Name:  Aria  (http://fc08.deviantart.net/fs47/i/2009/219/f/c/Nelisande_by_acidlullaby.jpg)<br/>Class: Rogue / Swashbuckler<br/>Bio: Daughter to retired adventurers who'd more or less bought their way into polite Luskan society using the treasures, skills, and reputations gleaned from their exploits, Aria grew to found herself nudged towards high learning. Her parents, it seems, hoped for a safer life for their daughter, and to their dismay her favorite subject seemed to be her fencing practice nonetheless. At least, unlike most of her friends' parents, her own seemed amenable to the idea of a daughter learning such things at all, perhaps because their careers had shown them what a dangerous place the world could be.<br/><br/>These teenage tensions boiled over into Aria learning how to sneak out and about at night, and she got herself into tatters of trouble, and eventually one scrap she'd not have survived from herself. Rescued from petty thugs of a Luskan pirate lord by a priestess of the Red Knight, Aria ventured out to visit her savior's temple on subsequent nights. She never lost her disobedient urge, but perhaps channeled it with more purpose.<br/><br/>She found companionship and learning of the sorts she'd longed for, which proved a bulwark against a dark part of her own nature: she discovered through the aggravating throes of puberty, and leafing about in her family heraldry, that one of her great-grandmothers just might've been an erinyes devil. This shared revelation renewed her priestess benefactor's attentions and concerns. So far, Aria has maintained a far loftier heart than her infamous ancestor's. The blood may've even contributed a disciplined and logical bent of mind which serves well one who would revere the Lady of Strategy.<br/><br/>Physical description: 5'4", 110 lbs, red hair, hazel eyes, 22' waist, 34C bust.<br/><br/>With hair to her shoulderblades (often braided), Aria's fire-coloerd orange-red hair and bright hazel mights are hallmarks of the viking heritage of her ancestors (for Icewind Dale is just north of her home city of Luskan). Aria's fine-featured, aristocratic face is given to expressions of analytical thoughtfulness, scrutiny, or bold assertive desire.<br/><br/>She has the nimble and lithe body of a trained acrobat, able to assume many positions and maneuvers with confident poise. This same training, and natural genetics, confer a firmness  across almost all her body; her skin seems soft and supple at first, but just underneath, is quite firm.<br/><br/>Her hips are fairly narrow, perhaps not quite and curvaceous as full as she might ideally like, but her high round and ample bosom prehaps makes up for it, although she often keeps that bound sedurely with a cloth band under her outfit, for practical movement purposes when running, tumbling, or fighting. Her skin is an ivory-peach color, and can grow quite warm when she is in adrenal or emotional states, and assume the faintest of spicy cinnamon aromas.<br/><br/>As far as Aria knows, the only externally visible heirloom of her erinyes great-grandmother is a prehensile tail, hairless but with a much firmer texture even than the well-toned buttocks she usually keeps it hidden amidst under panties and hosiery. The tail's tip has a telltale-devilish spade-shape, which is even firmer still, yet which Aria can curl and twist inward with about the same dexterity as her own tongue. Aria usually keeps her tail hidden and unmentioned as much as possible, mindful of the potential for ostracization. She thinks her teeth might be slightly sharper and harder than average human, but not so much so that it's clearly inhuman (and she's always had good dentistry, possibly with this to thank it for).<br/><br/><br/>Aria, lesser tiefling, rogue 4 swashbuckler 13<br/>Medium Humanoid (planetouched)<br/>Hit Dice: 4d6+13d10+68 (155 hp; 121 w/o amulet)<br/>Initiative: +7 (12)<br/>Speed: 30 ft. (40 ft.)<br/>Armor Class: 33 (+10 Dex, +8 armor, +3 dodge, +2 deflection), touch 25, flat-footed 20<br/>Base Attack/Grapple: +16/+18<br/>Attack: +1 kukri +27 melee (1d4+7/15-20), or +1 seeking comp. longbow +27 ranged (1d8+3/x3) or mw mighty whip dagger +27 melee (1d3+6)<br/>Full Attack: +1 kukri +25/+20/+15/+10 melee (1d4+7/15-20) and +1 kukri +25/+20 melee (1d4+6/15-20); or +1 seeking comp. longbow +27/+22/+17/+12 ranged (1d8+3/x3) or mw mighty whip dagger +27/+22/+17/+12 melee (1d3+6)<br/>Space/Reach: 5 ft./5 ft.