Sorina's page

66 posts. Alias of MordredofFairy.


HP: 13/13 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: -1, CMD: 11 | Init: +2, Perception: +1

About Sorina

Unchained Summoner(Twinned Summoner) Level 1.5 with Eidolon Sonira
VMC Sorcerer(Rakshasa)
Chaotic Good Medium Human
Character Image

Init = 2(dex)
Senses Perception 1


Party Role/Concept

A bit of a Jill-of-All-Trades. Starknife and medium HP/BaB give options in both close-ranged and melee combat.
Summoner Spells(while Unchained are weaker) will give utility and options.
She is a wanderer keeping afloat with odd jobs, and not above con artistry or cheating at gambling or even thievery.
But she is generally good at heart, and for anything unsavory only picks out marks that will not lack for anything, nor takes more than she needs.


The Sixty-Minute Background

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Grew up with a group of Travellers(think Roma/Sinti - Varisian Vagabonds)
2) Father died in defense of the caravan, Mother left the Caravan to stay with her new lover in a town.
3) A few years ago, after another devastating attack, the Caravan was dissolved, and survivors spread out to seek their own destiny.
4) Had a Wagon and a Light Horse to pull it, but lost them in a gambling match a short while ago.
5) Has trained with the traditional Starknife, prays to Desna, and has traditional tattoos - never trying to hide her heritage even if that makes her stand out.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) (Character Goal): To get rich, famous, settle down in a castle and live the good life before dying of natural causes old and happy.
2) (Character Goal): To not die trying to fulfill Goal 1.
3) (Player Goal): To make this more than a one-shot.
4) (Player Goal): To get to play around with the unique Twin Eidolon.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) (Character-Known secret): Shockingly, they are not REALLY twins considering one is a outsider called into this plane.
2) (Character-Known secret): Their "Link" is so strong they share everything. They don't just talk, they FEEL. If either gets hurt, the other feels pain. The echo is dulled compared to the real thing, but still very clear.
3) (Unknown secret): Actually DOES have a real Twin Sister that is alive and was taken in the raid during which her father died. Her subconscious modelled/called an Eidolon to fulfill that void, even if she does not remember.
4) (Unknown secret): Some noble they conned (wrongly) assumes they stole something of importance from him(someone else did), and has put a bounty on them...("alive", as he needs to learn where the item in question is, which "dead" makes harder.)

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) (Friendly) Julius Clarke - a Town Guard of Rhiannon. An upstanding young man that has taken a romantic interest in the traveling Twins that seem to be stuck here, for now. They are well aware of that even if he has yet to make a move - but befriending the Guard was planned all along.
2) (Friendly) Carina Meeks - an elderly Apothecarian(think Alchemist or Witch) that supplies people in Rhiannon with elixirs, potions, and tinctures. Twins helped her in a bind and agreed to do odd jobs and gathering of ingredients in exchange for food and lodging, while they are staying. (It is defined as temporary, open-ended arrangement).
3) (Hostile) Markus Mevinter - a young noble that likes to gamble. Well aware that gambling also comes with losing, but it's not like he actually needs to work for his money like a filthy peasant.
See Secret #4 - he may well also be at Lord Kents event and decide to take things in his own hands.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) ("Mannerism") The two often mirror gestures of the other. If one of them talks, and shrugs to indicate not knowing something, the other, despite not actually part of the talk, may shrug as well.(part of the strong link they feel).
2) ("Memory") Her fathers face the night he died defending his family. And how her twin sister had been wounded following the raid, and only came to play with her again much later.
3) ("Quirks") They comb and braid each other's hair every evening. They also have exactly matching tattoos.

Open and carefree. Wants to enjoy the good things in life, with no worries. Sing and dance, sitting at a campfire with a bottle of good wine, sharing a sensual lover under a moonlit sky, traveling to see lush forests and magical ponds, wide fields and ancient ruins. Hearing every song in the world and eventually staying someplace, building a home and welcoming everybody on the road needing a place to stay with open arms.

Medium-long naturally red hair and green eyes. Identical clothing and tattoos. A slender build - hardly any muscles to speak of, but a winning smile and features with just the right amount of exoticness. A voice that stays with you even after she stopped speaking. Small but perky breasts, with a slightly smaller-than-average overall stature.

Future Plans:
Well, there are options. If it develops into a full campaign, with E8, there will be Feats. Some of which will definitely be used for Teamwork Feats which will automatically be shared - and to empower the Twin further(as the lack of Evolution Points is somewhat painful) - speaking of that, the Eidolon will remain an exact copy of the Summoner. No Tentacles or Bite Attacks. Skilled, Ability Score Increases, Shared Evolution, Shared Slot and the likes will take the cake. It should be unclear even to allies who KNOW about their nature which one is the Eidolon and which is the Summoner.


Level 0= infinite
Level 1= 1+1(Cha) - 2/2

Spells Known:
Level 0(4): Detect Magic, Mage Hand, Daze, Message , Read Magic, Light
Level 1(2): Unfetter, Rejuvenate Eidolon(Lesser) , Feather Fall, Long Arm, Life Conduit, Mount
Level 2(0): Invisibility, Evolution Surge(Lesser), Alter Self, Summon Eidolon
Level 3(0): Haste, Fly, Heroism


AC 15 10+2(Dex)+2(Armor)+1(Shield), ACP = 0
hp 13 = 8(Class)+2(Con)+(7/2)
Fort 2 , Ref 2 , Will 4
+ 1 vs. Charms/Compulsions

Speed 30 ft
MELEE Starknife +4 1d4+4(20/x3)
RANGED Starknife +4 1d4+4(20/x3)


Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 11

Languages: Common; Read Lips; Cant/Varisian/Thieves Cant


Special Abilities

Level 1: Divine Fighting Technique(Way of the Shooting Star)
Level 1(Focused Study): Skill Focus(Bluff)
Level 3: VMC
Level 5:
Level 7: VMC
Level 8(Focused Study): Skill Focus()

=====Racial Qualities=====

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.


Class Abilities


+3 Level 0.5

Adventuring Skills

Acrobatics(ACP) = (ranks)+(Dex)
15 Bluff = 2(ranks)+4(Cha)+2(racial)+1(trait)+3(class)+3(Feat)
Climb(ACP) = (ranks)+(Str)
8 Diplomacy = 2(ranks)+4(Cha)+2(racial)
-- Disable Device(ACP) = (ranks)+(Dex)
Disguise = (ranks)+(Cha)
Escape Artist(ACP) = (ranks)+(Dex)
Fly(ACP) = (ranks)+(Dex)+3(class)
Heal = (ranks)+(Wis)
Intimidate = (ranks)+(Cha)
- Knowledge (arcana) = (ranks)+(Int)+3(class)
- Knowledge (dungeoneering) = (ranks)+(Int)+3(class)
- Knowledge (local) = (ranks)+(Int)+3(class)
- Knowledge (nature) = (ranks)+(Int)+3(class)
6 Knowledge (planes) = 1(ranks)+2(Int)+3(class)
- Knowledge (religion) = (ranks)+(Int)+3(class)
2 Perception = 1(ranks)+1(Wis)
Ride(ACP) = (ranks)+(Dex)+3(class)
Sense Motive = (ranks)+(Wis)
6 Spellcraft = 1(ranks)+2(Int)+3(class)
Stealth(ACP) = (ranks)+(Dex)
Survival = (ranks)+(Wis)
Swim(ACP) = (ranks)+(Str)
-- Use Magic Device = (ranks)+(Cha)+3(class)

Background Skills

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)+3(class)
- Knowledge (engineering) = (ranks)+(Int)+3(class)
- Knowledge (geography) = (ranks)+(Int)+3(class)
- Knowledge (history) = (ranks)+(Int)+3(class)
- Knowledge (nobility) = (ranks)+(Int)+3(class)
-- Linguistics = (ranks)+(Int)+3(class)
Lore = (ranks)+(Int)+3(class)
Perform = (ranks)+(Cha)
-- Profession()= [/b]= (ranks)+(Wis)+3(class)
8 Sleight of Hand(ACP) = 2(ranks)+2(Dex)+1(trait)+3(class)


370 GC

free - Pickpockets Outfit
5 GC - Pickpockets Outfit
20 GC - 4 x Spring-Loaded Wrist Sheath
10 GC - 2 x Buckler
30 GC - 2 x Lamellar Cuirass
96 GC - 4 x Starknife
100 GC - 2 x CLW Potion(in Sheaths)
20 GC - 2 x Acid(in Sheaths)
16 GC - 2 x Summoners Kit(This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
5 GC - 2 x Marked Cards + 4 x Regular Cards
37 GC - 2 x Superior Loaded Dice + 4 x Regular Dice
5 GC - 1 x Sanctified Rings(Pair)
5 GC - Grand supply of Night Tea.
20 GC - 2 x Courtesan's kit(Forget the name - thats for self-pampering) (This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.)


Liar’s Tongue (Religion)
Thanks to your friendly mien and sly tongue, your lies are often believed.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you.

Tattooed Wanderer (Regional)
You were raised among the nomads and have learned their ways.
Benefit: Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand.
You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Tattooed Mystic(Racial) (Human)
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.
Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.


STR 8= 8(Buy)
DEX 14=14(Buy)
CON 14=14(Buy)
INT 14=14(Buy)
WIS 12=12(Buy)
CHA 18=16(Buy)+2(Race)