Seoni

Serelina Bellafini's page

605 posts. Alias of Patrick McDade.


Full Name

Serelina Bellafini

Race

Elf Wizard 7/Diabolist 1

Classes/Levels

HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Gender

Female

Size

Medium (5'4" 105 lbs.)

Alignment

Lawful Evil

Deity

Asmodeus

Location

Coran

Languages

Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Protean

Strength 8
Dexterity 10
Constitution 12
Intelligence 24
Wisdom 10
Charisma 16

About Serelina Bellafini

Statstics:

Serelina Bellifini
Female human diabolist 1/conjurer (teleportationAPG) 7 (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness, Pathfinder RPG Advanced Player's Guide 147)
LE Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +8
Defense
AC 10, touch 10, flat-footed 10
hp 49 (8d6+15)
Fort +3, Ref +2, Will +6
Weaknesses light sensitivity
Offense
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +2 (1d6-1)
Conjurer Spells Prepared (CL 8th; concentration +15)
4th—dimension door, dimensional anchor(cast), emergency force sphere, sacrifice (cast)
3rd—fireball (DC 20), haste, magic circle against evil(cast), magic circle against law(cast), stinking cloud (DC 21), summon monster III
2nd—burning arc (DC 19), eagle's splendor, flaming sphere (DC 19), glitterdust (DC 20), communal protection from evil, web (DC 20)
1st—grease, mage armor, magic missile, magic missile, protection from evil, shield, unseen servant
0 (at will)—detect magic, mage hand, message, prestidigitation
Opposition Schools Illusion, Necromancy
Statistics
Str 8, Dex 10, Con 12, Int 24, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 12
Feats Allied SpellcasterAPG, Craft Wondrous Item, Dimensional AgilityUC, Greater Spell Penetration, Scribe Scroll, Spell Focus (conjuration), Spell Penetration
Traits apprentice devilbinder, fast-talker
Skills Acrobatics -6 (-10 to jump), Appraise +11, Bluff +15, Fly +5, Knowledge (arcana) +18, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +18, Knowledge (religion) +13, Linguistics +11, Perception +8, Sense Motive +11, Spellcraft +18
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Gnoll, Goblin, Infernal, Orc
SQ arcane bond (ring), arcane focusARG, damned, infernal charisma, shift 10/day (15 feet), summoner's charm (3 rounds)
Combat Gear lesser enlarge metamagic rod, scroll of alarm, comprehend languages, disguise self, endure elements, resist energy, see invisibility, scroll of aura of the unremarkable, conjuration foil, scroll of lesser (x2) planar binding, wand of infernal healing (50 charges), antiplagueAPG, antitoxin, caltrops; Other Gear quarterstaff, arcane bond ring, handy haversack, headband of vast intelligence +4, ioun torch ioun stone, bedroll, belt pouch, blanketAPG, bread, chalk, cheese, fine wine (per bottle), hemp rope (50 ft.), ink, inkpen, mirror, noble's outfit, paper (15), powderAPG, sealing wax, signet ring, spell component pouch, spellbook (2), twine (50')APG, 2,199 gp, 7 sp, 5 cp
Special Abilities
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (15 feet, 10/day) (Sp) Short-range teleport

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Personality:

Caveat Emptor is a key to how Serelina was raised, and a drive to success is a central to her being. Serelina is entirely amoral in many senses, but at the same time adheres closely to the laws and morays of society. She knows that much more can be gained by manipulating a system from within rather than breaking societies rules, and thus strongly follows the letter of the law and fulfills the technical terms of any oath or contract. At the same time, she believes that the game within the game can be won through manipulating the assumptions and emotions of others to achieve her goals. Lawfully withholding vital information in a key situation, or allowing a true but deceptive fact to reach the correct hands are tried and true methods of allowing the failures of others to promote your successes.

Likewise, using catspaws and proxies to handle certain tasks is essential to success. In this, Serelina can be a powerful ally and can be trusted to perform her duties within a group effort with skill and tenacity. Without the brawn of a fighter, the cunning of a rogue, and the other skills and spells that she cannot provide, she cannot achieve the power that she needs. As such, she is an excellent companion providing a wide variety of skills, arcane prowess, and knowledge in exchange for compatible skills that others can provide. She will keep up her end of the deal, be certain that you keep up yours.


Description:

Alabaster pale skin, piercing blue eyes, and full blonde hair create an immediate impression of physical beauty, but a predatory coldness about Serelina Bellifini stops the beauty from truly becoming remarkable. Her beautiful clothes and tasteful jewelry show her success, and if she notices people paying attention her features animate and she plays the role of a mysterious and wealthy young woman, quiet well. Otherwise, she looks at most people around her with discerning calculation, almost like a falcon sizing up a rabbit from a height, and the lack of emotion in her features is rather unnerving. Only when she desires something and begins to plan the achievement of a goal does this alien coldness seem to fade, as she plays the role of puppeteer with a glee that is almost childlike.

