Isabella

Lynnda Windstrike's page

198 posts. Alias of Haladir.


Full Name

Lynnda Windstrike

Race

Human

Classes/Levels

Sorcerer 2

Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

Gender

CN Female

Size

Medium

Age

25

Alignment

Chaotic Neutral

Deity

Calistria

Location

Sandpoint

Strength 8
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 18

About Lynnda Windstrike

Description Lynnda is a strkingly attractive woman with long auburn hair, large brown eyes, and an angular face. Her mouth is usually curled in a mysterious grin. She prefers to wear low-cut blouses and flowing skirts when trying to scam tavern guests out of their gold, but switches to a more practical tunic and leather breeches when in the field. She is rarely seen in public without a sleek, friendly black cat weaving between her ankles or sitting on her shoulder.

Height 5'6"; Weight 145 lbs; Age 22; Hair auburn; Eyes brown; Skin Suntanned

Spell Tally
1st level 5/day, 2 remaining

Item Tracker
wand of shocking grasp charges: 26

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Lynnda Windstrike
Sorcerer (Bloodine: arcane) 2
CN female Medium humanoid (human: Chelaxian)
Init +2; Senses Perception +3

DEFENSE
AC 13; touch 13; flat-footed 10
(+2 Dex, +1 dodge)
hp 12 (2d6+2)
Fort +1; Reflex +2; Will +4

OFFENSE
Speed 30 ft
Melee dagger +0 (1d4-1/19-20) or shortspear +0 (1d6-1) or wand of shocking grasp +0 touch (1d6 electricity)
Ranged light crossbow +3 (1d8/19-20) or dagger +3 (1d4-1/19-20)
Spells CL 2nd; Concentration +8 (+12 when casting defensively)
1st level: (5/day) charm person (DC 15), color spray (DC 15), identify
0-level (at will): daze (DC 14), detect magic, prestidigitation, ray of frost, read magic
Bloodline Arcane

STATISTICS
Str 8; Dex 14; Con 12; Int 13; Wis 12; Cha 18
BAB +1; CMB +1; CMD 12
Traits Charming, Family Ties, Focused Mind
Drawback: Attached (to Shadow, her familiar)
Feats Alertness (from familiar), Combat Casting, Dodge, Eschew Materials
Skills Bluff (2) +9, Diplomacy (0) +4, intimidate (2) +9, Knowledge (arcana) (2) +6, Knowledge (local) (1) +6, Sense Motive (0) +3, Spellcraft (2) +6, Stealth (0) +5, Use Magic Device (1) +8
Languages Taldane (Common), Draconic, Varisian
Favored class sorcerer (hp: 0/skill ranks: 2)

SPECIAL ABILITIES
Arcane Bond (Su) Familiar (cat: "Shadow") Grants the Alertness feat and +3 bonus to Stealth checks when in arm's reach.

GEAR
Weapons: light crossbow w/10 bolts, 2 daggers, shortspear
Clothing: explorer's outfit (worn); spare explorer's outfit; fancy party dress (10 gp), pocketed Varisian scarf
Other gear: masterwork backpack, belt pouch, Magnimar blue book, hip flask with 1 pint of brandy, journal, 2 ink pens, vial of ink
Consumables: healing salve (2 vials), packet of troll styptic, smokestick, 2 tindertwigs, wand of shocking grasp (27 charges)
Money and treasure: 19 gp, 5 sp, 10 cp
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Background: Born into a family of bandits, Lynnda and her borther Kaven spent their childhoods on the Lost Coast Road, mostly north of Magnimar. Lynnda's powers manifested when she was a child, and both of her parents encouraged her quiet reflectiveness. "With a witch in the family, we'll be twice as successful!" her father regularly told her. Unfortunately, Lynnda's parents were captured by the authorities when she was 14, but she and Kaven managed to run into the woods and escape. (Later, Lynnda heard that the Justice Court in Magnimar had sentenced their parents to 20 years in the Hells.)

Not long thereafter, Lynnda and Kaven crossed paths with another bandit group: the infamous Bilger Gang. The leader of that band, "Redshiv" Bilger, took a linking to the Windstrike kids, and let them join his band. Always a bit too reckless, Kaven was captured during a heist gone wrong in 4699, and was sentenced to the Black Arrows; Lynnda hasn't seen him in years.

Lynnda has few qualms about robbery, but always drew the line at killing. She has so far never taken a person's life herself, and has no desire to do so. (Granted, she doesn't consider humanoid monsters, such as goblins, to be "people.") She uses her magic to confound or distract her opponents while other members of her band got their hands dirty. Lynnda has a black cat familiar named Shadow that she dotes on and is extremely protective of.

After Redshiv's mysterious disappearance two months ago, the Bilger Gang became both more ambitious and more reckless, leading to an unfortunate attempt to waylay a band of adventurers on the Lost Coast Road. The adventurers defeated the gang, but Lynnda managed to elude capture and run into the woods.

Lynnda's account of the demise of the Bilger Gang.

Lynnda then started working small wayside inns with a new scheme: she would cozy up to attractive travelers, charming them with her personality or (if that failed) her magic, scamming them out of their gold. An unsuccessful attempt at charming a Hellknight one evening sent Lynnda on the run again, and she decided to head north this time, landing in Sandpoint just a few weeks ago. She looked up an old associate of Redshiv's: Jubryal Vishki, leader of the local Sczarni. Vishki remembered her, and welcomed her into his business. Unfortunately for Lynnda, Jubryal decided that he needed to test her loyalty first by assigning her as a general assistant to Gressel Tenniwar, the owner of the notorious Fatman's Feedbag tavern. She is also under orders not to ply her trade on anyone at the establishment. Lynnda has rejected the obese lecher's constant propositions and innuendo, and in retaliation, he assigned her to be cook's assistant. She is now about ready to quit.

Having been a member of a band for most of her life, Lynnda understands the value of teamwork. Yet at the same time, if it's a choice between her friends and her own skin... well, she knows when to make a well-timed exit, even if such a move is regretful. Lynnda secretly yearns for a time when she can make some true friends-- people she could count on, and can count on her. People she wouldn't be so tempted to abandon when the going gets tough.

Until that time though, she always has Shadow.