Aria is a noble half elf from cauldron city. Her father, Sardis Hollow, is head of one of the more powerful nobles families of the Cauldron region, her mother, Maeth, left the family when Aria was 5. Therefore, Aria developed a fascination for elves and would like to find her mother.
Aria doesn’t like to be recognised as a noble daughter in the streets of Cauldron. That is the reason why she always wears a shabby cloak which gives her a inconsiderable look.
Aria chose the path of a cleric in the service of Pelor and discovers more and more her inner (supernatural) strenght and devotion.
Aria sees that the temple of Pelor is lacking an adequate leader. In fact, the church offered her the position and she is thinking about it seriously. The time may come, but Aria isn’t ready yet.
STR 14* (Gloves +2)
DEX 18 (increased by 1 at lvl 8)
CON 14
INT 10 (increased by 1 at lvl 4)
WIS 22 (17, Periapt of Wisdom +4, +1 sanctified bonus gained for sacrificing her life to protect innocent people in the hall of heroes)
CHA 12 (increased by 1 at lvl 12)
‘*’Domain Power: Supernatural Strength 1/day adds cleric level to STR
Magic Items:
+2 Hammer of Pelor (good aligned)
Disruptive: undead need to do a will save DC14 for not being destroyed immedatiely by a successful hit
If wielded by follower of Pelor: at will casts Light, 1/day casts Daylight, 3/day Cure Moderate Wounds and Cure Light Wounds
Theres an Amethyst set into the handle = cristal of true death (ghost touch: no misschance to hit incorporial undead + 1d6 extra damage to undead)
+2 mag. comp. mighty (+2) Longbow
+1 mag. Longsword
1+ Methrill Full Plate Armor
Wand of Restoration 4 of 14 charges left
Rod of Cure Light Wounds
Slippers of Spiderclimb
Star of Valor (grants +3 to diplomacy checks in Couldron vs nobles)
White Shield (grants +5 to diplomacy checks in Couldron)
Crest of Couldron (grants 20% discount in Couldron shops)
3 Scrolls of spiritual armor
1 Potion of Invisibility
Shard of the Sun
This brightly glowing holy symbol of Pelor is made of hammered gold and set with small diamonds.
A shard of the sun is mentioned in several religious texts as “Pelor’s gift, which I carry into darkness - a sun that never sets!”
Powers
- Being held the item continuously emits a warm light equivalent to a daylight spell heightened to 5 lvl.
- The symbol must be covered completely to douse the light.
- lvl 11 to 14: 3/day fire 2 simultaneous searing light spells (on different targets) on command.
- from lvl 15 on: 3/day fire 4 simultaneous searing light spells (on different targets) on command.
Supernatuaral Abilities:
Light of Life (gained for sacrificing her life to protect innocent people in the hall of heroes)
1xday (standard action) Aria can call upon Pelor’s light to create a consecrated area for 10min (like the spell but around Aria).
Aria is treated as an altar of Pelor for the purpose of determining the bonuses granted.
Feats:
Dodge, Improved Unarmed Strike, Weapon Finesse, Lightning Reflexes, Extra Turning, True Believer
Class Feats Radiant Servant of Pelor:
Radiance: the radius of light spells is doubled and the spell is treated as one level higher
Extra Greater Turnung: greater turning 3+CHA/day
Divine Health: Immune to all deseases (including magical ones)
Empower Healing: As Empower Spell Feat but without using up a higher-level slot
Aura of Warding: +2 morale bonus on will saves for Aria and all allies within 10ft
Saves:
Fort 13
Ref 10 (+2 lightning reflexes)
Will 17 (+2 aura of warding)
+2 to all saves against enchantment spells & effects
Attack:
BAB 9
Melee: Hammer of Pelor +14/+9, 1d8+4 damage (20/x2), embaded the Amethyst of ghost touch: no misschance of hitting incorporial undead +1d6 extra damage to undead
Melee: Mag. (+1) Longsword +13/+8, 1d8+3 damage (19-20/x2)
Melee: Unarmed strike +13/+8 1d3+2 damage or with supernatural strenght +18/+13 1d3+7
Melee: Mastw. Spear +12/+7, 1d8+2 damage
Ranged: +2 mag. comp. mighty (+2) Longbow +15/+10, 1d8+2 damage (range 110ft)
Skills:
Climb +3, Concentration +6, Diplomacy +4 (up to +11), Heal +14 (incl. Healers Kit), Jump +3, Knowledge History +2, Knowledge Religion +10, Listen +7, Swim +3.
Hit points: 82
lvl 01: 8 + 2 = 10
lvl 02: 5 + 2 = 07 + 10 = 17
lvl 03: 3 + 2 = 05 + 17 = 22
lvl 04: 3 + 2 = 05 + 22 = 27
lvl 05: 8 + 2 = 10 + 27 = 37
lvl 06: 6 + 2 = 08 + 37 = 45
lvl 07: 5 + 2 = 07 + 45 = 52
lvl 08: 2 + 2 = 04 + 52 = 56
lvl 09: 3 + 2 = 05 + 56 = 61
lvl 10: 3 + 2 = 05 + 61 = 66
lvl 11: 6 + 2 = 08 + 66 = 74
lvl 12: 6 + 2 = 08 + 74 = 82