Soliana of the Rose's page

709 posts. Alias of Lady Ladile.


Race

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About Soliana of the Rose

Soliana of the Rose
Half-Elf (Snowborn) Paladin (Oath of Charity/Oath of Loyalty) 3
LG Medium Humanoid (Elf, Human)
Init +1; Senses Low-Light Vision; Perception +6
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, + 1 Dex)
HP 29
Fort +8, Ref +5, Will +8; +2 vs. enchantments
Immune Fear, Disease, Sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
Dagger +5 (1d4+2/19-20)
Glaive +5 (1d10+3/×3)
Ranged
Longbow +4 (1d8/×3)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
At will — Detect Evil
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Statistics
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Str 14, Dex 13, Con 14, Int 12, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 16
Feats
Combat Reflexes (1st Level)
Bodyguard (3rd Level)
Skill Focus: Perform - Wind Instruments (Half-Elf)
Traits
Childhood Crush (Shalelu)
Ear for Music
Heart of Two Worlds
Drawbacks
Overprotective
Adventuring Skills
Climb +8 - (1 rank, 3 class, 2 Str, -3 ACP, 5 Ring of Climbing)
Diplomacy +7 - (1 rank, 3 class, 3 Cha)
Knowledge: Local +2; +4 on checks that deal with the local art or music scene - (1 rank, 1 Int; 2 trait)
Knowledge: Nature +7 - (3 rank, 3 class, 1 Int)
Knowledge: Religion +5 - (1 rank, 3 class, 1 Int)
Perception +6 - (2 rank, 2 Wis, 2 racial)
Background Skills
Handle Animal +8 - (2 rank, 3 class, 3 Cha)
Kn. Geography +4 - (3 rank, 1 Int)
Perform: Wind Instruments +8 - (1 rank, 3 Cha, 1 trait, 3 Skill Focus)
Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
Other Gear MW Scale Mail, Arrows (20), Bedroll, Belt Pouch, Blanket, Canteen, Cooking Kit (@ Home), Elven Trail Rations (5), Flint and Steel, Gear Maintenance Kit, Grooming Kit (@ Home), Hemp Rope (50 ft.), Masterwork Backpack, Mess Kit, Torch (5), Trumpet, Wooden Holy Symbol of Shelyn, Wrist Sheath (spring-loaded), 1,192 gp, 6 sp, 5 cp
Magical Gear
Potion of Cure Light Wounds
Ring of Climbing
Animal-Bane Arrow x5
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Special Abilities
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Aura of Courage (Su) - At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Good (Ex) - The power of a paladin's aura of good is equal to her paladin level.

Charitable Hands (Su) - At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage. This ability otherwise works like and replaces lay on hands.

Divine Health (Ex - At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Divine Grace (Su) - At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Elf Blood - Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep - Half-elves are immune to magic sleep effects.

Fey Thoughts (Climb, Kn. Nature) - The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.

Lay On Hands (4/day, 1d6 + 1, Su) - Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Low-Light Vision - Half-elves can see twice as far as a human in dim light, distinguishing color and detail.

Loyal Oath (Su) - Starting at 1st level, once per day as a swift action, an oathbound paladin can choose a willing creature within line of sight as the target of her loyal oath. When the paladin is adjacent to the target of her loyal oath, she grants the target a sacred bonus on saving throws and to Armor Class equal to the paladin’s Charisma bonus. The loyal oath lasts 1 minute, or until the paladin dismisses it (a free action) or discharges it (see below), whichever comes first. If the target is struck by an enemy and the paladin is adjacent to that enemy, as an immediate action she may make a single melee attack against that enemy; making this attack ends the loyal oath. At 4th level and every three levels thereafter, the paladin may use her loyal oath one additional time per day. This ability replaces smite evil.

Mercy (Su; Fatigue) - At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.
A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Favored Class Bonus:

1st: +1/2 Lay on Hands HP
2nd: +1/2 Lay on Hands HP
3rd: +1/2 Lay on Hands HP

Background: The Past:

Although Soliana has lived close to the small town of Sandpoint since she was an infant, her true roots lie much further north. Her father Ruvyn was a Snowcaster elf, specially assigned as one of his tribe's 'twilight speakers', acting as a religious envoy between the elves and the humans of the region. Her mother was a human woman, who seduced Ruvyn one evening and fell pregnant. When the dalliance was discovered by his tribe Ruvyn was exiled, the fate for any who sired or bore children as a result of dalliances with humans.