Background:

Serelina Bellafini was the eldest daughter of a prominent merchant family, raised in the art of business and negotiation to eventually take over the business. Her father Gabriel taught her from early on she was taught that people are worth exactly what they can offer to bring value to the organization... even if that value was a negative. Positive value was to be encouraged to flourish and grow. Employees to be rewarded, investments increased, networks grown. Negative value were to be terminated by whatever means were necessary - within the rubric of the laws of course. Illegal activity was to be shunned, the risk to great to bear. However the laws of contracts and business were rife with loopholes with technicalities and those who could manipulate within the world of loopholes and technicalities would prosper. Her powerful intellect and ruthlessness fit the trading house well, and even as a youth she excelled as her father's right hand. While she wasn't liked, she was respected and her lack of a personable nature was overcome by her vast knowledge and only partially-concealed ruthlessness. She was always known to be highly persuasive because she was unforgiving of any flaw in an contract, argument, or performance issue, manipulating facts and exploiting emotions to make certain that the family and the business came first.

This cold logic and constant efforts to achieve greater profit also applied to Serelina's and the trading house's dealings with people. Having a reputation as a good employer who keeps there word is a valuable asset, so employees should be treated well. If an employee grows old or infirm, they no longer provide value and must be removed, but doing so in a way that makes the reputation grow was important as well. Generosity was sometimes the best way to handle such situations, with pensions that teach other employees the value of loyalty and . In other cases, putting the now valueless employee into a position where they are likely to fail in a spectacular manner would allow the trading house to cut ties efficiently. Unfortunately for Serelina, she failed in such a spectacular manner.

At twenty years old, Serelina was given great responsibility within the trading house and was privy to virtually all its secrets. She had her father's trust and Gabriel used her skills to their fullest, making sure that everyone knew that she spoke with his authority. Physically attractive, if emotionally cold, many looked at her as an ice-queen and she seldom had to deal with suitors. Her inexperience in this area would prove fatal to her success with her family and the trading house.
She was aggressively courted in secret by the son of a competitor, attractive, ruthless and intelligent, Trevor was the perfect suitor. He shattered her normally crystal-clear view of the world, as emotions, desire, and fantasy began to dominate her mind. She dreamed of their eventually marrying Trevor and joining the two trading houses so that her passion for him and her need for success could combine perfectly. Unfortunately, Trevor was more cold and calculating. He began to seduce secrets out of Serelina, trade secrets, under the guise of building their future together. Gabriel's trading house began to mysteriously lose contracts and profits, but Serelina was all to infatuated to see that it was Trevor who was using her to the profit of his own trading house. It wasn't until it was far too late that she realized her mistake.

She became pregnant. When she told Trevor he simply laughed and said that it sounded like their relationship would have to come to an end... He could not marry the daughter of his father's greatest rival, and now that she was ruined her marriage would never benifit Gabriel's house either. Considering the information he had gained, it was a grand success for Trevor. Trevor parlayed his success well, gaining one of the higher ranking seats on the merchant's guild. 10th of the 30 or so members of the merchant's council. However, Serelina became an embarrassment, a spectacular failure, and when her father learned of her condition and the fact that she had shared his secrets with his greatest rival he cast her out in anger, disinherited, disowned, and dismissed. He has refused to see her since, despising her as an embarrassing episode of weakness demeaning the reputation his trading house.

Alone and lost, Serelina struggled for a while until her intellect and ruthlessness found another passion - magic. Within the same order and ruthlessness, success could be gained through another avenue and her desire to prove her father and everyone else wrong attracted a mystical Raven who began to teach her. Her power grew slowly at first, but as she applied herself her talents grew quickly. By the time she gave birth, she had enough money to buy her daughter a place in a successful scholar's home as a ward and eventual apprentice. Over the next seven years, Serelina joined various groups of adventurers to seek the funds to keep her daughter safe and well cared for as well as pursue her magic. Her mind for building power refocused with her new talents growing, looking towards the Mageocracy itself as a possible focus of her ambitions. Master Brel Banock, 6th seat of the council seems to have taken an interest in Serelina and she hopes that he may mentor her towards her goals. With success within the Mageocracy she would eventually be able to methodically and thoroughly destroy Trevor for bringing about her temporary downfall, bring her father to heel and teach him what a mistake he had made, and set her daughter up with power and fortune to inherit.

Imp Companion Fexnileziani:

Fexnileziani
Imp (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness)
LE Tiny outsider
Init +5; Senses darkvision 60 ft.; Perception +11
Defense
AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size)
hp 46 (7d10)
Fort +2, Ref +10, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +5 (1d4)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 12, Dex 20, Con 10, Int 13, Wis 12, Cha 14
Base Atk +7; CMB +10; CMD 21
Feats Allied SpellcasterAPG, Flyby Attack, Skill Focus (Use Magic Device), Wingover
Skills Acrobatics +10 (+6 to jump), Bluff +12, Fly +23, Knowledge (planes) +11, Perception +11, Sense Motive +11, Stealth +23, Swim +10, Use Magic Device +12
Languages Celestial, Common, Draconic, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape i), devotion
Combat Gear wand of magic missile
Special Abilities
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fly (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Poison: Sting-Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd rd; effect Dex; cure 1 save.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.