Iggwilv

Serafina Trimble's page

139 posts. Alias of Lufien "Silvertongue" Loamin.


Full Name

Serafina Trimble

Race

Human

Classes/Levels

Sorcerer 1 (AC: 12/T 12/ FF 10) | CMD 12 | HP 7/7 | F +1 R +2 W +1 | Init +6 | Perc -1 Loot Sheet

Gender

Female

Size

Medium

Age

21

Special Abilities

Bloodline Power (Arcane Bond), Cantrips

Alignment

LE

Location

The Stolen Lands

Languages

Common, Goblin, Draconic

Occupation

Musician/Brigand

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 8
Charisma 16

About Serafina Trimble

About Serafina Trimble
Serafina Trimble
Experience:
Female Human Sorceress 1
LE Medium Humanoid (Human)
Initiative: +6
Senses: Perception -1
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AC 12 (12 Touch, 10 FF)(+2 Dex)
Hp 7 (1d6 + 1 Con)
Fort +1, Ref +2, Will +1
Concentration +5 (+8 when grappled, pinned, in violent weather, or entangled
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Speed 30 ft (30 ft Base)
Melee Dagger +0 (1d4, 19-20/x2)
Ranged Light Crossbow +2 (1d8, 19-20/x2)
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Spells & Spells per Day:
0: Detect Magic, Light, Prestidigitation, Acid Splash
(4/day) 1: Charm Person, Color Spray
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Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16
BAB +0, CMB +0, CMD 12

Feats: Eschew Materials, Scribe Scroll, Improved Initiative

Skills: 4/Level +1/Level Human +1 Favored Class
Bluff +7 (1 Rank, 3 Class, 3 Cha)
Intimidate +7 (1 Rank, 3 Class, 3 Cha)
Spellcraft +6 (1 Rank, 3 Class, 2 Int)
Knowledge (Local) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (Arcana) +6 (1 Rank, 3 Class, 2 Int)
Perform (Flute) +4 (1 Rank, 3 Cha)

Languages: Common, Goblin, Draconic

SQ: Bloodline Power (Arcane) Arcane Bond - Signet Ring - Cantrips

Racial Traits: Medium, Normal Speed, Bonus Feat, Skilled
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Traits:

Desperate Resolve:
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.

Brigand:
You hail from the River Kingdoms or the
more lawless reaches of Brevoy. Life has been hard for
you. Perhaps your parents and siblings were crooks and
con artists, or maybe your rough, lonely life lead you to
fall in with thieves and worse. You know how to ambush
travelers, bully traders, avoid the law, and camp where
no one might find you. Recently, you’ve run into some
trouble, either with the law or with other bandits, and
you’re looking to get away to somewhere no one would
ever think to look for you. An expedition into the rugged
wilderness seems like a perfect way to lie low until the
trouble blows over. You begin the campaign with an
extra 100 gp in ill-gotten gains. You also gain a +1 trait
bonus on Bluff, Diplomacy, Intimidate, and Sense Motive
checks when dealing with brigands, thieves, bandits, and
their ilk.

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Items:

Items On Serafina: Backpack (2 lbs.), Flint & Steel, 4 days rations (4 lbs.), Material for 3 1st-level scrolls, 2 inkpens, ink, Flute (3 lbs.), Explorer's Outfit (8 lbs.), Signet Ring, Waterskin (4 lbs.), Belt Pouch (1/2 lb.), Scroll of Color Spray (CL 1, DC 11), Wealth (10 gp, 7 sp) (.34 lbs.)
Combat Gear:
Light Crossbow (4 lbs.)
20 Bolts (2 lb.)
Dagger (1 lb.)