<br/>Special Attacks: improved flanking, insightful strike, darkness 1/day, penetrating strike, sneak attack +9d6<br/>Special Qualities: acrobatic charge, acrobatic skill mastery, darkvision 60', dodge +3, evasion, grace +2, lucky, resistances (cold, elec, fire 5), trapfinding, uncanny dodge<br/>Saves: Fort +12 (16), Reflex +17 (22), Will +2 (4) (2 vs fear)<br/>Abilities: Str 14, Dex 24 (30), Con 16 (20), Int 18, Wis 10, Cha 8<br/>Skills: Balance +13 (16), Bluff +21, Diplomacy +1, Disable Device +20 (22), Disguise -1 (+1 acting in character), Escape Artist +13 (16), Hide +29 (32), Intimidate +1, Jump +9, Move Silently +27 (30), Open Lock +23 (28), Search +20, Sense Motive +20, Sleight of Hand +13 (16), Tumble +29 (32), Use Magic Device +3 (15), Use Rope +7 (10) (+12 to bind someone)<br/>(Synergies: diplomacy, disguise, gather info, sleight of hand from bluff, balance and jump from tumble, tumble from jump. Racial: +2 bluff and hide)<br/>Feats: Craven, Daring Outlaw, Darkstalker, Improved Critical (kukri), Staggering Strike, Improved Two-Weapon Fighting, Telling Blow, Two-Weapon Fighting, Weapon Finesse<br/>Alignment: Lawful Good<br/>Deity: The Red Knight ("The Lady of Strategy", LN goddess of planning, strategy, and military tactics)<br/>Flaws: Frail (-1 hp / level), Weak Will (-3 Will)<br/>Languages: Celestial, Common, Draconic, Elven, Infernal, Sylvan<br/>Permanencies: arcane sight, see invisibility. (CL 30th).<br/><br/><span class="bbc_u">Possessions:</span><br/>Kukri of Subtlety: A +1 cold iron kukri with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it. (22,308 gp.)<br/>+1 kukri (2,308 gp)<br/>+1 seeking comp longbow (Str +2) (8600 gp)<br/>mw mighty whip dagger (Str +2) (625)<br/>4 weapon crystal of least return, usually affixed to above weapons (4x300 gp)<br/>armor: +4 celestial chain shirt: this silvery-green armor is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +10, an armor check penalty of 0, and an arcane spell failure chance of 5%. It is considered light armor, and weighs 10 pounds (21,200 gp)<br/>amulet of health +4 (16,000 gp)<br/>vest of resistance +2 (4,000 gp)<br/>belt of battle: +2 competence bonus to Initiative as a continuous effect. Also has three charges, renewed each day at dawn, which may be used to grant extra actions (1 charge for a move action, 2 for a standard action, and 3 for a full round action). (12,000 gp)<br/>bracers of deathstrike: when activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. You must still roll a critical threat and confirm it as a critical hit or qualify to deliver sneak attack damage to gain any benefit from the bracers. This effect does not allow you to overcome any other immunity or resistance to extra damage from sneak attacks or critical hits (such as the fortification armor property). This effect lasts for 1 round and may be activated (swift action, mental) six times per day. (10,000 gp)<br/>gloves: supple deerskin gloves with confer a +6 enhancement bonus to dexterity, a +2 circumstance bonus to Use Magic Device checks, and use of the following spells three times per day each:<em>bless weapon (CL 1st), knight's move, lion's charge wraithstrike (CL 3rd)</em>, and ten times per day, use of<em>sniper's shot</em>(CL 1st) (59,720 gp)<br/>ring: blinking (27,000 gp)<br/>ring of protection +2 and the darkhidden (wearer is invisible to darkvision) (10300)<br/>boots: boots of striding and speed (10' enhancement bonus to speed; and, as free action, haste self for 1 round, 10/day) with quicksilver enhancement (twice per day, move up to normal speed as a swift action, with concealment against any attacks of opportunity provoked by the movement) and translocation enhancement (twice per day, teleport up to 10' as a swift action) (21350)<br/>head: A silver circlet which confers a +10 competence bonus on Use Magic Device checks (10000)<br/>ruby chessknight on a leather neck cord: a holy symbol of the Red Knight, this object would serve as Aria's divine focus if she had any direct use for one (such as divine spells or turning undead); such as it is, the object, when held in hand, maybe used to cast<em>mind blank (CL 15th)</em>once per day. Aria usually casts it upon herself upon waking in the morning. (43,200 gp)<br/>handy haversack (2000 gp)<br/>efficient quiver (1800 gp) [might be redundant with haversack, but I believe you can't actually draw arrows or shuriken as a free action from the haversack?]