Snowcaster Sentry

Seraphyna Bell's page

253 posts. Alias of Mezegis.


Full Name

Seraphyna Bell

Race

Half Elf | Warlock 3 | Spell slot 2 First 1 Second | DC: 13 | HP: 24/24 |

Classes/Levels

AC: 14 | Saves: S-1, D+3, Co+2, I0, W+3, Ch+5 | Passive Insight and Perception: 13 |

Gender

Female

Size

Medium

Age

23

Alignment

Chaotic Good

Deity

None

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

About Seraphyna Bell

DCI# 63179538

Race: Half elven
Background: Guild merchant
Class: Warlock - Fey
STR 8 (-1) DEX 16 (+3) CON 14 (+2) INT 10 (0) WIS 12 (+1) CHA 16 (+3)
HP 24 (HD: 3d8)
AC 14
Initiative +3
Speed: 30' Land
Proficiency +2
Alignment: chaotic good

Proficiencies:
Saving Throws: Wis (+3), Cha (+5)
Skills: Deception +5, Insight +3, Intimidation +5, Perception +3, Persuasion +5, Survival +3
Weapons: Simple, Martial
Armor: Light armor,
Languages: Common, Dwarvish, Elvish, Sylvan, Draconic

Class and Race Abilities:
Racial:
Darkvision
Fey Ancestry
Skill Versatility

Class:
Archfey warlock
Fey presence- Action to make every creature within 10 feat make a DC 13 WIS save or be charmed or frightened until end of my next turn.

Inventory:

Coins & Gems:
see log

Armor: Leather Armor
Weapon:
light crossbow (20 bolts): +5, 1d6+3
2 Daggers: +5, 1d4+3
Arcane Focus
Trinkets:
Other Items: Mule and cart
Dungeoneer's Pack

Spells:

Cantrips:
Eldritch Blast
Prestidigitation

1st level:
Faerie Fire- Pact
Sleep- Pact
Hellish Rebuke

2nd level:

2 spell slot at level 1
1 spell slot at level 2

Background:
Guild Merchant
Guild membership, second bonus language.
Personality Trait - Likes to haggle and always wants the best possible deal
Ideal - Generosity, use my skills for the benefit of the world
Bond - I will get revenge on the forces that prey on the weak
Flaw - Always want more, more, more!.

Notes:
PHB and SCAG
Faction: Lords Alliance
Downtime: 0
Renown: 0
XP: 0
0 magic items
Lifestyle: Average

Log:
DDEX 1-04, Dues for the dead
XP gain: 504 - XP Total: 504
Gold gain: 58.33 - Gold total: 73.33
Downtime +10 - Total Downtime: 10
Renown: +1 - Total Renown: 1
Unique item gained: Bone club of Rakish

DDEX 1-06 Scroll Theif
XP gain: 525 - XP total 1029
Gold gain: 149.1 - Gold total: 222.43
Downtime +10 - Total Downtime: 20
Renonw: +1 - Total Renown: 2
Unique item gained, dragon tooth necklace from Rakish

Backstory:
Seraphyna never knew her biological parents, having been taken in by those she calls her parents before she was a year old. According to them, her parents had been scouts for the Mendevian garrison, and were slain in an attack by the denizens of the WorldWound. Her parents, the ones that have raised her, were in Mendev as part of a merchant caravan, delivering supplies when the news came it. Knowing the cruel fate of orphans in war, they adopted the tiny girl, and raised her as their own.

Sera’s childhood was amazing in certain regards, as being part of a merchant caravan she experienced more of Golarion than many ten times her age. She’s felt the sweltering heat of a Qadiran sun, the bracing cold near the Crown of the world, and all manner of things between them. Being the only child in the caravan, she also became like a niece to many of the other merchants, her favorite of which was her “uncle” Bramzit, a gnomish tinker who kept her busy with trick boxes and iron puzzles. When not fiddling with the latest do-dad and whatchamacallit Bramzit had concocted, Sera could usually be found at the top of a wagon, the wind billowing through her long hair. She was at peace up there, loving the perceived freedom, and the ability to watch the sky and all its inhabitants.

She was up there still as a woman, when the caravan came under attack from a surprisingly well trained group of bandits. They quickly overwhelmed many of the guards, and begun pillaging the carts of their goods. Feeling unusually brave, she rolled of her perch and beaned one of the bandits in the head with a rock. The others, not really liking a little girl splitting their buddies scalp, began closing in to teach her a lesson. Sera doesn’t remember much from the next few minutes, but it was there that the elements of magic awakened within her, as lightning struck out from her fingers, frying men where they stood, and bolts of force were flung without the need to aim. In the end, the chaos she created caused enough of a distraction that the guardsmen rallied and eventually beat back the bandits, with heavy losses on both sides.

The caravan now sits, waiting for recruits to fill the guardsman positions, but after years of travel, sitting and waiting is not for her, and she has taken her leave of her parents, and is heading to see where she was born, and uncover the truth of her birthright.