Items in Saddlebags:
Entertainer's Outfit, Bedroll

Mount:
Light Riding Horse, Riding Saddle, Saddlebags, Bit & Bridle

Carrying Capacity & Encumbrance:
Light (33 lbs or less); Medium (34-66 lbs.); Heavy (67-100 lbs.)
Current Load: 27.84 (light)

Vitals:
Age: 21, Height: 5'8", Weight: 130 lbs

==============================================

Description:
Serafina is a taller than average woman with gorgeous looks. Her slender figure has enough curves to draw eyes, and her straight, glossy black hair and dark eyes captivate the men (and many of the ladies) she meets. She is rather pale, but her skin is free of blemishes or birthmarks. She wears functional black boots that meet her knees, and a black tunic tucked into dark leather breeches.

Personality:
Serafina believes in making plans, and sticking with them. When things break down, Serafina tends to make foolish choices, not able to adapt very well to wrinkles in the plan. She will attempt to keep her word to those she makes promises to, as long as it doesn't inconvenience her too much. Serafina understands that burning bridges when dealing with people can be devastating later on. From her recent days of banditry, she is a practiced liar, and uses her commanding voice and persona to force capitulation of those with weaker wills.

Background:
Serafina grew up in Brevoy, the only child of merchants of moderate means. A beautiful child, she used her good looks and closet magical talents to gather friends around her, gaining a cadre of peers who adored her. For years she was the popular girl of her age, the teen girl who was desired by the boys and envied by the girls her age. But they all loved her...or so her parents believed. In truth, she charmed them all, then coerced them into buying her trinkets and goodies throughout the years.

One day, one of the young men was able to shrug off her spell. Her good looks still captivated him, but he went home feeling confused. His father dabbled in the magical arts, so the boy discussed everything with him. The man went to confront Serafina. Instead of just denying the charge, the sorceress panicked and tried to charm him, as well. The older man resisted her spell, and there was a great scandal. Serafina's parents gave her a bit of gold and implored her to leave until things 'blew over'. Their looks were both sad and disgusted, and Serafina grew angry, leaving and promising to never return.

Heading south to the more untamed regions, Serafina found that her looks could get her into trouble in addition to earning her favor. She ultimately tried to seduce and ensorcel a man who seemed to have quite a bit of coin. She succeeded, and coerced him into taking her to where he stayed. She hoped to wait until he slept, then rob him. Instead, she found herself in a bandit encampment, and under duress as the leader had her bound and questioned. She tried to lie, but the bandits were much better judges of character, and after a few quick slaps, she told the truth of her plan.

Seeing the benefit of a spellcaster aiding their efforts, the bandits enlisted her aid. She gladly accepted, liking the structure of the encampment and the relative ease of life they offered. Indeed, the adrenaline rush of each act heightened the experience, and she soon grew almost addicted to performing raids. Her ability to gather information from locals aided the bandits immensely, as did her magical talents.

A couple of years this went on, the bandits growing more and more bold as the area was settled more thickly. The bandit leader, Stefen, made a fatal mistake one day. He saw a plume of dust in the horizon that could only mean a lot of horses/draft animals, probably a large caravan. Having grown greedy with his recent success, he roused his bandits and headed to the disturbance. What they found was a Rostlander patrol, who quickly proceeded to cut the bandits to shreds. The plan fell apart, and Serafina was left to fend for herself. She blasted a couple of soldiers with a mesmerizing cone of colors, then rode her horse at a hard gallop, leaving her fellows to their fates.

She spent the next few weeks wandering about in a daze, traveling slowly along the roads, stopping in settlements as they happened by. She had grown very used to her life the last couple of years, and now had to start over. Thoughts of returning home crossed her mind, but only briefly. She had no desire to suppress her talents, or stop using them to better her life. As she traveled about, she would stop in places for a few days. In the local Inns she would play her flute for coin, attracting audiences of varying sizes. Quite the attention-seeker, Serafina started telling stories of her 'travels', flipping her stories around to where she was part of the 'heroes' who defeated the bandits. Many weeks later, she was in the city of Restov, telling her tale to a particularly large crowd. The next morning, at breakfast, she found a runner waiting for her with a slip of paper. Opening it up, it seemed as though she was invited to a get-together with the Swordlords to discuss quelling the bandit situation in the Stolen Lands...