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Valaria Alazario's page

4,021 posts. Alias of kamenhero25.

Full Name

Valaria Alazario


Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 114/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft.


| Performance: 24/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 9/9












Abyssal, Common, Elven, Infernal, Hallit, Varisian



Strength 10
Dexterity 20
Constitution 16
Intelligence 14
Wisdom 14
Charisma 18

About Valaria Alazario

Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3
CG Outsider (Native)
Init: +6 (+5 Dex, +1 mythic)
Senses: Darkvision 60 ft., Perception +16


AC: 25, touch 18, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +1 dodge, +1 insight, +1 natural)
HP: 114 (9d8+27+15)
Fort: +10 Reflex: +13 Will: +10
Defense: Endure Elements (cold only), Fiendish Resistance (Cold 5, Electricity 5, Fire 5), Well-Versed


Speed: 30 feet
Melee: Cold Iron Starknife +16/+11 (1d4+9/x3)
Ranged: Cold Iron Starknife +16/+11 (1d4+9/x3)
Special: Bardic Performance (24 rounds/day, Move), Weapon Dominance (Light Blades +2 Atk/Dam)
Spell-like Abilities (CL 9th)
1/day - Shatter


Str: 10 0
Dex: 20 +5
Con: 16 +3
Int: 14 +2
Wis: 14 +2
Cha: 18 +4
BAB: +6 CMB: +6 CMD: 26

Feats: Leadership, Point-Blank Shot, Precise Shot, Quick Draw*, Starry Grace, Weapon Finesse, Weapon Focus (Starknife)*
Skills: Acrobatics +22 (9 ranks, +5 competence), Bluff +16 (9 ranks), Diplomacy +18 (Oratory), Disable Device +20 (9 ranks, +2 racial, +1 trait), Intimidate +16 (9 ranks), Knowledge (Local) +18 (9 ranks, +4 class), Knowledge (Planes) +18 (9 ranks, +4 class), Knowledge (Religion) +18 (9 ranks, +4 class), Perception +16 (9 ranks, +2 racial), Sense Motive +18 (Oratory), Stealth +17 (9 ranks)
Background Skills: Knowledge (Geography) +16 (7 ranks, +4 class), Linguistics +7 (2 ranks), Perform (Oratory) +18 (9 ranks, +2 divine)
Traits: Birthmark (+2 vs. Charm and Compulsion), Born Damned (+2 vs Curses), Trap Finder (Can disarm magical traps)
Drawbacks: Headstrong
Advancement: Armor Attunement +2 (Mithral Chainshirt), Deflection +1, Mental Prowess +2 (Cha), Physical Prowess +2 (Dex), Resistance +2, Toughening +1, Weapon Attunement +2 (Cold Iron Starknife)
Languages: Abyssal, Common, Elven, Infernal, Hallit, Varisian
Special: Bardic Knowledge +4, Bardic Performance (Countersong, Dirge of Doom, Distraction, Fascinate [DC 18], Inspire Courage +2, Inspire Competence +3, Inspire Greatness, Suggestion), Favored Weapons (Light Blades), Lore Master (1/day), Prehensile Tail, Skilled (Disable Device, Perception), Versatile Performance (Oratory, Martial Performance), Weapon Advantage (Light Blades Crit +4)
Mythic Power: 9/day, Surge +1d6
Mythic Abilities: Amazing Initiative, Champion Strike (Distant Barrage), Demon Slayer (Ignore 5 + 1/tier DR from one demon), Hard to Kill, Path Abilities (No One of Consequence, Limitless Range), Recuperation, Trickster’s Attack (Deadly Throw)
Mythic Feats: Dual Path (Trickster), Mythic Leadership

