Lirianne

Rasina Songhair's page

327 posts. Alias of Eric Swanson.


About Rasina Songhair

[ Party: Inventory | Matrix | ToC: Book 1, Book 2 | Wiki | Personal: List | Tracker ]

Name: Rasina "Songhair" Larlata
Race: Female Half-Elf (Sun-Elf)
   Age: Adult (appears to be about 26 in human terms)
   Size: Medium, 5'10" (6'4")
   Type: Humanoid (human)
Level: 7 Gestalt
   Classes: Rogue (Sanctified Rogue) 7, Oracle (Heaven) 7
   Favored: Rogue and Oracle
Social:
   Faith: CG Alcarienne (al-CAR-ee-en), aka Alíta.
   Family: Sharil Larlata (father; missing); Mithstegiel Runalvaian (mother; missing)
   Home:
   Jobs: Entertainer
Senses: Low-light vision
Languages: Common (Estoria), Elvish, Celestial, Auran. Oracle Curse

Str 11 ( ), Dex 17 ( ), Con 12 ( ), Int 13 ( ), Wis 12 ( ), Cha 16 (18)

Looks:
Violet eyes, Reddish-brown hair, cut short, Bronze skin, Right-Handed. Rasina is a tall attractive female, well built, and rather voluptuous (B/C cup). Her skin is a golden bronze color, rather striking when compared to her violet eyes. Her hair is a reddish-brown, which she keeps cut short, to hide her elvish heritage while framing her delicate features and full lips. Her voice used to be a rich, throaty tenor and quite beautiful to listen to when she sings. Now her voice is a mid ranged soprano. She still sings to herself on a regular basis, if only to remind herself what she has lost, from her innocence to her family.

Combat
Senses Perception +13
Aura Strong Good (see detect evil)
Init +5; Speed 30 ft.
BAB +5; CMB +5; CMD 19
Concentration +12
Fort +6, Ref +10, Will +9
AC 21, ff 19, touch 15; (+5 armor, +3 DEX, +1 Deflection, +1 dodge, +1 Amulet)
hp 47 (7 HD: (5+7d8+7)

Melee
MW Rapier: To hit: +5 2W Pri (damage: 1d6+1, 18-20/x2, P)and
MW Dagger To hit: +5 2W Off (damage: 1d4, 20/x2, S/P) or
MW Rapier: To hit: +5 1H Pri (damage: 1d6+1, 18-20/x2, P) or
MW Dagger To hit: +7 1H Pri (damage: 1d4, 20/x2, S/P)
Range 80
MW Crossbow (Light) To hit: +9 (damage: 1d8, 19-20/x2, P)

Skills (56 class +7 int = 63 total)


  • +18 Acrobatics (7 + 3 dex + 8)
  • +6 Appraise (2 + 1 int + 3)
  • +13 Bluff (6 + 4 cha + 3), +16 feint
  • +4 Climb (1 + 0 str + 3)
  • +11 Diplomacy (4 + 4 cha + 3), +14 gather info
  • +15 Disable Device (5 + 3 dex + 7)
  • +8 Disguise (1 + 4 cha + 3)
  • +8 Escape Artist (2 + 3 dex + 3)
  • +7 Fly (1 + 3 dex + 3)
  • +5 Heal (1 +1 wis + 3)
  • +4 Intimidate (4 cha + 0)
  • +5 Knowledge (Arcana) (1 + 1 int + 3)
  • +5 Knowledge (Dungeoneering) (1 + 1 int + 3)
  • +7 Knowledge (Local) (3 + 1 int + 3)
  • +13 Perception (7 + 1 wis + 5)
  • +11 Perform (Sing) (2 + 4 cha + 3 +1 trait)
  • +3 Ride (3 dex + 0)
  • +9 Sense Motive (5 + 1 wis + 3)
  • +11 Sleight of Hand (4 + 3 dex + 3)
  • +6 Spellcraft (2 + 1 int + 3)
  • +13 Stealth (7 + 3 dex + 3)
  • +1 Survival (1 wis + 0)
  • +0 Swim (0 str + 0)
  • +8 Use Magic Device (1 + 4 cha + 3)

Feats:

RACIAL TRAITS:

Half Elf:
Half-Elf Racial Traits

  • Sociable - If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

CLASS ABILITIES - Favored Class: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information. (Total +3)

Rogue (Sanctified Rogue):

Oracle (Heaven):

Heavens Mystery

  • Spells Known:
    Cantrips (DC 14): Detect Magic, Guidance, Light, Mending, Resistance, Spark, Stabilize
    1st level (DC 15): 7/day Bless, Cure Light Wounds, Detect Evil, Protection from Evil, Shield of Faith
    2nd level (DC 16): 7/day Blessing of Courage and Life, Lesser Restoration, Resist Energy
    3rd level (DC 17): 5/day Cure Serious Wounds, Searing Light

  • Bonus Spells: color spray (1st), hypnotic pattern (2nd), daylight (3rd)

  • Revelations:
    Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. You no longer leave tracks. You can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating.

