Saorise the Ice Maiden's page

85 posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).

Full Name

Saorise (Sirsha) Signesdottir


Human (Krieglander)


Frost Sorceress 2




5" 8" (Medium)



Special Abilities

Arcane Spells; Arctic Ray


Chaotic Neutral


The Marked Albatross en route to Ackrieg


Common (Krieg)



Homepage URL

Saorise the Ice Maiden

Strength 11
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 12
Charisma 18

About Saorise the Ice Maiden

Being a child of nobility and a sorcerer has meant pleasing many masters. Saorise's father, the Chieftain Halfdan of Aldur, controls the powerful cankorl of Nordol and he has little time for girls and even less for magic wielders. Even the druids walk softly around him.
Herr magical nature was a source of embarrassment for the great warrior and so he was more than happy to send Saorise south to the druid sanctuary of Holmvik (in between Eirikport and Seafors and in a wood surrounded by high hills). The sanctuary is a druid centre and among its many seats of learning certain people are chosen to join the ranks of the Schnarlwulf, the Witchhunters. There are only a dozen or so pairings for the four northern most cankorls. A pairing is a sacred thing and most of the training revolves around maximising the potential of the sorcerer and his guardian. Making sure that they understand each other and being able to rely on the other.
Saorise has been fast tracked due to her nobility; the reach of Halfdan reaches even into Holmvik. The Schnarlers as they are some times referred to are led by Minska Evungsson the Trueskald who seems to have taken a dislike to Saorise's abrasive nature. More likely it has something to do with the way her father treated his son at a previous thing making the youngster look a fool before his peers. It is the druids and rangers under him who have provided what little support and comfort, she may have received.
But enough is enough the Trueskald has spoken and he has put Saorise in a position where she may fail on the simplest of missions. Any failure would be used politically by the Trueskald to hurt Halfdan. To make matters worse, her usual partner, Davi Whiteborne has coincidentally fallen ill, so the troublesome Jorgen Truesight has replaced him...

Saorise and Jorgen's Mission:
This is Saorise's first mission. Important ones are entrusted to the more experienced Hunters and so this is more of a simple test. There is far more at stake for both her and Jorgen.
The once-trustworthy young man, Igvulf Bare-cheeks, ran away from Holmvik with an undisclosed piece of necromantic knowledge, after studying at the feet of the Hierophant Druid leader, Brand Vinterwulfeater. He disappeared in Seafors. But word has reached Holmvik that Igvulf is somewhere in the northern cankorl of Ackrieg. Saorise and Jorgen's task is to find him and either bring him back or kill him, above all make sure that the knowledge does not spread.

Saorise is a frozen beauty in both looks and demeanour.
She has pale white skin, a gift from her mother who also carried ice in her blood. Her long straight hair is white in colour, something strange in one so young, and when not tucked into her furs it falls to just below the curves of her rear. Swirling blue tattoos adorn her face and upper chest, winding their way down her arms in seemingly random patterns.
She dresses in a hooded White Ermine long coat that hides a revealing ice blue dress underneath, something that is almost unheard of in the freezing climes of her homeland and a sure sign of her otherworldly gifts. White Ermine boots and matching seldom worn gloves cap off her garments. Stitched into the left breast of her furs and also her dress is her symbol of allegiance to the druids.
She carries a shoulder bag, but at present she has few possessions in it.
A large, sharp Bone blade is strapped across her back.


Female Human (Krieglander) Frost Sorceress 2
Chaotic Neutral, Medium Humanoid (Human)

Initiative +6; Senses Perception +7

Languages Common (Krieg)

AC 14, touch 14, flat-footed 10; (+0 armour, +0 deflection, +4 Dex, +0 dodge)
CMD 15
hp 15
Fort +2, Ref +4, Will +4
DR 1/non-lethal cold

Speed 30ft.
Base Attack +1 CMB +1
Melee -3 (+1 BAB, +0 STR, -4 Non-Proficiency) Iuak 1d6 19-20x2 (S)
Ranged +5 (+1 BAB, +4 DEX) Arctic Ray 1d6 x2 (Cold) [30ft]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Special Attacks Arctic Ray;

STR 11, DEX 18, CON 15, INT 10, WIS 12, CHA 18
FAVOURED CLASS Frost Sorceress

Vigilant +1 Trait Bonus on Perception Checks and Perception is always a Class Skill Saorise is always on the lookout for potential attacks due to her magical heritage.
Reactionary +2 Trait Bonus to Initiative Saorise is always quick to act if she spots danger coming her way as being magical, she was often the target of other’s hatred.

