Lady Martella Lotheed

Sorina Voal's page

121 posts. Alias of Ariarh Kane.


Full Name

Sorina Voal

Race

Half-Elf

Classes/Levels

CG Cleric of Calistria 2| HP 15/15; AC 15, T 11, FF 14; | F:+4, R:+1, W+6 (+2 vs illusion & enchantment); Immune Magic Sleep| Init +1; Perc +9| Lowlight vision|Channel Energy 5/5; Dazing Touch 5/6; Copycat 6/6

Gender

F

Size

M

Age

23

Alignment

CG

Deity

Calistria

Location

Riddleport

Languages

Common, Elven, Celestial, Varisian, Riddleport Slang (regional dialect, GM approved)

Occupation

Courtesan/Priestess

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

About Sorina Voal

Pronounced 'so-REE-na'. Pet name (sometimes) is Rin.

Physical Description:

Image of Sorina

Height: 5'9"
Weight: 132 lbs (60 kgs) (willowy, toned build with comely features)
Skin: Olive, unblemished
Hair: Long (mid back length), full and wavy, soft brown
Eyes: Almond-shaped, framed by long dark eyelashes, amber coloured.
Ears: Slightly pointed with rounder tips
Arms: Narrow henna dye band around each arm
Face: Heart-shaped
Mouth: Bow-shaped, dusky rose coloured lips
Neck: Long and graceful

Personality:

Sorina possesses a warm, disarming smile - it blossoms slowly across her face and draws people to her. Her easy charm and ready wit make her appealing - her comely face and bright shining eyes add to the allure. Sorina keeps her true thoughts and feelings close to her chest and seldom opens up to people (consummate secret-keeper). If people treat her well and with respect, she will reciprocate. She can be loyal; yet her loyalty must be earned. Sorina is self-assured and bordering on vain at times - yet this hides a certain amount of insecurity stemming from her childhood and wishing to please. She has a keen curiosity and sense of purpose. Sorina can handle pain, almost relishing it, and draws strength from it. She isn't quick to anger (nor does she readily shed tears), yet she can hold grudges and will seek revenge against those who do wrong by her. She is passionate - desire and lust come easy to her (men and women are equally to her taste) - love and long-term emotional commitment are harder (she guards her heart with a steel grip). She is a fast learner and street-smart (no naive miss is she). She lives her life on her own terms without the moral compass others might try to impose on her. Sorina can beguile and deceive for a purpose and without self recrimination or guilt.

Backstory:

(Not sure the age of Pamodae, or how long she has held some level of prestige/power at the House of the Silken Veil. These small details can be changed, if necessary, and if Sorina gets into the game.)
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My first memory, at the age of four, was standing alone in the entrance of the marble and red-steeple building; the silken curtains floating/wrapping around me. I had an old, stained rucksack tied across my body and a sealed parchment with the name Shorafa Pamodae scribbled on the front pinned to it. People were coming and going through the silken curtains – some paid me heed, most didn’t. I could smell something strong wafting from deeper inside the building – at the time I knew nothing of incense, but I came to know the smell. A woman took my hand – she was dressed in very little – and brought me to a chamber, and, that is when I met her – Shorafa Pamodae. I stared at her horns, having never seen a Tiefling before. And, she stared back for a time until I pulled the note from my rucksack and presented it to the woman. Her dark, thin brow shot up at the gesture, yet she accepted the note, opened and began reading. When she was finished, she crumpled the paper and tossed it into the brazier to burn to ash.

”So, you’re Relia’s by-blow,” Shorafa’s eyes seemed suddenly angry before giving me a long look over. ”Sorina,” she said the name as if tasting and savouring it. ”It’ll do. Your mother was a temple favourite,” is all she said and I did not really understand the meaning at the time, being so young. ”Your Elven father is unimportant.” ”Will my mama come back for me?” I managed to voice quietly yet bravely. The question drew surprise and amusement from the horned, beautiful woman. ”No; you are mine. I will train you in sacred service of the Savored Sting,” she stated plainly.