Combat Gear: Alchemist Fire (2), Cookie of Cure Critical Wounds, Elixir of Hiding (2), Holy Water (4), Oil of Greater Magic Weapon (+2), Potion of Cure Light Wounds (2), Potion of Heroism, Potion of Longstrider (2), Potion of Nondetection, Potion of Shield of Faith (+3), Terendelev's Scale (Align Weapon 3/day)
Gear: Cold Iron Starknife (2), Cold Iron Dagger (13), Mithral Dagger, Mithral Chainshirt, Adventure's Sash, Bag of Holding II, Belt Pouch, Blinkback Belt, Boots of Elvenkind, Brass Holy Symbol of Desna, Cold Comfort, Dusty Rose Prism Ioun Stone, Journal, Loaded Gambling Dice, Masterwork Backpack, Masterwork Thieves’ Tools, Muleback Cords, Righteous Medal of Valor, Spring-loaded Weapon Sheath, Swarmbane Clasp, Swashbuckler's Stylish Cap, Tome of Epics, Traveler’s Outfit, White Fur Cape, Yaniel's Fifth Volume (Invidiaks), 837 gp, 544 sp

Bag of Holding:
Nothing here!

Carrying Capacity
Light: <116 lbs.
Medium: 117-233 lbs.
Heavy: 234-350 lbs.

Grazed: 85
Wounded: 57
Critical: 28


Valaria Alazario (Val to her friends) was born in Westcrown along the southern coast of Cheliax. Her parents were the last scions of one of the many old noble families that took refuge there after the Thrune takeover of Cheliax, and she was expected to continue her family’s line. These plan were rather quickly derailed when she was born with pinkish red skin and horns beginning to grow from her forehead. Somewhere in her family’s history, fiendish blood had slipped into their bloodline and had finally made an appearance in Valaria. Her parents did not take it well. Her father considered casting her out immediately or having her killed and trying for a second child, but her mother was compassionate enough to convince him to spare her. However, her life quickly proved to be a harsh one. Her father’s outright contempt made her life difficult and despite her mother saving her life, she was distant and unsupportive. By the time she was twelve years of age (though closer to a human five year old), Valaria finally grew tired of the neglect and when her father beat her for the first time, blaming her for being ‘born a fiend’, she fled her home, never to return. Fearful that her parents would come after her, she fled Westcrown entirely, fleeing through the nearest gate and following the roads wherever they might take her.

Over the years, her fiendish heritage led to very slow growth, leaving her trapped in the body of a child until she was in her twenties. She began to learn to steal to survive, using trickery and her own wits to make do in whatever town she found herself in. Though her childhood fear of being tracked down and taken back to her parents faded, Valaria developed a liking for travel and vagrancy, enjoying the adventure of moving from one place to the next and not knowing where she might be in a week’s time. She came to embrace the freedom and joys of life without boundaries and began to enjoy her life for the first time as she reached the human equivalent of her teenage years. Over the decades, she travelled as far as possible across southern Avistan, from Cheliax to Taldor, and north as far as the River Kingdoms and Nirmathas. However, her joy was marred as nightmares began to creep into her dreams. Horrific images of demonic revelries filled with violence, lust, and hedonism filled her nights and made her paranoid and frightful that her fiendish blood was beginning to warp her mind.

One day, while travelling through the eastern Andoran, she came across a woman walking along the side of the road dressed in colorful clothing. The woman carefully avoided giving a name, but the two took to walking together as they talked. When night fell and they set up camp for the evening, the woman began to talk of Valaria’s past, despite them having met only hours ago. Old fears of her parents hunting her down came back to her and Valaria demanded to know who the woman was. The woman simply smiled and said that she had been watching her for some time and had come to recognize a power within her, but warned that whether this power was turned to good or evil would be in Valaria’s hands. She patted the girl on the cheek and when she woke the next morning, the woman was gone without a trace. A few days later, Valaria recognized a strange mark forming on her cheek where the woman had touched her, which became clear over several days to resemble a butterfly. In the next city she visited, Valaria confirmed her suspicions. Desna had seen fit to visit her for some reason.

