Current Status: Summer, 1331 Avard. Seraphina made it to Kashin, Rakore, just in time for the ogran invasion the Rakorans call the War of the Four Winds. Seraphina was rescued by the marines of Commodore Seamus, and soon thereafter joined his crew as an informant and spy for the commodore. She has recently made friends with a self-named trixie, and the two together have become a fiercesome source of underground information for the commodore.
Female Halfling, 1st-Level Sorceress
Skills: Concentration +3, Escape Artist +4, Hide +5, Knowledge (Arcana) +2, Move Silently +4, Perform +3, Spellcraft +2, Tumble +3 1/2. Appearance: A tiny waif weighing in at just over thirty pounds, Seraphina is a young, attractive halfling with silvery-white hair and pale, blue eyes. Her blue eyes have a tendancy to glow with a pale blue, inner light when she calls upon her sorcerous powers. Her leather and cotton clothing is somewhat skimpy, with worn holes at the knees and elbows. Background: Togrom Devilscare -- a Pirate Prince of the Alekdan Principalities -- had a personal mage was a man by the name of Gregor Levelarous. Levelarous was an evil, merciless man who used people and animals for his own nefarious advancement in the black arts. The mage had discovered a number of ancient, evil spells that required spell components from halflings. Events during the War of the Undead, from temporal abnormalities to the rise of the titatanium dragon Artanus in Kur Maeth, inspired Levelarous to search for halflings hidden from society and civilization. Making use of Devilscare's networks, Levelarous managed to find and capture a number of the small peoples. Using them in his vile experiments, and even beginning a breeding program, Devilscare thought to use the wee folk much as General Roreth had used the drow during the War of the Undead. Seraphina had been a wild halfling before her capture, but because of her potential, she received a backhanded education of sorts from Levelarous. Torture proved a quick teacher, and she learned to read, write, copy notes, and serve the wretched man in a number of capabilities. Her only escape was in helping the other animals in the mage's laboratories as best she could, despite being little more than one of Levelarous' more well-trained lab rats. When Togrom Devilscare's rule was ended in a night-time battle on Vor 3rd, 1327 Avard, Seraphina and a number of Togrom's other minions escaped his mountainous island aboard a fishing sloop. The sloop's captain forgot to pay tribute to Olorin for the use of her seas, and the ship was wrecked upon the shores of the Gaebrum Forest, half-way to Sandar. Marooned with a pack of other strangers, Seraphina revels in her new freedom. Roleplaying Notes: Seraphina is quick to find something exciting about a situation, no matter what the situation is. Eager for excitement, and quick to enjoy everything life has to offer, she either grins with absolute glee, or snarls with absolute hatred. Passionate as she is about all things, she is also passionate about being a packrat, collecting anything and everything that might come in handy. "Carefree" is perhaps the best way to describe this young, gleeful halfling. Events during the War of the Undead have left her deathly afraid of the undead, and of death itself; this fear is as much a driving force behind her life, as a stalking monster. Seraphina is also deathly afraid of evil mages and evil clerics. (Devilscare's personal priests sometimes 'repaired' the damaged animals and experiments that went wrong or were broken in Levelarous' laboratory.) Familiar: Wanda is Seraphina's constant companion. A loving, companionable animal, Wanda is also a bit fearful of anything outside her limited understanding. Though a bit slow by the standards of most familiars, Wanda more than makes up for it with fearsome determination. Wanda; tiny magical beast; 1HD; hp 1/2 Seraphina's; Init +2 (Dex); Spd 20ft, climb 20ft; AC 15; Attack +4 melee (1d3-4, bite); F/R 2.5x2.5/0ft; SA Attach; SQ Scent; AL CN; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 4, Wis 12, Cha 5. Skills and feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; Weapon Finesse (bite). Attach (Ex): After the weasel successfuly bites, it remains attached to the enemy and automatically deals bite damage each round. It loses its Dex bonus to aC when attached. Special Abilities: +2 to Reflex Saves, [Alertness], improved evasion, share spells, and empathic link. Back up to the PCs Listing |
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