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Sorassa Longread's page

45 posts. Alias of Ariarh Kane.


Full Name

Sorassa Longread

Race

Gnome

Classes/Levels

Priest(ess) 3

Gender

F

Size

S

Age

49

Special Abilities

Aura, Channel Energy 2d8 5 times/day, Low-Light Vision, Gnome Magic, Illusion Resistance, Keen Senses, Lore Keeper, Hand of Acolyte 5 times/day, Rune Blast 5 times/day

Alignment

NG

Deity

Non-Specific

Location

Numeria

Languages

Common, Gnome, Hallit, Sylvan, Elven, Draconic, Dwarven, Orc, Goblin

Strength 9
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 14
Charisma 14

About Sorassa Longread

Physical Description:

Petite and small, Sorassa stands at 3 ft 4 inches in height and weighs 36 lbs. Her skin is the colour of soft pink and her hair is a vibrant dark purple. Her eyes are large and expressive and are the colour of peridots. Her gaze is fixed as she is often observing and cataloging details and facts. Sorassa has a ready, heartwarming smile. She prefers unassuming and practical clothes, especially in long hours of study or work/experimentation. She is considered comely. Sorassa wears a silver holy symbol about her neck in the shape of an open book.

Stats:

STR 9, DEX 10, CON 12, INT 18, WIS 14, CHA 14
Movement speed: 20ft

Fort. +4, Refl. +1, Will. +5 (+7 against illusion spells and effects)

Melee +1
Ranged +2
CMB 0
CMD 9
Init 0
Flat-footed 14
AC 16 (20 against giants)
HP 16

Skills:

Appraise +8
Craft-Alchemy +13
Diplomacy +7
Heal +7
Knowledges:
Arcana +10
Dungeon. +10
Engineer. +10
Geography +10
History +10
Local +10
Nature +10
Nobility +11
Planes +10
Religion +11
Linguistic +9
Perception +4
Sense Motive +8
Spellcraft +13
Stealth +5

Feats:

Magical Aptitude, Agile Maneuvers, Scribe Scroll (Bonus feat)

Traits:

Touched by Sky (Regional), Theoretical Magician, Focused Mind

Domains:

Sorassa Longread is not devoted to one particular deity; therefore she can choose 2 domains to represent her spiritual inclinations and abilities, as well as Knowledge Domain.

Knowledge, Magic and Rune.

1. KNOWLEDGE Domain
Granted Powers:
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. (15+3+2=20)

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

2. MAGIC Domain
Granted Powers:
You are a true student of all things mystical, and see divinity in the purity of magic.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (3+2=5 times)

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

3. RUNE Domain
Granted Powers:
In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (3+2=5 times a day)

Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.

Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Spells and Gnome Magic:

4+ 1 Orisons (0 Level): Guidance, Detect Magic, Read Magic, Resistance, Light
3 + 2 Domain 1st Level Spells: Know the Enemy, Detect Evil, Protection from Evil, Domains: Comprehend Languages & Identify
2+ 2 Domains 2nd Level Spells: Ancestral Communion, Grace, Domains: Detect Thoughts, Secret Page

Gnome Magic: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier (10+spell’s level+2).

Combat:

Weapon Attack Dam. Crit. Range
M/work Shortsword +2* 1d4 19-20x2
Blowgun +2* 1 x2 20ft
Sling +2* 1d3 x2 50ft
* add +1 to attack rolls against humanoid Reptilians and Goblinoid subtypes

Gear:

Gear
Starts with Explorer’s Outfit valued at 10 gp (weighs 8 lbs)

Name Weight Cost

On Person
+1 Mithril Shirt 10 lbs 1100 gp
Masterwork Shortsword 2 lbs 310 gp
Blowgun 1 lbs 2 gp
Ammunition, Darts for Blowgun 1 lbs 5 sp
Sling - -
Holy Symbol, Silver 1 lbs 25 gp
Sub-total 15 + 8=23 lbs 1437 gp, 5 sp

In Backpack, Masterwork 4 lbs 50 gp
Traveler’s Outfit 5 lbs 1 gp
Flint & Steel - 1 gp
Food, meals, good (5 days) - 25 sp
Alchemist’s Fire (flask) 1 lbs 20 gp
Soap ½ lbs 1 cp
Sub-total 10.5 lbs 72 gp, 25 sp, 1 cp