At first, I became a runner for the women of the sacred brothel. If they needed something, I’d run and get it and be as quiet as a mouse in the endeavour. If I wasn’t quiet or discreet enough, the attendants would whip me, taking pleasure in it. The Revered One (Shorafa Pamodae) fed and clothed me; educated me. When I was ten years old, I asked her why, she answered simply, ”I owed your mother a favour. It is paid now. In due time, you will earn your place, here, I am certain of it. Then you will owe me a favour. You are a bright and comely child.”

I wished to become a priestess, and, as a willing initiate, I started my training in the arts of conversation, body language and seduction. I desired men and women – having no preference for one over the other – and often watched in the shadows of the private chambers to learn the art of pleasuring a partner.

Upon my fifteenth birthday, in the House of the Silken Veil, I lost my maidenhood to Henric Slyeg, the second cousin of Avery Slyeg who owned the River Runner Inn. The young man (around ten years my senior) was cruel and perverse, and, after he shot his seed over my belly, he drew a concealed dagger and frenziedly stabbed my abdomen more than ten times before leaving me, dying, on the blood soaked bed. I was discovered and taken to the healers, whose magic saved my life. Shorafa was murderously livid. But, my need for vengeance burned brighter for not only did he ruin my first sacred experience, he humiliated me and tried to take my life. Shorafa’s street runners went in search of Henric Slyeg, however he had left Riddleport the day of my attack and had not been seen since. Avery Slyeg had paid a large sum of coin to the temple in apology and for Shorafa to forget Henric’s reckless, "youthful" transgression. On a small flat stone, I carved the initials H.S. and I poured my hatred into it, vowing to take my revenge one day. I carried it in my pocket and each morning I would run my fingers over the letters and renew my desire for retribution.

Over the years I studied, seduced, beguiled and collected information from the loose lips of my partners for Shorafa. Even lacking true physical strength, I learned to wield weapons to protect and defend – the dagger and scorpion whip were my favourite. In my training as a priestess, I began learning/practicing divine magic. I acquired some training in the healing arts and assisted the injured or suffering sacred prostitutes in the temple. I was a great listener, that my more influential patrons would sometimes tell me things in confidence in the afterglow of their release. I kept a small journal that I wrote/compiled the secrets of my admirers that I would only disclose to the Revered One. It seemed to please her. Before my completion of novitiate through the Rite of the Triple Sting, Saul Vancaskerkin returned to Riddleport and this drew Shorafa’s particular interest. One evening she pulled me aside, privately, and told me she had chosen me to go forth and insinuate myself into Saul’s good graces so I could discover what had compelled him to return. I agreed to take the assignment. I would prove myself further, and, perhaps I would one day cross paths with Henric and exact my particular brand of vengeance. I had no family name, so I gave myself the name Voal, the Varisian word for 'veil'. It suited me well enough.

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Domains:

1. Charm: Lust Subdomain :You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Granted Powers

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (3)=6.

Replacement Power: The following granted power replaces the charming smile power of the Charm domain.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Domain Spells: 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
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2. Trickery Domain :You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Granted Powers

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.

Notes of Calistria's view on healing:

Calistria’s church is not known for its altruistic healing, though its priests have been known to sell cures for money or favors. Sometimes they heal without demanding payment, saying only that they will collect a service at some point in the future.

Sorina used her healing knowledge/skill to help the sacred prostitutes in the temple.

=========

Riddleport Slang:

Thieves’ Cant has devolved into a wide collection of regional slang words that most folk pepper liberally (and without thinking) into everyday speech. Listed below are several of the more common bits of Riddleport Slang.

