Grand Necromancer

Sorel Taragate's page

9 posts. Alias of Forged Rain.

Full Name

Sorel Taragate




AC/Touch/Flat 14/10/14 Fort/Ref/Will 1/0/4 Init +0
Diplomacy +11, Sense Motive +6, bluff +7, intimidate +7, linguistics +6, know (local) +7
1 Psychic Sorcerer










Common, Celestial, Elven, dwarven, Azlanti, Kelish

Strength 8
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 14
Charisma 18

About Sorel Taragate

Character Sheet:

Sorel Taragate
Male Aasimar Sorcerer (Psychic)
LG Medium Humanoid
Int +0,Senses lowlight vision,Perception +0
AC 14, touch 10, flat-footed 14
HP 7 (1d6+1)
Fort +1,Ref +0,Will +4
Speed 30 ft
Spells 0th: Detect Magic, Message, Detect Poison, Scrivener’s Chant
1st (DC 15, 4 per day): Charm Person (DC 16), Sleep (DC 16)
Special Attacks Psychic strike (1d6+1+shaken, DC 15 will, 7 per day)
Str 8,Dex 10,Con 12,Int 14,Wis 14,Cha 18
Base Attack +0,CMB -1,CMD 9
Feats Eschew materials, Cantrips, Spell focus (enchantment), skill focus (diplomacy)
Skills (2+2+1(FC)+2(BG)) Diplomacy +11, Sense Motive +6, Bluff +8, Linguistics +7, Intimidate +8, know (local) +7, spellcraft +6
Languages Common, Celestial, Elven, dwarven, Azlanti, Halfing
Special Ability Psychic strike (1d6+1+shaken, DC 15 will, 7 per day)
Gear Journal, Parchment (50 sheets), ink and quill, dagger (cold iron), Traveler's outfit, bedroll, backpack, rations x5, studded leather, scholar outfit, sealing wax, signet ring, waterskin, noble outfit

Cosmpolitan:+1 Linguistics and class skill
Focused Mind: +2 concentration
Lose Raical Trait: Lose keen senses ability
Senatorial Hopeful: +1 diplomacy and know (local), both a class skills. Weekly requests for items.


Sorel Taragate was born into a minor noble family of arcane casters. Housed on the outskirts of Taldor, they were a minor noble family who protected the borders and oversaw trade in some of the border towns. The only problem was that, as far as the family could tell Sorel had no arcane ability. He was however born with a strong wit and a silver tongue. Pushing for more power and hopefully some reform within the government, the family decided he would be perfect to train up as a potential senatorial candidate. His training included everything from simple diplomacy and languages to forgery and interrogation. Sorel traveled all over Taldor learning about languages, customs, economics and anything else he needed to be a successful senatorial candidate. These trips showed Sorel the wonders of Taldor, its people and its history. However during his training he became more and more disillusioned with the way Taldor was being governed. Ancient marvels left to crumble and rot dotted the land alongside towns and farms slowly dying from either over taxation or poor maintenance. Run ins with people of other nations also brought to light some of the unaddressed social issues plaguing Taldor, such as sexism and racism, that other nations had managed to shed over the years.
As the years went by Sorel became more and more adept with his mind and his mouth, successfully overseeing many deals and negotiations despite his age. Though bitter that he did not have the arcane powers of his parents or siblings, he enjoyed his position in the family. If it were not for the crippling headaches, everything would have been perfect as far as he was concerned. Starting from a young age Sorel had begun having debilitating migraines and headaches. As he aged, they got worse and worse. By the time of his 20th birthday, he was bedridden almost constantly with pain. One day the migraines worsened until they built into a crescendo that he feared would finally kill him. Then like a damn bursting from too much water, the pain flooded out of him. A psychic shockwave raced through the building, knocking out almost every person in the manor. Once they woke up, it did not take long for the family to realize that the origin of the shockwave was Sorel. Delving into their archives and discreetly asking around the arcane and occult community, the Taragate’s were able to come up with an answer for what had happened. For whatever reason Sorel’s arcane blood manifested itself within his mind, building up into psychic abilities. With a body more compatible for the arcane, the psychic abilities built up painfully until he had developed enough to handle the new and unusual gift. Seeing an opportunity for a trained psychic diplomat, the family sent Sorel off for training under the guise of finding a way to cure his now famously crippling migraines.
Excited about his new abilities and happy to be rid of the constant pain, Sorel dove into his new studies hoping to return to his family quickly to assist in their new pushes to reform the Tadloran government. After a few years of intense training, Sorel finally managed to gain control of his psychic abilities. With his mental powers now under his control, the Taragate family announced that Sorel had been cured of his crippling migraines and would be returning. Once home Sorel wasted no time and began working the social and political circles, building up connections and showing everyone that the youngest Taragate son was back and healthier than ever. Between his natural silver tongue and his hidden mind abilities, Sorel had little trouble making new friends and allies or closing out difficult negotiations. After negotiating some much needed civil repair contracts for some nearby communities, Sorel was approached by Martella lotheed. Impressed by his skills, martella asked Sorel if he’d be willing to do some work for her in Oppara in exchange for an invitation to the Exaltation Gala. Not wanting to pass up a good chance to deepen his pool of connections and influence in the nation’s capital, he agreed

Serol stands 5'8" with 135 lbs of weight to him. His eyes are a vibrant golden yellow to match his blond hair. While not the most physically imposing person, he more than makes up for it with his quick wit and silver tongue. Not to mention his natural good looks and charm. Sorel keeps his spell casting hidden as an extra advantage in case of emergencies. Only those he trusts the most know of his psychic abilities.
Though he is no stranger to the occasional fight, as some negotiations can go off the rails, Sorel does everything in his power to avoid them. Trusting in his wit and charm is what has always gotten him out of even the tightest situations.


Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Bloodline Arcana
Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Psychic Strike (Su)
At 1st level, you can overwhelm the minds of those nearby. 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.