Angered at the deception, Ruvyn went into hiding and waited until the woman gave birth to her child. With quick-thinking as well as the use of his own magic, he succeeded in stealing the baby away. His revenge complete, he took his daughter and fled south, vowing to put enough distance between the pair and the cold north that her mother would never find her. Weeks and months passed. The pair eventually found themselves in Varisia, at the town of Sandpoint. Although Ruvyn had first intended to leave his daughter on the doorstep of some human family once he had been satisfied that they'd fled far enough, he had grown to care for his daughter in his own way during the time spent traveling. Resolving that he would not foist responsibility off on others, he instead settled into a small home just outside of Sandpoint and determined to take care of her as best as he could until she grew old enough to venture out on her own.

Thanks to her human blood Soliana grew quickly, ever surprising Ruvyn with the speed of her development. From an early age she showed an interest in music and would often find any excuse she could to venture to the Sandpoint Cathedral and listen to the performances within. Soliana's interest was noted by the priests and priestesses of Shelyn, who approached Ruvyn about the possibility of training his daughter as a member of the clergy. Secretly relieved by this, Ruvyn gave his consent and encouraged his daughter's continued interest in Shelyn, her training, her music - but never the arcane, which had always puzzled Soliana.

Time passed and many notable things occurred in and around the town of Sandpoint over the years. The time known locally as the 'late unpleasantness' and then the troubles that started on year on the day of the Swallowtail festival. Soliana grew and matured into a gentle, but strong-willed young woman. The troubles in the only home she'd ever known had spurred her to adopt a more martial bent to her training and she eventually pledged her service as a holy warrior in the name of Shelyn. On that day she became Soliana of the Rose.

Personality:

Courtesy of Ash's Guide to RPG Personality & Background.

Primary Motivator - Service
Secondary Motivator - Love
Emotional Disposition - Joyful
Moodiness - Even Tempered
Outlook - Optimistic (Hopeful)
Integrity - Conscientious (Honest)
Impulsiveness - Controlled (Thoughtful)
Boldness - Intrepid (Dauntless)
Agreeableness - Agreeable (Emphatic)
Interactivity - Reserved (Shy)
Conformity - Heterodox (Freethinking)

Though naive and rather shy around strangers, Soliana has a warm, cheerful personality and understanding nature. Due to her own split heritage she has always found it easy to place herself into the shoes of others, making her a good listener. She revels in the beauty to be found in the world, but also manifests a surprisingly controlled and thoughtful side as well, likely instilled in her by her father from a young age as well as by her training.

Background: Relationships:

Soliana has a good, if somewhat distant by human standards, relationship with her father though not for lack of trying to have a closer one. Although Ruvyn does care for her he tends to keep some degree of distance as well, giving her aid and advice when he feels it necessary but largely allowing her to grow and learn on her own. She used to take his distance for desire for her to learn independence but as she has gotten older she suspects that it might also be a defense mechanism to hide from the inevitable fact that she will grow old and die before him.

Soliana knows almost nothing about her mother. All she's has been told is that she was a human named Luiza from the north and that she died after giving birth to her daughter. However, Ruvyn has long suspected that Luiza was a witch who seduced him in order to strengthen her own bloodline with the elven propensity for magical talent. It is for this reason that he has subtly and sometimes not-so-subtly steered her interests away from anything to do with the arcane, for fear of her manifesting witch powers like her mother.

Although she's never been able to bring herself to confess it, the young half-elf has carried a crush for the elf ranger Shalelu since her early teens. If pressed, she would admit that it was Shalelu's bravery during the recent troubles that inspired her to finally swear her oath of service to the Eternal Rose - the ranger had done much to protect Sandpoint over the years and Soliana felt that it was time for herself and others to step up and do the same, even after the heroes had gone their separate ways and the town grew quiet and peaceful once more.

Appearance:

Soliana stands taller than most human women, with a light, lean build and the pointed ears that those with elven blood are known for. Her hair is practically white like her father Ruvyn's but her skin has a warm, healthy glow and her eyes are a light golden color. She wears a suit of scale mail and though she does carry a glaive, she prefers the longsword and shield.