Abbess: A priestess or whore of Calistria
Bridge Monkey: Someone from Magnimar
Capp: A trusted lieutenant or henchman
Cattle: A group of Varisians
Cow: A Varisian
Church Work: Any lengthy job that is slow to finish or is otherwise drudgery
Dog Biter: A large rat, small child, or halfling
Earth Bath: An unmarked grave
Easy Lad: A male prostitute
Fancyboy/Fancygirl: A cyphermage (sometimes an elf )
Gendarme: A city guard
Grog-Blossom: A facial pimple, or an unsavory person
Hushman: A hired killer, generally one kept on semi permanent retainer
Kiss: To stab someone—“Kissed the snickersnak” is a phrase used to mean “Got murdered”
Laced Mutton: A prostitute (gender neutral)
Leaky: Someone who can’t keep a secret (“Don’t tell him about the heist—he’s leaky!”)
Lumber: A passenger on a ship (typically an unwanted or unwelcome passenger)
Pigeon: A person targeted by a criminal to be the victim of a crime, or a person that visits a prostitute
Pigmeat: A dead body, or someone who is about to become dead
Pump-Sucker: A dwarf (particularly one who works at the Gas Forges)
Quickwife: A female prostitute
Rathole: The mouth (especially a mouth that belongs to someone who is saying unwelcome things)
Rotgut: Liquor (particularly foul-tasting liquor)
Sideshow: A tiefling
Snickersnak: A small knife that can be easily hidden on a person’s body
Soaker: A priest of Cayden Cailean
Soggy Plum: A drunk
Whisker: A wererat

Sorina’s Character Sheet:

Female Half-Elf Cleric of Calistria 2
CG Medium Humanoid (Human, Elf)
Init +1 Senses lowlight; Perception +9, Sense Motive +7

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Defense
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AC 15, touch 11, flat-footed 14, (+4 Armour, +1 Dex, )
hp 15 (1d8+1+5+1)
Fort +4, Ref +1, Will +6 (+2 vs. illusion spells & effects; +2 vs. enchantment spells and effects)
Immune: Magic Sleep

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Offense
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Speed 30 ft.
Melee: Light Mace +1 (1d6x2/B)
Melee: Cold Iron Dagger +1 (1d4, 19-20/x2, P or S)
Melee: Scorpion Whip (using as whip) +1 (1d3x2/S/disarm, performance, reach, trip)

Special: Channel Positive Energy (DC 14) 1d6, 5 times/day

Spells Prepared (CL 2; concentration +6/*+9 *when grappled, pinned, entangled or violent weather)
1st (3+1/day, DC 14)Bless, Hedging Weapons (dropped this spell to cast CLW), Shield of Faith, Charm Person* (Domain Spell slot, *Will Save DC 14), (Can spontaneously cast Cure Spells: CLW)
Orisons (4, at will, DC 13)Create Water, Enhanced Diplomacy, Guidance, Light

Domain Powers:

Dazing Touch (Sp) (6 times/day): You can cause a living creature to become dazed (can take no actions, but has no penalty to AC) for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected.
Copycat (Sp) (6 times/day): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell.

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Statistics
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Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 14 (Ability Modifiers +2 Wis)
Base Atk +1; CMB +1; CMD 12

Feats
Selective Channeling

Traits
Secret Knowledge (Religion): At any point after taking this trait, you may choose one Knowledge skill. You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed. (Chosen: Knowledge: Local)
Pamodae’s Catspaw (Campaign): Passion can loosen the lips of even the most private of people, and you have firsthand experience in that. You are a worker in the House of the Silken Veil—Riddleport’s biggest brothel and temple of Calistria. Your boss, High Priestess Shorafa Pamodae, is one of the city’s foremost information brokers thanks to her extensive clientele—and the skills of her employees in pumping them for secrets. Saul Vancaskerkin’s return to Riddleport is of particular interest to Pamodae, and you were chosen to go forth, insinuate yourself into Saul’s good graces and determine just what would compel Saul to return. You gain a +2 trait bonus to Bluff checks made against people who are attracted to you, and Bluff is always a class skill for you. Also, choose one spell of the enchantment school that you know. The Saving Throw DC of that spell is increased by one against any who are attracted to you. (Spell Choice: Domain spell: Charm Person)
Desperate Resolve (Magic): You are adept at casting spells even in the most precarious situations. Benefit: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.