The goddesses favor seemed to lift a great deal of weight from her shoulders. Refusing to allow herself to be unworthy of Desna’s favor, Valaria resolved to prove her potential for greatness in the goddess’s eyes. She became a teller of tales and a defender of freedom, using her travels to protect the poor and downtrodden. She sought traveling warriors, wielders of magic, and devout priests to show her how to hone her skills and slowly became a capable fighter in her own right. In return, her nightmares were quelled. The dreams of demons and their perverse lusts were replaced with liberating visions of distant lands, strange locations, and magical creatures that dwelt across the world. Desna’s visions comforted Valaria and she became a devout worshipper of the Song of the Spheres in respect for her protecting her from the demonic visions.

Her life received another curveball while robbing a rather eccentric nobleman’s house in western Taldor. She intended to use most of the profits to support an orphanage in the city, when she discovered that the rather eccentric man kept livestock in his extensive back garden as a way to obtain the freshest possible food for his meals. A lively rooster alerted the house to her presence, forcing her to flee over the back garden wall with her ill gotten good over her shoulder. Fleeing the city guards through the back alleys, she encountered a prostitute who offered to hide her in exchange for a favor. Desperate, she agreed and was led to a nearby building with a series of secret catacombs beneath the structure. It was here that she discovered that the woman who had helped her was part of a demon worshipping cult. Surrounded by cultists, the requested a sample of her blood to perform a summoning ritual. Outnumbered, she agreed and the cult leader called forth a powerful succubus, a succubus that recognized Valaria. This succubus was acquainted with Valaria's demonic sire, and revealed to the tiefling that her grandmother was a powerful succubus, a succubus that had plans for the tiefling she had arranged to be born decades ago. In respect for Valaria's heritage, the cult allowed her to leave and she fled the city in fear.

Her journey continued with new vigor after that, with Valaria spending much of her time trying to prove to herself that she had overcome her demonic heritage and was a good person. Several months ago, Valaria found herself in the River Kingdoms on one of her trips further north when the nightmares began to return. However, in addition to the demonic revels, the nightmares now they showed hordes of demons rising to great power and shattering Avistan beneath their heels. Fearful that her nightmares had evolved into almost prophetic dreams, she began to investigate the feelings. As she travelled north again, she began to notice the dreams becoming worse and came to the conclusion that the Worldwound was the source of the nightmares. She travelled north to Mendev, intent on finding exactly what was causing her dreams to ignite again. Passing through several cities, she found herself in Kenebres only days before the Armasse Festival. Deciding to take a few days to rest from her frantic travels and search, she took residence in the city before continuing her exploration of the region.

Valaria has reached sixty-seven years of age. She stands just under six feet tall at 5’11” and is rather thin at 145 lbs. Her skin is a strange pinkish red color, with spiraling tattoo-like patterns along her limbs in dark purple, though these are entirely natural. Thin curving horns curl over dark hair and run along her scalp and her nails grow naturally black. She is rather pretty despite her strange appearance, with slightly angular and well defined features that mark most Chellish individuals. She wears a new Mendevian style outfit, graciously provided by a pair of shopkeepers rescued during that attack on Kenabres. The top is bright red and leaves a generous amount of cleavage visible, with her armor forming a black underbust corset that supports her 'assets'. Her bracers remain, though slightly refined with decorative designs from the outfit itself. The pants are incredibly short, though the black leather boots make up for it, reaching her mid-thighs and displaying her skin and skin patterns between the two pieces of clothing. The shirt's tails are long enough to reach her knees, forming a sort of half skirt and making her a bit more modest.

Personality wise, Valaria at first seems a little distant, but kind and friendly. Her childhood of neglect and constant travels make her slow to befriend anyone or develop deep relationships, as she rarely stay in place for long, but if someone manages to befriend her, she is fiercely loyal and will fight to the death for a friend. Otherwise, she is joyous and excitable, easily finding enjoyment in strange new things and seeing parts of the world that few others have. She is a strong believer in justice, freedom, and equality, but grates under strong authority, often preferring to solve small problems and rely on herself rather than expect large governments and organizations to do her work for her. Her time travelling alone makes her more comfortable in small groups for personal connections, but she has made more than a few speeches in her time and can work a crowd if she needs to.