Cold Focus [1st Level]
Extra Attack [Bonus Human]
Eschew Materials [1st Sorcerer]

Acrobatics +3 (+4 DEX, -1 Armour Check Penalty)
Appraise +0 (+0 INT)
Bluff +4 (+4 CHA)
Climb -1 (+0 STR, -1 Armour Check Penalty)
Craft (-) +0 (+0 INT)
Diplomacy +4 (+4 CHA)
Disguise +4 (+4 CHA)
Escape Artist +3 (+4 DEX, -1 Armour Check Penalty)
Fly +3 (+4 DEX, -1 Armour Check Penalty)
Heal +1 (+1 WIS)
Intimidate +4 (+4 CHA)
Knowledge (Arcana) +4 +0 INT, +1 Rank, +3 Class Skill
Perception +7 (+1 WIS, +2 Rank, +1 Trait, +3 Class Skill)
Perform (-) +4 (+4 CHA)
Ride +3 (+4 DEX, -1 Armour Check Penalty)
Sense Motive +1 (+1 WIS)
Spellcraft +5 (+0 INT, +2 Rank, +3 Class Skill)
Stealth +5 (+7 in snow) (+4 DEX, +2 Rank, -1 Armour Check Penalty)
Survival +5 (+1 WIS, +1 RANK, +3 Class Skill)
Swim -1 (+0 STR, -1 Armour Check Penalty)


Caster Level 2
Spells per Day
Cantrips/14 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
1st Level/5 [x][ ][ ][ ][ ]

Spells Known
Create Ice
Dancing Lights
Ray of Frost
Touch of Fatigue

1st Level
Biting Wind
Endure Elements


Iuak (12gp)

Clothes & Armour
Ermine Fur Coat and Boots (55gp)
+4 Fortitude bonus against exposure to cold weather, DR/1 non-lethal cold, armour check penalty -1, stealth (in snow) clothing bonus +2
Ice Blue Dress (Free)

Magic Items



Shoulder Bag (1gp, 5sp)
Whetstone (2cp)

Belt Pouch (1gp)
pp, gp, 4sp, 8cp




Bloodline Arcana: Any time Saorise casts a spell that deals damage, she may choose to have it deal cold damage instead of its normal damage type. When she uses this ability, damaging spells she casts gain the [cold] descriptor. If the spell has an effect other than dealing damage there is no change to its non-damaging effect. If she uses this ability with spells that have the [force] descriptor (such as magic missile), the spell loses that descriptor.
She treats all spells with the [fire] descriptor as one level higher for purposes of spells known and spell slots. Thus while she can choose to know fireball, for her it is a 4th level spell.

Cold Focus
Prerequisite: Able to cast one spell with the [cold] descriptor
Benefit: Add +2 to the Difficulty Class for all saving throws against spells Saorise casts with the [cold] descriptor. This bonus is considered to be a Spell Focus bonus, and thus does not stack with any additional Difficulty Class increases she receives from the Spell Focus feat.

Extra Attack
The powers running through Saorise stay longer when manifested.
Prerequisite: Sorcerer Bloodline
Benefit: Increase the number of daily uses of Saorise's 1st level bloodline ability (Arctic Ray) by an amount equal to her Charisma modifier (+4). She may take this feat only once.

Create Ice
School: conjuration (creation) [cold]; Level: cleric 0, druid 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one 5-ft-square of ice
Duration: instantaneous
Saving Throw: none; Spell Resistance: no
This spell generates a sheet of clear, pure ice. Enough ice is generated to cover one 5-foot square, which is treated as difficult terrain.
This ice melts after 1 hour (the ice melts into roughly 16 gallons of water, weighing 120lbs), or 10 minutes in hot terrain.

Biting Wind
School: evocation [cold]; Level: sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, M (a whistle made of walrus or bear bone)
Range: Medium (100 ft. + 10 ft./level)
Effect: animated breeze
Duration: 1 minute/level
Saving Throw: Fortitude partial; Spell Resistance: yes
This spell creates an animate wind of freezing cold air that moves and attacks a single target as directed by the caster. The breeze must make a touch attack using the caster’s ranged attack bonus, dealing 1d6 points of non-lethal damage. The wind is invisible, and gains all the bonuses of an invisible attacker (though it cannot be used to deliver sneak attacks). The wind strikes as a spell rather than a weapon (and thus can hit incorporeal creatures for 50% damage) and always strikes from the direction of the caster. It attacks its designated target once each round unless directed to a new target by the caster (which requires a standard action).
Creatures that take damage from the wind must make a Fortitude save. On a failed save the target is shaken and suffers a –2 penalty to all attack and damage rolls and skill check for 1 round/caster level.

An Iuak is a heavily weighted Machete-shaped blade, usually made of bone or stone. While it makes an excellent weapon, its primary purpose is to cut through and destroy ice and other hard materials. If used against an object, an Iuak ignores the first 3 points of hardness possessed by the object.