    Awesome Display (Su): Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus CHA modifier (-4).

    Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing 7d4 points of fire damage. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire two explosive balls per day. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

  • Curse: Tongues: In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand the selected languages. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected languages as a bonus language. Under the effects of this curse, Rasina hears an angelic choir voices singing in Celestial mixed with Auran that drown out other talk. When she responds in Celestial or Auran, it is in a singing voice.

EQUIPMENT

Worn/Equipped: 18 lbs:

Magic Item Slots:
  • Armor:
    Mithril Chain Shirt +1 (10 lbs.)
  • Belt:

  • Body
    — Explorer's Outfit 7 lbs.
  • Chest:

  • Eyes:

  • Feet:
    Boots of Elvenkind (1 lb.)
  • Hands:

  • Head:

  • Headband:
    Headband of Alluring Charisma +2
  • Neck:
    Amulet of Natural Armor +1
  • Ring L:
    Ring of Protection +1
  • Ring R:

  • Shoulders:
    Cloak of Resistance +2
  • Wrists:

Non-Slotted Items:


  • Wand of Magic Missiles, CL 1 (48 charges)
  • 2 Potions of Cure Serious Wounds (3d8+5)
  • Potion of Neutralize Poison
  • Potion of Shield of Faith +2

Baldric/ Carried: 7 lbs:

Baldric: (1 lbs)
  • Shield:

  • Melee Weapons:
    — MW Rapier (2 lbs)
    — MW Dagger (Punching) (1 lbs)

  • Ranged Weapons:
    — MW Crossbow, Lt. (2 lbs.)
    — Quiver (2 lbs)






Belt Pouch (#1): 1 lbs:

Belt Pouch: (0.5 lbs empty)

  • MW Thieves Tools (1 lbs)






Pack/Droppable: 15 lbs.:

Bag of Holding(Type I) (15 lbs)

  • Bedroll 5 lbs.
  • Rations x5 5 lbs.
  • 443 gp








  • -

  • Waterskin (4 lbs)






Capacity light: 38, medium: 76, heavy: 115

Background:

Rasina grew up in one of the southern cities the capital city of one of the kingdoms of Quelaerilea. She was born of a union between a human male Sharil Larlata and an elven adventurer Mithstegiel Runalvaian. He was a traveling minstrel, and his singing had the ability to charm the clothes off of an orc. At least that is what she was told regularly.

She traveled with them while growing up, and was loved and doted on by both parents. Somewhat unusually, both of her parents survived until he retired from traveling. Her mother returned to the elvish lands where she grew up, taking her father with her. She learned the rudiments of scouting from her mother, and also dueted with her father

Not long after her parents retired, she noticed her skin changing color. From her usual pale tone to a bronze shade. It started almost right after her mother returned to her elvish lands. She also noticed her latent sorcerous powers start to manifest themselves. She tried to contact her mother but she disappeared apparently, although divinations showed she is still alive. Unsure what is happening, she elected to opt for a different approach. Instead of trying to track her mother down, she elected to explore the emergence of her newfound sorcerous powers. After consulting with the priests of Alcarienne, they concluded she had celestial blood running in her veins, but were unsure how the blood was introduced to her. She suspected it was indeed related to her Mother's disappearance.

The priests at the temple of Alita in Light's End were at first not able to explain what was happening to her, although they agreed she had Celestial blood in her veins. It wasn't until after she had left the temple and returned to her room where she came to realize a part of what happened to her, and also the cost she would have to pay.

The vision she had was a vivid one, and as she replays it over in her mind she had no doubt it was Alita who had spoken to her that evening in her dreams. The Last words she remembered the goddess uttering to her was..."GO!!"...as that was the last time she remembered anything of the vision. The priestess did advise her the path she needed to take lay south, as they had divined her mother had traveled south, though her whereabouts were currently hidden.

Now her search has led her to Port Eldarion, where she has heard of records of her families ancestry existed in the records hall inside the Enclave, located in the Elvish Quarter. She believed if her mother was determined to learn more of her spouses identity, she would have taken the same path she now followed.

Original Campaign Notes:

HP 46

Loot
*Rapier MW (silver), the guard is decorated in mother-of-pearl inlay
- The scabbard is tooled black leather, with small lettering running the length in an elvish script: "May Farren's sure hand and strong heart ensure the Lady Valgara's safety."
*Scrollcase Moderate Transmutation Ioun Stone.

