Special: 30 hp/inch, hardness 15, Luck bonus to all saving throws of +1, can appear as normal clothing on command
Outfit (Traveler's)
Potion of Blur
Special: Grants concealment (20% miss chance) for 3 minutes
Potion of Cure Light Wounds
Special: Cures 1d8+1 points of damage
Potion of Cure Light Wounds
Special: Cures 1d8+1 points of damage
Potion of Lesser Restoration
Special: Dispels magical ability penalty or cures 1d4 points of ability damage to one ability score
Potion of Protection from Evil
Special: +2 deflection bonus to AC, +2 resistance bonus to saves, gain protection from mental control and summoned creatures for 1 minute. Protects from attacks by evil creatures only.
Potion of Protection from Law
Special: +2 deflection bonus to AC, +2 resistance bonus to saves, gain protection from mental control and summoned creatures for 1 minute. Protects from attacks by lawful creatures only.
Rapier +1 (Keen)
Special: threat range doubled

--------------------------- Magic --------------------------

Bard Spells

Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 5 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Ghost Sound (Illusion)
Saves: Will disbelief DC: 14 Casting: 1 standard action
Duration: 5 rounds [D] Range: Close (35 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
DESC: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
DESC 2: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Know Direction (Divination)
Saves: DC: Casting: 1 standard action
Duration: Instantaneous Range: Personal Components: V, S
SR: Effect: When you cast this spell, you instantly know the direction of north from your current position. Target: You
DESC: When you cast this spell, you instantly know the direction of north from your current position.
DESC 2: When you cast this spell, you instantly know the direction of north from your current position.
Prestidigitation (Universal)
Saves: See text DC: 14 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice.
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Level 1
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 50 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
DESC 2: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Feather Fall (Transmutation)
Saves: Will negates (harmless) or Will negates (object); DC: 15 Casting: 1 immediate action
Duration: Until landing or 5 rounds Range: Close (35 ft.) Components: V
SR: Yes (object) Effect: The affected creatures or objects fall slowly. Target: 5 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
DESC: The affected creatures or objects fall slowly.
DESC 2: The affected creatures or objects fall slowly.
Saving Finale (Evocation)
Saves: Will negates (harmless) DC: 15 Casting: 1 immediate action
Duration: Instantaneous Range: Close (35 ft.) Components: V, S
SR: Yes (harmless) Effect: Subject rerolls failed saving throw. Target: one living creature
DESC: Subject rerolls failed saving throw.
DESC 2: Subject rerolls failed saving throw.
Timely Inspiration (Divination)
Saves: Will negates (harmless) DC: 15 Casting: 1 immediate action
Duration: Instantaneous Range: Close (35 ft.) Components: V
SR: Yes (harmless) Effect: Gives bonus on failed check/attack. Target: one creature
DESC: Gives bonus on failed check/attack.
DESC 2: Gives bonus on failed check/attack.

Level 2
Cat's Grace (Transmutation)
Saves: Will negates (harmless) DC: 16 Casting: 1 standard action
Duration: 5 minutes Range: Touch Components: V, S, M
SR: Yes Effect: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity. Target: Creature touched
DESC: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
DESC 2: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
Cure Moderate Wounds (Conjuration)
Saves: Will half (harmless) or Will half; see text DC: 16 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless) or yes; see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+5 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 2d8+(min(10,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 2d8+5 points of damage.
Gallant Inspiration (Divination)
Saves: Will negates (harmless) DC: 16 Casting: 1 immediate action
Duration: Instantaneous Range: Close (35 ft.) Components: V
SR: Yes Effect: +2d4 bonus on failed attack roll or skill check. Target: one living creature
DESC: +2d4 bonus on failed attack roll or skill check.
DESC 2: +2d4 bonus on failed attack roll or skill check.

Sorcerer Spells

Level 1
Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 4 hours [D] Range: Touch Components: V, S, F
SR: No Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Target: Creature touched
DESC: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
DESC 2: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Shield (Abjuration)
Saves: DC: Casting: 1 standard action
Duration: 4 minutes [D] Range: Personal Components: V, S
SR: Effect: Shield creates an invisible shield of force that hovers in front of you. Target: You
DESC: Shield creates an invisible shield of force that hovers in front of you.
DESC 2: Shield creates an invisible shield of force that hovers in front of you.
True Strike (Divination)
Saves: DC: Casting: 1 standard action
Duration: See text Range: Personal Components: V, F
SR: Effect: You gain temporary, intuitive insight into the immediate future during your next attack. Target: You
DESC: You gain temporary, intuitive insight into the immediate future during your next attack.
DESC 2: You gain temporary, intuitive insight into the immediate future during your next attack.

Level 2
Bull's Strength (Transmutation)
Saves: Will negates (harmless) DC: 16 Casting: 1 standard action
Duration: 4 minutes Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength. Target: Creature touched
DESC: The subject becomes stronger granting a +4 enhancement bonus to Strength.
DESC 2: The subject becomes stronger granting a +4 enhancement bonus to Strength.