About Sonya ValdemarResources Used
Hero Points Available 1/3
Spells Cast
Spells Known:
(E = Emotion, T = Thought) Sorcerer 0, DC14: Message (E,T) Mage Hand (E,T) Prestidigitation (E,T) Detect Magic (E,T) Dancing Lights (E,T) Sorcerer 1, DC15 5/day: Color Spray (E,T) Burning Hands (E,T) Equipment:
Defense, Offense and Stats:
Sonya Valdemar NG Medium Human Sorcerer//Paladin Init +4 (4 CHA); Senses Perception +4
Defense
Offense
Longsword +6 1d8+4 19/x2
Statistics
Base Atk +2; CMB +5 (2 BAB + 3 STR); CMD 16 (10 + 2 BAB + 1 Dex + 3 STR)
Feats and Skills:
Feats 1 - Noble Scion - CHA instead of DEX for initiative. Sorcerer 1 - Eschew Materials Skills 3/lvl + 2/lvl background skills* (5 total)
ACP -4
Class and Special Abilities:
Psychic Sorcerer: Psychic Bloodline - Spells and spell-like abilities are treated as psychic instead of arcane. Thought and Emotion components instead of verbal and somatic. Psychic Strike - You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Paladin:
Backstory, Personality, and Appearance:
Backstory: <Family Backstory> Sonya is the daughter of Rurik Valdemar, youngest son of Ethram Valdemar. The Valdemar family, with Ethram at its head, was one of the four merchant families that helped found Sandpoint 40 years ago. Though once powerful and respected, the family has since had many troubles and is not nearly as successful as it once was. Sonya's father Rurik is last in line to take reign over the family, behind his two brothers (Belven and Kaleb). In his early adulthood, Rurik squandered many opportunities to achieve the same success as his brothers did, jealously believing that there was little point if he was last in line. After marrying and having his only child, he resolved to change his ways and ensure that his family had the quality of life he believed they should - whether they inherited anything or not. <Sonya Backstory>
Sonya wandered Varisia under an assumed name, taking whatever odd jobs she could find. At the same time, she began noticing strange things happening around her - brief bursts of magic, especially in times of stress. She sought help, and found it in a traveling paladin that taught her how to focus and control her abilities. Finding that she was happiest helping others, she took vows and began training as a paladin of Abadar, mixing both her new abilities as well as her training in trade. After two years of martial training, she returned to her family determined to help restore their business to its former glory without resorting to the dishonorable business practices. With her grandfather's health failing, Sonya headed to Sandpoint so she could help the businesses there cope with the potential turmoil of losing their head of the family. And luckily, the Swallowtail Festival was right around the corner... Appearance:
Trivia and Character Notes:
*Ethram Valdemar (Grandfather) - Head of the Valdemar merchant family. *Belven Valdemar (Uncle) - Oldest son of Ethram Valdemar. Currently living in Sandpoint, running the Sandpoint Shipyard. Kaleb Valdemar (Uncle) - Middle son of Ethram, currently overseeing business in Magnimar. Rurik Valdemar (Father) - Youngest son of Ethram Valdemar. Helping Kaleb oversee business in Magnimar. *Campaign has info on them -What's a personal item they always have with them that means a lot to them, sentimentally? Why? What's the story there? When Sonya was a child, her father gave her a small key and told her it was very important and not to lose it. She held on to it for years, most often wearing it as a pendant. When she turned 18 her father asked if she still had the key, and gave her a small wooden box with an ornate lock that matched her key.
-What do they do to relax or kill time on a day where there's no enemies threatening? She often doesn't quite know what to do with her free time. While others were out playing and being kids, Sonya was inside being taught how to run a business, and the subtleties of diplomacy. By the time she had time to do whatever she wanted, she had already begun her paladin training. This is the first few months of her having no direction other than her own.
-Which of the seven sins would be most tempting to them? Greed. Sonya grew up in a family of merchants - and in a troubled time in their family's history. Her childhood was spent in ships and wagons traveling between Magnimar and Sandpoint with her father as he coordinated between the businesses in each city. Every decision was made to save the family businesses, but now Sonya has to balance every decision between what is best for her family, and her code as a paladin to be fair and honest in all her dealings. -What person in their life is most important to them? Why? Her father, Rurik, who was her main mentor through life, and in her eyes one of the most dedicated people she knows. Her uncles remind her he wasn't always this way, Sonya tries to live up to her father's expectations. -What's their strongest memory of childhood? Staring out over the ocean during a long trip, wondering if she would ever get to stay in once place for long. -Have they ever killed an intelligent creature before, directly or indirectly, self-defense or otherwise? More than once? How do they feel about this? Though the paladins taught her martial training, Sonya has never been in a real fight before. She hopes she will do alright if she does have to fight someone, but hopes she won't have to. -Where would they like to be in ten years? Do they envision a farm and family, a thriving trade, service to a church? What does their 'happily ever after' look like? 'They don't yet know' is a valid answer. She hopes to help her family recover the business, and become trusted in the family again. She plans to stay in Sandpoint to help her grandfather whose health is failing. -What flaw(s) would they say they have? What flaw(s) would you say they have? Sonya frequently worries about letting people down - she let her family down by leaving, and now sometimes overextends herself trying to please everyone. She is especially susceptible to requests from her family members, dropping everything to fulfill a request if she can.
Languages and Traits:
(Native) Common (Taldane), Varisian Racial Traits:
Chosen Traits:
Leveling Plans:
Message, Mage Hand,Prestidigitation, Detect Magic, Dancing Lights Sorcerer 1, DC15 4/day: Color Spray, Burning Hands Feats: 3 - Craft Wondrous Items
Interesting Spell Choices
|