<br/>wands (w/ charges and sell prices): detect magic 42 (157), identity 26 (1495), remove blindness/deafness 17 (1912), remove paralysis 4 (180), remove curse 23 (2587), restoration 27 (7020), swim, 29 charges (1305)<br/>2 hand crossbows, 2 cold iron kukris, 2 silver kukris, cold iron morningstar and greatsword, quiver with 400 cold iron arrows and 40 silver arrows, 12 throwing axes, 15 light hammers, 2 light flails, sap, light crossbow, 40 bolts, 6 daggers, 100 shuriken, grappling hook and 100' of silk rope, thin bedroll and rain tarp, three tendays of rations, flint and tinder, 3 sunrods, two scout's outfits, one silk aristocratic gown, mw toolkits for disable device and open locks, map of northwestern Faerun, map of parts of Brightwater, canteen. The weapons are kept in the quiver, the other things in the haversack.<br/>liquid wealth: 3684 gp<br/>Coowned with Rose:<br/>bag of holding type IV.<br/>bejeweled Sextant: this darkwood and adamantine device is a functional sextant, inset with two prismatically flashing diamonds at either end of the sextant's arc. Each diamond is an inset magical item which, one per day while held in hand, may by one of two command words be used to cast either gate or planar navigation. (82620 sell)<br/><br/>current XP: 133650<br/>Next level (17th) at 136,000<br/><br/>Skill tricks (2 skill points each):<br/><br/>Acrobatic Backstab [Movement] You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack. Prerequisite: Tumble 12 ranks. Benefit: If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn.<br/>Your enemy must be standing on the ground or floor in order for you to use this trick.<br/><br/>Back on Your Feet [Movement] You can hop back to your feet instantly if you fall. Prerequisite: Tumble 12 ranks. Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.<br/><br/>Extreme Leap [Movement]<br/>Your extraordinary leaping ability carries you over great distances.<br/>Prerequisite: Jump 5 ranks.<br/>Benefit: If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn.<br/><br/>Nimble Charge [Movement] You can run across treacherous surfaces with ease. Prerequisite: Balance 5 ranks. Benefit: You can run or charge across a difficult surface without needing to make a Balance check (PH 67).<br/><br/>Slipping Past [Movement] You can slip through a tight space without breaking stride. Prerequisite: Escape Artist 5 ranks, Tumble 5 ranks. Benefit: As a swift action, you can ignore the additional movement movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148). The benefit lasts until the start of your next turn.<br/><br/>Tumbling Crawl [Movement] You can safely roll away from danger. Prerequisite: Tumble 5 ranks. Benefit: By succeeding on a DC 15 Tumble check, you can crawl 5 feet as a move action without provoking attacks of opportunity. Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl (PH 142).<br/><br/>Twisted Charge [Movement] You can charge in a crooked line. Prerequisite: Balance 5 ranks, Tumble 5 ranks. Benefit: When you charge, you can make one turn of up to 90 degrees during your movement. You can’t move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn.<br/><br/>Up the Hill [Movement] You can move quickly up a slope. Prerequisite: Balance 5 ranks, Jump 5 ranks. Benefit: You can move up a steep slope or stairs at your normal speed instead of at half speed. This effect lasts for 1 round.<br/><br/>Sources: Champions of Ruin - craven feat; Complete Adventurer - lion's charge spell, staggering strike feat; Complete Warrior- swashbuckler class; Complete Scoundrel - daring outlaw feat, all skill tricks; PHBII - Telling Blow feat; Savage Progressions - lesser tiefling (LA +0 tiefling); Magic Item Compendium - anklet of translocation, belt of battle, quiversilver boots, ring of the darkhidden; Spell Compendium: knight's nove spell, sniper's shot spell, SRD: rogue class, all other feats and items<br/>Customized Items: kukri of subtlety - as 'sword of subtlety' except kukri instead of shortsword; celestial chain shirt - as Celestial Armor except +4, chain shirt instead of chainmail, and no 'fly' ability; boots - as boots of speed and boots of striding and springing, without the springing; gloves - gloves of dex, mw tool for UMD, and with command activation uses-per-day spell-like abilities; ruby chessknight - likewise<br/>