20 Questions for Deep Character Creation:

Concept

What emotion best describes your character?

On the whole, joyful. Her life isn't perfect, but she feels that it has purpose and meaning - certainly worthy of joy, yes?

What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Is this reaction different between friends and enemies?

Hmm. Probably fondness. I think that most people realize that she means well and enjoy her generally joyful and upbeat personality and are willing to largely overlook her occasional naivete.

What does your character need most?

Honestly? Though I don't think she's consciously aware of it, I think that Soli probably seeks acceptance in different forms from others: her father, Shalelu, her friends. She wants her father to accept her as a true daughter instead of half of one. She wants Shalelu to accept her as a peer and hopefully a lover. She wants her friends to accept and see her as a person and not just as a holy warrior.

What is your character’s goal in life?

To protect her friends and loved ones. Why? Because she feels that without them, she is nothing.

How does your character believe this goal can be accomplished?

By pledging her life and service to Shelyn, because the things she stands for are the things that Soli feels make life worth living. Love and beauty are to be protected above all else.

Background

Where did your character come from?

Though she doesn't know where, Soliana knows that she was born somewhere very far to the north. Her father told her that her mother had died in childbirth, but in actuality he suspected that she was a witch who had seduced him in order to have a child with even more potent arcane talents and so he stole her away after she was born.

Since her father belonged to an isolationist tribe of elves with strict rules forbidding sexual/romantic relationships with outsiders, both he and Soliana were exiled from the tribe. This is the other half of the reason that her father took her and fled south.

When did you grow up?

Soliana grew up in Sandpoint, though her and her father's home was located more on the outskirts owing to his preferences for privacy and to keep some degree of distance between himself and his largely human neighbors.

What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.

What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.

What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.

What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.

Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).

What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.

What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.

What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.

What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.

GM's Questions:

Who are you and how are you doing?

I'm Lady Ladile and I'm doing fairly well, all things considered!

How often do you tend to post?

I aim for 1/day for all my active games though I will often do more if I'm not at work on a given day and it seems warranted (or if I'm feeling whimsical).

What kind of tone are you looking for in this game?

Honestly, given the setup for the AP I'm looking for a lot of in-depth RPing PC to PC but also PC to NPC. Some of it will likely be hard and possibly even traumatic, but I'm hoping largely for a story about love and friendship on a world-spanning journey with monsters and heroics sprinkled in.

What do you expect out of your fellow players?

Courtesy and a willingness to talk over disagreements and other things in a civilized manner. Also, to hopefully have fun together!

What do you expect out of me (the GM)?

Communication and a willingness to stick with the game, though I understand that RL happens to us all. The 'fun' thing also applies to the GM, too :D

What is your comfort zone? Where's the line for you in RP terms?

As most people probably are, I'm uncomfortable with in-depth descriptions of sexual violence (doesn't matter whether it's against PCs or NPCs) though having it be implied or hinted at is okay. When it comes to in-game sexy times, I find a 'fade to black' to generally be the classiest option.

How do you see your character progressing as a character?

Ooh. This is hard to answer because a large part of it depends on the other PCs and how the game in general progresses. Based on what I do know at this point, I'd like for Soliana to eventually grow out of her childhood crush (which may or may not be partly influenced by some hero worship as well as clinging to the only elf besides her father that she knows) and either see it progress into a mature love or gently put aside with other childhood things.

Random Character Mechanics and Other RP Considerations:

Soliana as she is now is largely intended to be more of a 'tank' and a defender than a dealer of damage, shielding her friends and taking hits for them as best as she can. Depending on party composition, this can be subject to change if necessary. I'd also considering giving her more of a healing bent so switching to the Hospitaler archetype is also an option if the party finds itself in need of healing.

As a warning, this would be my first time ever playing a paladin so if selected I hope both GM and my fellow players will bear with me as I try to get into a good groove and mindset for Soli. I will say that I don't see her as a Lawful Stupid type and do not intend to play her that way if I can help it.

Finally, I'm more than happy to be flexible regarding RP, campaign traits, and relationships. Even though she'll be starting out with a crush on Shalelu, I as a player do not have my heart set on the two ending up as an item by the end of the game. If the RP steers things in other directions over the course of the game, I'm happy to go with the flow and see where it takes Soli!