Carmilla Caliphvaso

Arduinne Winterbourne's page

29 posts. Alias of Erich Norden.


Full Name

Arduinne Winterbourne

Race

Human (Chelaxian)

Classes/Levels

Sorcerer 1

Gender

Female

Size

Medium

Age

23

Alignment

CN

Deity

None

Location

Magnimar

Languages

Common, Draconic, Varisian

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=456772

Strength 10
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 10
Charisma 19

About Arduinne Winterbourne

Stat block:
Arduinne Winterbourne
Female CN Human Sorcerer 1, Level 1, Init +1, HP 8/8, Speed 30
AC 11, Touch 11, Flat-footed 10, Fort +2, Ref +1, Will +4 (+2 vs. mind-affecting), Base Attack Bonus 0
Dagger +0 or +1 ranged (1d4, 19-20/x2)
Light Crossbow (Bolts, 10) +1 (1d8, 19-20/x2)
Unarmed strike +0 (1d3 nonlethal, x2)
(+1 Dex)
Abilities Str 10, Dex 12, Con 14, Int 14, Wis 10, Cha 19
Condition None

Skills:
Appraise +3
Bluff +4 (+1 when bargaining for goods)
Diplomacy +4 (+1 when bargaining for goods)
Escape Artist +1 (+2 to escape grapple or bonds)
Intimidate +8
Knowledge (Arcana) +6
Knowledge (Nobility) +3
Knowledge (Planes) +6
Sense Motive +0 (+1 when bargaining for goods)
Spellcraft +8
Use Magic Device +8

Feats:
Eschew Materials
You can cast many spells without needing to utilize minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Iron Will
You are more resistant to mental effects.

Benefit: You get a +2 bonus on all Will saving throws.

Free Spirit
Your strong belief in the value of freedom protects you from mental and physical shackles.

Prerequisites: Cha 13, any chaotic alignment.

Benefit: You gain a +2 morale bonus on saving throws made against mind-affecting effects and on all Escape Artist or grapple checks made to escape a grapple or to escape from bonds.

Spells known:
0: Detect Magic, Prestidigitation, Ray of Frost, Spark
1 (4/day): Grease (DC 15), Magic Missile

Traits:
Arcane Graduate (Regional)
You graduated from a famous arcane academy, and the rigorous program of study has honed your mind.

Benefit: You gain a +2 trait bonus on concentration checks when casting arcane spells.

Merchant Family (Campaign)
Your family is not one of the great houses, but aspires to one day accumulate enough wealth to achieve that position.

Benefit: You gain a +1 trait bonus to Appraise checks, and a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks when bargaining for goods.

Equipment:
Gear: Scroll of Mage Armor, Scroll of Sleep

Other equipment: Backpack, bedroll, blanket, 10 crossbow bolts, dice set, book worth 3 gp, jewellery worth 6 gp, 4 pints lamp oil, lantern, mule with harness and saddle-bags, 5 trail rations, rope, scroll case, silver ring bearing Arduinne's sigil (arcane bond), tent (small), 3 traveler's outfits, wineskin

Advancement:
Favoured class: Sorcerer
1: Sorcerer 1 (skill point)

Appearance:
A young human woman of average height with auburn hair and light hazel eyes. Attractive, though otherwise unassuming in appearance, she seems to possess an aura of cool confidence and menacing power.

Character portrait by dashinvaine

Background:
Arduinne was born into the well-to-do Winterbourne house, a family of Chelish descent whose relatively small but successful business trading furniture and textiles in Korvosa ensured she did not want for much in her youth. Being the youngest of three children and the only daughter, at an early age Arduinne developed a rebellious streak she never quite outgrew. She discovered her sorcerous talents early, and made a hobby out of playing magical pranks on visitors, something which scandalized the family on more than one occasion.

Those antics, along with her impatience and stubbornness as a child, tended to get her into trouble on several occasions, especially with her father Marius. Over time, this friction grew into mutual resentment, despite her mother's attempts to smooth things over. After a mishap in which she very nearly set the family's country manor ablaze, her father decided to send her to the Theumanexus College, in part to ensure she got a proper education, but mostly so he could get the "little witch" out of his hair.

During her school years, the young Arduinne fared little better, as she would often chafe at her instructors' advice or reprimands -- she knew what she was doing, and they didn't have all the answers. However, she excelled on almost all practical examinations and retained much of what she learned, and this was sufficient enough for her to pass graduation shortly after her eighteenth birthday.

Afterwards, rather than return to a family she felt did not want or need her, Arduinne began her life as an adventurer, living for herself and travelling as her means would allow. Despite being a skilled practitioner of the arcane, she has only made a modest income, as she often disdains work she finds uninteresting or beneath her.

As it happened, the Winterbourne name held some measure of influence even in distant Magnimar. Arduinne had remained in contact with her brother Francis ever since leaving the College, and it was with his guidance and diplomacy that Arduinne gained an audience with the Council of Ushers, to be considered for a unique and potentially very rewarding task ....

Personality:
Arduinne can be difficult to get along with to those who don't know her, and often even to those who do. She is stubborn and ambitious, and comes off as blunt and cool, even proud at times, and has little patience for those whom don't respect her.

She values her own freedom in the highest regard, and attempts at coercion are the surest way to rouse her temper. Despite having no love for authority, she is not ignorant of social customs and proper etiquette, and will show deference to others when it suits her needs.

Although Arduinne was instructed in all variety of arcane matters, she has long favoured evocation magic, and all the spectacle and raw power it embodies. In combat, she is clever and ruthless, and delights in occasions when a novel tactic of her own devising proves particularly effective. She relishes a good challenge and is far too proud to rely on anyone else, confident that her own ability will see her through, and only retreating as a last resort.