Drawback: Vain: You are sensitive about the way others perceive you. Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Skills
Background (2 per level):
• Appraise +6 (1 rank)
• Perform (Dance) +6 (1 rank, class skill via alt trait)
• Profession (Courtesan) +8 (2 ranks)

Adventuring (4+1FC bonusx2):
• Bluff +6/+8* (1 rank, class skill via campaign trait, *+2 vs people who are attracted to you)
• Diplomacy +6 (1 rank)
• Heal +7/*+9 (1 rank, *+2 from Healer’s Kit)
• Know. Local +8 (1 rank, +2 from religion trait, class skill from trait)
• Know. Planes +6 (1 rank)
• Know. Religion +6 (1 rank)
• Perception +9 (1 rank, class skill from alt racial trait: Fey Thoughts, +2 Keen Senses)
• Sense Motive +7 (1 rank, class skill)
• Spellcraft +6 (1 rank)
• Stealth +5/*+3 (1 rank, class skill from trickery domain, *-2 ACP when moving)

Languages Common, Elven, Celestial, Varisian, Riddleport Slang (regional dialect - GM approved)

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Gear
(Starts with Explorer’s Outfit valued at 10gp for free) Starting gold 240 gp.

Armour & Shield:
• Lamellar Leather (60 gp, 25 lbs, +4 AC, -2 ACP)

Weapons & Ammunition:
• Light Mace (5 gp, 4 lbs, B, 1d6x2)
• Scorpion Whip (5 gp, 3 lbs, S, 1d3x2, disarm, performance, reach, trip. If you are proficient with a whip, you are proficient with a Scorpion Whip. When you use a scorpion whip as a whip, it is equivalent to a whip, but deals lethal damage and can harm creatures regardless of their armor bonus.)
• Cold Iron Dagger (4 gp, 1 lbs, P or S, 1d4, 19-20/x2)

General Gear:
• Masterwork Backpack (50 gp, 4 lbs. This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Outfit, Courtesan’s (8 gp, 4 lbs) (This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.)
• Onyx stylised wasp brooch to fasten cloak or cape (10 gp, - lbs)
• Bedroll (1sp, 5 lbs)
• Belt Pouch (1gp, 0.5 lbs)
• Spell Component Pouch (5gp, 0.5 lbs)
• Canteen (2gp, 1 lbs)
• Mess Kit (2sp, 1 lbs)
• Flint & Steel (1gp, - lbs)
• Thin wooden Holy Symbol of Calistria (1 gp, - lbs)
• Simple Holy Text (Calistria, The Book of Joy) (1gp, 1 lbs)
• 3 doses of Perfume (Common) (3gp, - lbs)
• 3x Calistria's Kindness (9 gp, - lbs)
• Trail Rations (3 days worth, 15sp, 3 lbs)
• Kit, Grooming (1gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• 2 small tubes of non-magical eye kohl (? gp, - lbs)
• Healer’s Kit: (50 gp; 1 lb.) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)

Total Cost and Weight: 217 gp & 8 sp out of 240 gp (remaining 23 gp & 2 sp), 56 lbs (medium load) (STR 11 from mw backpack: Light Load: 38 lbs or less, Medium Load: 39-76 lbs, Heavy Load: 77-115 lbs.)

SPECIAL ABILITIES
Racial:
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Alert for Betrayal (alternate): You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you. This racial trait replaces adaptability.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

OTHER RACIAL TRAITS

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Fey Thoughts (1 RP) (alternate): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented. (Chosen: Acrobatics & Perform (Dance))

Class:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Spells: Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. (Added to list via trait: Mage Armor.)
Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. (Chosen: Charm (Lust subdomain) & Trickery)
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

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Spells for higher levels: