Serafina "Switch" Koenig's page

26 posts. Alias of Aest.




N Female Human Ranger 1 | HP 11/11 | AC 18, T 14, FF 14 | CMD: 14 | F 3, R 6, W 1 | Init +4 | Per +5

About Serafina "Switch" Koenig

”I know you’ve got something for me, sir. What is it?” Switch conversed with the body as she flipped the contents of its pouches out onto the ground. He’d been handsome in life, twenty-something, with a swordsman’s callouses. They’d come on him as he travelled west down the South Rostland Road. Now, three arrows sprouted through his mail, and his dueling sword was being admired by Kolman the Iobarian and Mertin Geier. ”Thirteen gold Dragons, two daggers, a beautiful golden key symbol, a copy of The Order of Numbers with an arrow hole through it—you hear that, Isaak? You shot his book!” A laugh from the Gilded Tears, especially Isaak, who was unstringing his bow. ”And what’s this?” A chill ran down Switch’s spine as she rolled out the scroll and started to read it.

”Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the—”

She furled the scroll tightly, looking around to see what the other Tears were doing. Kolman and Mertin were still looking over the man’s sword, Irma Narroweyes was rounding up his horse, and Isaak was pissing behind a tree. Good. She unbuckled her armor, shoved the scroll down her tunic, and then tightened the leather around her chest, pinning the scroll against her chest. A quick stretch proved her fears right—the thing itched, scratching her skin or rubbing with each move, but the others couldn’t be allowed to find it. She forced herself to go back to inventorying the dead man’s equipment. ”Six arrows, not counting Isaak’s, A good set of exploring clothes…”

That night, when the time came for her watch, Switch unrolled the scroll, read it, and packed up her saddlebags, leaving her share of the loot from the last three weeks behind. After all, the scroll was worth more than any of that, and she needed to be halfway down the South Rostland Road toward Oleg’s by dawn if she was going to meet her new companions there. After all, her brothers back in Restov were counting on her.

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Five Background Concepts
1. Serafina was born to a merchant family (Henrik and Kira) in Nivakta’s Crossing. She spent her childhood riding, learning the basics of tanning and meat-salting, and minding her younger twin siblings.
2. When she was 14, her mother was killed and her father crippled when their business caught fire. He sold the family home for a pittance and moved the family to Restov, where their now-meager money quickly disappeared into the bottle.
3. Watching her younger brother and sister starve, Serafina looked over her options. Farming wouldn’t be enough money, and the brothels weren’t something she was willing to do. In desperation, she turned to a friend who was part of the Gilded Tears, an adventuring group.
4. The Gilded Tears turned out to be small-time bandits preying on the South Rostland Road. Serafina planned to leave them and head back home, but then she got her loot. She was able to send enough home to feed her brother and sister and buy herself a horse and bow.
5. Now called Switch, Serafina’s done some terrible things in the name of keeping her brother and sister fed. She hasn’t killed, but the Tears have. Lately, she’s been thinking about her mother, and trying to find a way out before she leaves too many families like hers.
Two Secrets
1. Serafina took her charter from a man her bandit group had killed on the South Rostland Road. She kept it a secret, and she’s determined to keep her past life a secret from her new companions, but she’s not exactly what she says she is.
2. Switch couldn’t care less what happens to most of the Gilded Tears. However, Kolman’s band of bandits tracked her west along the road until they fell prey to a larger group of bandits led by Kressle. Now, they’re part of the Stag Lord’s army.
Two Goals
1. Everything Switch does, she does for one purpose: to keep her brother and sister safe and healthy.
2. Switch is used to doing the wrong thing for the right reason. I think she’s the type of evil character a party could work with, and I’ve wanted to play out a redemption story that takes a long time for a while. That being said, she also plays well as someone somewhere else on the road to redemption.
Three People (Friend, Acquaintance, Enemy)
1. Isaak from Riverton (human bandit, 19) - Of all the Tears, Isaak’s the only one Switch worries about. He’s given his share of the spoils to the Shrike River twice, but he’s got a keen sense of humor and always tried to negotiate with their victims. He and Switch were lovers for a few months before he broke it off, but the two remained friends.
2. Henrik Koenig (human ex-merchant, father, 40) - With a burned left arm and a knee that doesn’t bend anymore, Henrik isn’t doesn’t work anymore. Doesn’t stop the drinking, though. He’s as likely to curse Serafina as offer her a meal when she visits, but at least the door opens.
3. Kolman (human bandit, 26) - Kolman led the Gilded Tears while Switch was there. He’s a vengeful sort, and since she’s left, she’s worried about him coming after her.
Three Quirks
1. Serafina firmly believes in Erastil, especially the family stuff, but the things she’s had to do to keep her family fed and a roof over their heads are not things Erastil would approve of.
2. She got the nickname Switch because she cried at night the first few nights she rode with her old group. They said she cried more than a child beaten with a switch, and the name stuck.
3. Switch’s conscience has a voice. Her mother’s voice is inside her head, and it speaks up when she’s not sure she’s doing the right thing. She’s gotten really good at ignoring her mother’s voice in the last two years.

Character Sheet:

Female Human Ranger (spell-less ranger) 1
N Medium Humanoid (human)
Initiative +6; Perception +5
AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor)
HP 11 (1d10+1)
Fort +3, Ref +6, Will +1
Speed 20 ft.
Battleaxe +3 (1d8+2/x3)
Composite Longbow [+1 Strength] +5 (1d8+1/x3)
Special Attacks: Favored Enemy (humans), Precise Shot, Point-Blank Shot
Str 14 Dex 18 Con 12 Int 10 Wis 13 Cha 10
BAB +1, CMB +3, CMD 17
{1st} Point-Blank Shot: +1 to ranged attack/damage within 30 feet.
{Human} Precise Shot: No penalty for shooting into melee.
Brigand (campaign): +100 starting GP, +1 to Bluff, Diplomacy, Intimidate, and Sense Motive vs. bandits and their ilk.
Unpredictable (social): +1 to Bluff, becomes class skill.
Skills (Format is name: total (explanation for total) (8 Total)
Acrobatics: 5 (1 rank, 4 ability, 3 CS, -3 ACP)
Bluff: 5 (1 rank, 3 CS, +1 trait)
Handle Animal (BG): 4 (1 rank, 3 CS)
Knowledge (geography, BG): 4 (1 rank, 3 CS)
Knowledge (nature): 4 (1 rank, 3 CS)
Perception: 5 (1 rank, 1 ability, 3 CS)
Ride: 6 (1 rank, 3 ability, 4 CS, +1 trait, -3 ACP)
Stealth: 5 (1 rank, 3 ability, 4 CS, -3 ACP)
Survival: 5 (1 rank, 1 ability, 3 CS)
Languages: Common
Equipment (On Person): +1 Composite Longbow (200, 3), 40 Arrows (2, 6), Battleaxe (10, 6), Hide Armor (15, 25), Cold-Weather Outfit (8, 7)
Equipment (On ‘Lexis) ‘Lexis [Light Horse] (75, _), Riding Kit (bit and bridle, saddle, saddle blanket, saddlebags, 2 days’ feed] (16, 54), Ranger’s Kit [backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, 10 torches, 5 days’ rations, and waterskin] (9, 28)
47 (58/116/175)
Finances: 65 GP
Race/Class Features
Favored Class (ranger): +1 skill points/level
Bonus Feat: Free bonus feat at level 1
Favored Enemy (humans): +2 to Bluff, Knowledge, Perception, Sense Motive, Survival, attack, and damage rolls against humans.
Track: +half ranger level to survival to follow/ID tracks.
Wild Empathy: Diplomacy for animals.