Trinia Sabor

Sonya Valdemar's page

262 posts. Alias of Saafris.


Full Name

Sonya Valdemar

Gender

HP 22/22 ► AC 23, T12, FF22 ► F +9, R +5, W +7 ► Init +4 ► Perc +6

Age

23

Alignment

LG

Deity

Abadar

Location

Sandpoint

Languages

Taldane (Common), Varisian

Occupation

Paladin/Merchant

Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 10
Charisma 18

About Sonya Valdemar

Resources Used
Smite Evil, +4h/+2d 1/1
Psychic Strike, 1d6+1 and shaken DC15 0/7
Lay On Hands, 1d6 DC15 0/5

Hero Points Available 1/3
Out Of Rerolls - Available

Spells Cast
Sorcerer 1 - 0/5

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:

Inventory Sheet

Carrying Capacity: Light: 76, Medium: 153, Max: 230
Current Weight: 65


Defense, Offense and Stats:

Sonya Valdemar
NG Medium Human Sorcerer//Paladin

Init +4 (4 CHA); Senses Perception +4
Medium, 5' Reach, 30' speed

Defense
AC 23, touch 12, flat-footed 22 (+1 Dex, +9 Armor, +1 deflection, +2 shield)
HP 22 (2d10 + 4 CON + 2 favored)
Fort +9 (3 Base + 2 CON + 4 CHA), Reflex +5 (0 Base + 1 Dex + 4 CHA), Will +7 (3 Base + 4 CHA)
Concentration +8 (4 CHA + 2 Sorcerer + 2 Trait)

Offense
Speed 30 ft.
Melee +5 (2 BAB + 3 STR)
Ranged +3 (2 BAB + 1 DEX)

Longsword +6 1d8+4 19/x2
Longsword +5 1d8+6 19/x2

Statistics
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 18 (+4)

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)
Diplomacy +9 (2 rank, +4 CHA)
*Knowledge (Nobility) +6 (2 rank, +1 INT)
Perception +6 (2 rank, +1 trait)
*Profession (Merchant) +5 (2 rank)
Spellcraft +6 (2 rank, +1 INT)

ACP -4
All other skills are default based on attribute. All of the above are class skills.

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:
Lay On Hands - 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.
Divine Grace - A paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

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 Valdemar grew up as an only child in Magnimar with her mother and father. From an early childhood Sonya's parents groomed her to be a capable merchant of her own - she shadowed her father as he watched over the Valdemar's businesses in Magnimar with her uncle Kaleb. Her life was also filled with travel, most often to and from Sandpoint where the family's villa was located and where her aging grandfather ran the family.
Despite the family's public appearance of continued success and prosperity, it was clear to Sonya that the family's businesses were not doing well. She had spent her entire childhood preparing to work alongside her father, and it seemed as if it was all for nothing. Frustrated and afraid of failing, Sonya slinked off during a hunting trip, not intending to return. Her family publicly called this an 'extended vacation', hoping she would return soon.

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:
Appearance Image
A 5'6" tall human woman in her mid twenties with an athletic build. She looks to be a mix of both Chelaxian and Varisian heritage, with the pale skin color common to Chelaxians, but her blonde hair and violet eyes being more common to Varisians. She has short straight hair.
She wears well maintained scalemail armor, and has a large greataxe strapped across her back. Her clothing is practical, but clean and well made.

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.
Inside was a ring with the Valdemar family seal on it - it was a family tradition that someone wasn't considered an adult until they received their ring.
Though the key is now mostly useless, Sonya continues to wear it on a chain around her neck.

-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.
Of the things she does enjoy, hunting is one - she went on frequent hunting trips with her father for simple game like deer and boar. Though they were frequently to impress a potential business partner, Sonya still relished the opportunity to get outdoors.
She also like painting, but she's no good at it. She's actually quite dreadful.

-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:
*Favored Class (Sorcerer) HP x2
*Dual Talent - +2 CHA, +2 STR

Chosen Traits:
Focused Mind (Magic) - +2 Concentration
Merchant Family (Campaign) - You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Eyes and Ears of the City (Religion) - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Family Ties (Drawback) - When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Leveling Plans:

Message, Mage Hand,Prestidigitation, Detect Magic, Dancing Lights
Sorcerer 1, DC15 4/day:
Color Spray, Burning Hands

Feats: 3 - Craft Wondrous Items
5 - Fast Learner (Extra skill points)
7 - Leadership?
Sorcerer 7 - Skill Focus (Sense Motive)
9 - Greater Mercy
11 - Ultimate Mercy
13 - ???
Sorcerer 13 - Quickened Spell
15 - Spell perfection?
17 - ???
19 - ???
Attribute Level Ups: 4 - INT, 8 - CHA, 12 - CHA, 16 - CHA, 20 - CHA

Interesting Spell Choices
0th tier
1-Message
1-Mage Hand
1-Prestidigitation
1-Detect Magic
2-Dancing Lights
4-Read Magic
6-Ghost Sounds
8-Arcane Mark
10-Spark
1st tier
1-Color Spray
1-Burning Hands
3-Shield
4-Silent Image
*4-Comprehend Languages from Color Spray
5-Expeditious Construction
5-Vanish
*6-Featherfall from Silent Image
7-Blood Money
*8-Unseen Servant from Comprehend Languages
2nd tier
4-Mirror Image
5-Alter Self
6-Minor Image
7-Scorching Ray
7-Visualization of the Mind
9-
*10-Make Whole from Mirror Image
11-
*12- from Minor Image
3rd tier
6-Fly
7-Haste
8-Tongues
9-Fireball
9-Displacement
11-Major Image
*13-Dispel Magic* Use 4th tier slot
4th tier
8-Greater Invisibility
9-Stone Shape
10-Scrying
11-Dimension Door
11-Black Tentacles
13- Used for dispel magic tier 3
5th tier
10-Telekinesis
11-Teleport
12-Permanency
13-Wall of Stone
13-Sending
15-
6th tier
12-True Seeing
13-Chain Lightning
14-Contingency
15-Hardening
15-
7th tier
14-Limited Wish
15-Plane Shift
16-Banishment
17-
17-
8th tier
16-Stormbolts
17-
18-
19-
19-
20-
9th tier
18-Wish
19-Create Greater Demiplane
20-Time Stop