Kyra

Sorina Gost's page

4 posts. Alias of andreww.


Full Name

Sorina Gost

Race

| Init +7 | HP: 106|106 | AC: 19 | [ooc]Str -1, Dex +2, Con +8, Int +5, Wis +8, Cha +6; Advantage on saves versus spells, resistance to spell damage; Passive Per 23, Passive Investigation 26

Classes/Levels

Resouces:

Gender

Human Female Cleric (Mystra) 1|Wizard (Abjurer) 16

About Sorina Gost

Sorina Gost is a child of a minor Waterdeep noble family which is run by her elder brother. Sorina was always a rebellious child and had little interest in learning how to be a lady, sewing or being married off for political convenience. She ran away from home for the first time when she was sixteen looking for adventure and excitement which she found up and down the Sword Coast. She returned several years later to find little had changed. Her family despaired of her and begged her to settle down but she had the taste for adventure and excitement. She spent a few months in Waterdeep before heading into the depths of Calimsham and the South.

Eventually she retrned home when she leaned that the Red Wizards of Thay had become more active and their agents were abroad even in her old home. Returning she offered her services to the Lords Alliance and quickly rose within their ranks, thwarting a variety of dubious schemes with her magical skills, keen intellect and perceptive insights. Her family were overjoyed, she might not have married into influence but her associations helped them enormously. Of course they are desperate to keep her more disreputable past a secret. Those who knnew her back in her old adventuring days could tell all kinds of stories of wild parties, dangerous battles and a variety of lovers, human and otherwise.

Sorina is now in her late thirties. She is tall, with tanned features and dark hair which is starting to go grey at the temples. She is a little self conscious about this. She has taken a set of luxurious apartments in Waterdeeps more fashionable district and loves fashions, jewellry and parties. She very much believes in the responsible use of magic and takes her obligations as a noble and a member of the Alliance seriously. She believes she has a responsibility to protect those weaker than herself, which, in her mind includes most people who cannot use at least a little magic.

However, she is also impulsive and keeps an adventuring pack ready at all times under her bed in case the urge to take off on some hair brained scheme strikes her. The recent rumours of a disastorous Thayan expedition pique both her adventurers curiosity and her desire to stymie the necromancers of Thay.

Background :

Personality Traits:
Sorina follows trends and fashions and goes to great lengths to always look her best.
Sorina does not tolerate those who would harm her or her friends, she is ruthless in crushing those who would harm me or mine.

Ideal
Sorina truly believes in the obligation on nobility to care for and protect those of lower station.

Bond
Sorina has committed herself to stopping the Red Wizards of Thay who have brought about the deaths of several of her friends.

Flaw
Knowledge of Sorina's past behaviour would ruin her familiy's reputation utterly.

Statblock:

Sorina Gost
Female Variant Human Cleric 1 (Mystra, Knowledge)/Wizard (Abjurer) 16
Medium humanoid, chaotic good

Armor Class 19 (half plate, shield)
Hit Points 106 (17 HD; 16d6+1d8+34)
Speed 30 ft.

STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 20(+5), WIS 14 (+2), CHA 11 (+0)

Feats Alert, Observant, Resilient (Con), Int +2, Int +2

Class Abilities: Arcane recovery (8 levls, 1/day), Abjuration Savant, Arcane Ward (37hp), Projected Ward (1/day, 30', reaction), Improved Abjuration (+6 to ability checks on abjuration spells), Spell Resistance (Advantage on saves versus spell, Resistance to al damage from spells), Blessings of Knowledge (Arcana, History, become trained and double proficiency bonus)

Saving Throws Str -1, Dex +2, Con +8, Int +5, Wis +8, Cha +6

Skills Arcana +17, History +17, Insight +8, Investigation +11, Perception +8, Persuasion +6, Religion +11

Damage Resistances spells

Senses Passive Perception 23, Passive Investigatio 26, hidden enemies do not gain advantage on attack rolls; Cannot be surprised while she is conscious

Languages Celestial, Common, Draconic, Primordial, Undercommon

Magic
Spell slots: 4|3|3|3|2|1|1|1|1

Wizard Spells
Cantrips: Firebolt, Mage Hand, Message, Prestidigitation, Ray of Frost
Memorised Spells: 21; Spell Attack: +11; Spell DC: 19

Level 1: Shield, Chromatic Orb
Level 2: Darkvision, Scorching Ray, See Invisibility
Level 3: Counterspell, Fireball, Fly, Slow, Dispel Magic
Level 4: Banishment, Polymorph, Watery Sphere, Greater Invisibility
Level 5: Cone of Cold, Wall of Stone, Far Step
Level 6: Investiture of Ice, Mass Suggestion
Level 7: Prismatic Spray
Level 8: Illusory Dragon

Cleric Spells
Cantrips: Guidance, Light, Spare the dying
Memorised Spells: 3; Spell Attack: +8; Spell DC: 16

Level 1: (Identify, Command), Bless, Healing Word, Protection from Evil

Equipment Dagger, half plate, shield, arcane focus (wand), backpack, bedroll, blanket, cartographer's tools, clothes, fine, component pouch, dragonchess set, holy symbol (amulet), ink (1 ounce bottle), ink pen, paper (20), pot, iron, potion of healing (6), rations (4 weeks), rope, silk (50 feet), tinderbox, waterskin,

Spellbook:

5550gp spent on scribing new spells. I have taken a number of spells fom the Elemental Evil adventure if that is OK. I also have almost all of the rituals.

1st: Absorb Elements, Alarm, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic. Disguise Self, False Life, Feather Fall, Find Familiar, Floating Disk, Illusory Script, Magic Missile, Protcection, Shield, Unseen Servant

Level 2: Blindnes, Darkvision, Flaming Sphere, Invisibility, Locate Object, Magic Mouth, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Suggestion

Level 3: Counterspell, Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Magic Circle, Phantom Steed, Sending, Slow, Tiny Hut, Tongues, Water Breathing

Level 4: Banishhment, Dimension Door, Greater Invisibility, Mages Private Sanctum, Polymorph, Stone Shape, Watery Sphere

Level 5: Cone of Cold, Contact Other Plane, Far Step, Hold Monster, Scrying, Telepathic Bond, Teleportation Circle, Wall of Stone

Level 6: Chain Lightning, Disintegrate, Investiture of Ice, Mass Suggestion, Sunbeam, True Seeing

Level 7: Magnificent Mansion, Plane Shift, Prismatic Spray, Reverse Gravity, Teleport

Level 8: Mind Blank, Sunburst, Illusory Dragon