In Satchel, Leather ½ lbs 1 gp
Inkpen - 1 sp
Book, Travelling, Blank 1 lbs 10 gp
Magnifying Glass - 100 gp
Ink, Invisible (good) - 100 gp
String/twine (50 ft) ½ lbs 1 cp
Sub-total 2 lbs 211 gp, 1 sp, 1 cp

On Pony - 30 gp
Bit & bridle 1 lbs 2 gp
Saddle, Riding 25 lbs 10 gp
Saddlebags 8 lbs 4 gp
Waterskin 4 lbs 1 gp
Bedroll 5 lbs 1 sp
Case, Map/Scroll ½ lbs 1 gp
Blanket, Winter 3 lbs 5 sp
Alchemist’s Lab – Portable 20 lbs 75 gp
Sub-total 66.5 123 gp, 6 sp

Total Weight & Cost 102 lbs 1,843gp, 38sp, 2cp
out of 2500gp

Pony, Name: Dara:

This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.

Pony, female: Dara CR 1/2
XP 200
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0

OFFENSE
Speed 40 ft.
Melee 2 hooves –3 (1d3)

STATISTICS
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run

Skills Perception +5

SQ docile

SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a pony's hooves are treated as secondary attacks.

Questionnaire:

1. Background for Character
o Where was your character born? Castle Urion, Numeria
o Who raised her? Parents.
o What was happening in the region when your character was growing up? Castle Urion is the first city most crusaders heading to Mendev (and from there to the Worldwound) see when the enter Numeria but it is far from the typical barbarian settlement that are strewn across the country. This settlement is technically under the control of the Black Sovereign but it is in reality controlled by it founders an order of knights dedicated to Iomedae. These knights built Castle Urion as a way to protect and guide those crusaders sailing up the River Sellen (or "River Road" as it is often called) from Cassomir in Taldor to Chesed. This order of Iomadae knights is particularly special as they ride trained griffons, which help them patrol vast stretches of the river, certainly more than they could if they patrolled only on horseback.
o Does your character have any relatives? Yes, family and extended family.
2. Motivation
o What are your character’s immediate goals? What would she like to do in the coming year? Find employment where her studious mind and vast knowledge can be applied and nurtured.
o What are her long-term goals? Settled happily within a community, setting up vast resources to solve great issues and problems, possibly training others.
o What type of person would be her ideal mate? Well-read, curious, industrious, intelligent, easy disposition.
o Who is her patron deity? Is she a devout worshiper? Sorassa is not devoted to one particular deity but believes in the gods. She gravitates to those gods who represent her spiritual inclinations and abilities.
o Is she a devout member of any nonreligious cause? No.
o Is there any race, creed, alignment, religion or the like against which she is strongly prejudiced? Goblins and Humanoid Reptiles.
o What is her greatest fear? Failing in her duty/responsibility: Not knowing an answer to an important question or problem and it having dire repercussions and consequences to others.
o What is the one task she absolutely refuses to do? Kill creatures in the name of a cause or on command.
3. Idiosyncrasies
o What is your character’s motto or favorite saying?“It is not enough to have a good mind; the main thing is to use it well.”
o What is her favorite color? Purple or Green.
o Describe what she would wear if money were no object? Silk scarves and shirts. However, fashion really isn’t a priority for Sorassa.
o What is her favorite food? Drink? Food: Pan-friend Mushrooms and Berries. Drink: Mead dew (fermented honey).
o What is her favorite animal? Pony and Griffon (magical beast)
o What habits of her friends annoy her most? Their lack of curiosity or inspiration/motivation to better their minds.
.
4. Traits: rank each trait from 1 to 10 (ten being highest)
o Courtesy 8
o Valor 6
o Self-sacrifice 6
o Generosity 8
o Sobriety 7
o Calm temper 7
o Optimism 7
o Curiosity 10
o Forgiveness 6
o Cheerfulness 8
o Patience 9
o Honesty 9
o Helpfulness 9
o Loyalty 9
5. Miscellaneous
o What well-known media figure from sports, movies or politics most closely resembles your character? Chloe Sullivan from Smallville.
o What would be her theme song? “Fountain of Life” by Two Steps from Hell
o If her friends were to write her epitaph, what would it be? “Great minds are to make others great. Their superiority is to be used, not to break the multitude to intellectual vassalage, not to establish over them a spiritual tyranny, but to rouse them from lethargy, and to aid them to judge for themselves. This is what Sorassa provided the world and her friends and companions – a great mind, heart and spirit.”
o What would be her job in modern society? Researcher, Expert/Cognoscente, Investigator.

Pic of Sorassa