Background (GM Chris Mortika)
Rasina grew up in one of the southern cities, born of a union between a human male and an elven adventurer. He was a traveling minstrel, and his singing had the ability to charm the clothes off of an orc. At least that is what she was told regularly.

She traveled with them while growing up, and was loved and doted on by both parents. Somewhat unusually, both of her parents survived until he retired from traveling. Her mother returned to the elvish lands where she grew up, taking her father with her. She learned the rudiments of scouting from her mother, and also dueted with her father

Not long after her parents retired, she noticed her skin changing color. From her usual pale tone to a bronze shade. It started almost right after her mother returned to her lands. She also noticed her latent powers start manifesting themselves. Also she lost contact with her mother, so she didn't know what was happening.

Then the dreams started, dreams of a host of glowing beings burning white hot, and the suddenly going dark. She spent many hours researching this and discovered references to the Army of Light. She has traveled north to Bards Gate for further answers.

During her travels she met Nadeq the halfling rogue and struck up a fast friendship. Along with Mikka, a human druid, and Richard, a human cleric (who she was starting to have feelings for), these bonds were sorely tested during the exploration of the Tomb of Abysthor. She and her friends barely escaped with their lives, and still carry the scars of the lost friends and companions on her soul. Due to this she has grown more resolute to take the fight to the enemy, realizing she can no longer be a passive observer in this war.

The abandonment by Richard still rankles her, and she does not understand why he left her, maybe he felt she was getting too close to him. But Mikka's change after losing her companion, worries her greatly. she fears the thought of revenge will lead her to do something rash.

She feels an attraction to the newest member of the group, Veren, and it was her decision to travel with him in an attempt to find his friend Vilgara, that led to Nadeq's death. While the other's do not trust him, she feels this is still the Nadeq who she has traveled with, and will stick up for him, aty least for now.

Background (GM Toothless Dragon)
Rasina grew up in one of the southern cities, born of a union between a human male and an elven adventurer. He was a traveling minstrel, and his singing had the ability to charm the clothes off of an orc. At least that is what she was told regularly.

She traveled with them while growing up, and was loved and doted on by both parents. Somewhat unusually, both of her parents survived until he retired from traveling. Her mother returned to the elvish lands where she grew up, taking her father with her. She learned the rudiments of scouting from her mother, and also dueted with her father

Not long after her parents retired, she noticed her skin changing color. From her usual pale tone to a bronze shade. It started almost right after her mother returned to her lands. She also noticed her latent powers start manifesting themselves. Also she lost contact with her mother, so she didn't know what was happening.

Then the dreams started, dreams of a host of glowing beings burning white hot, and the suddenly going dark. She spent many hours researching this and discovered references to the Army of Light. She has traveled north to Bards Gate for further answers.

She had trouble understanding the changes her bloodline was having on her, and she sought the aid of the church of Muir. During her time in Bard’s Gate, she met a young paladin named Alexander who saw her having trouble with some sign of her bloodline and he went out of his way to try and aid her in understanding it.

Also while at Bards Gate she met Shen, another adventurer who had a vested interst in Tsar. At first, there was cold animosity between the two but as they learnt more of each others past and the journey that had brought them to this point, a grudging respect was born. The two of them together have formed a working partnership, however unlikely that balances both sides of the coin of morality, for the greater good of a shared cause.

GM Notes
When the acolytes helping you clean out the Tombs reach the temple where you fought the High Priest of Orcus, one of them broaches the subject of Tsar. The conversation turns to the trackless wastelands that surround the place.

“If you travel the roads of the Desolation at night, you’re sure to run into the Lost Caravan…all that’s left of the unluckiest merchants to ever try crossing the wastes. You’ll see and hear things that can’t be explained, but that’s to be expected. Just step aside and let ‘em pass, and they’ll more than likely go on by — though a few people do disappear. Those that bother the Caravan, though, are doomed to join its cursed journey forever.”

“The guy in charge of the Camp is the Usurer. I’m not sure what that word means, but it sounds official. He’s also the local moneychanger and blacksmith.”

“Nobody ever goes to the old ruins of Tsar and lives to tell of it. They say its walls are still guarded by ancient defenders who kill anyone who comes within a bowshot. How would I know that if nobody who went ever survived to come back and tell? Well, I hadn’t really thought about that…”

Tactics: Rasina, while she realizes she is no front line combatant, is not afraid to take on opponents in melee combat, although she prefers to let the frontline fighters engage first. Given a chance, she will cast Protection from Evil on herself if she is fighting obvious evil creatures. If there are Creatures with DR, then she uses her wand for effect on her weapons. If she finds herself wounded, or if having trouble hitting opponents, she will fight defensively to allow a chance for her companions to finish off the opponent. She will alwayd try to get a flank on an opponent so she can bleed a target. If not able to get into melee, she will use her ranged cantrips, or Heavenly Fire to attack ranged targets.