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Campaign
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Weight
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Feats
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Display Spells & Powers
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Currency
Other Notes
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Personal
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- Description - Seri is a young woman with a relatively small frame and long black hair. Her skin is as almost as pale as snow, but as hard as ice and just as cold. Odds are she’ll be seen in a thick cloak, all sorts of trinkets and charms hanging from her neck, hands and hair and be flanked by a pair of large white wolves. She stands tall, moves little and has an air of confidence about her. What first appears to be a series of red gashes across her lower neck and running down her right hand turns out to be some strange almost sinister looking markings. - Personality - Seri doesn’t look at the world like most humans do. She was raised to, and the only real contact with humans that she had before leaving the mountains was in the occasional traveler and in her grandmother’s tales. She thinks instead much more like an animal. She sees things in their simplest terms, these are allies, those are enemies, this is prey, that is shelter, etc, and has applied that mentality to humans now that she has had time to live amongst them. Still, people are weird. She may have a hard time grasping certain subtle nuances, but she has a certain presences. A curious presence that looks at the world with wonder, but a presence nonetheless. Still, her upbringing left its mark. She prefers to fight in a pack, has a very strong aversion to fire and watches a situation carefully before acting. She’ll always try to project a certain image, avoid direct confrontation when a threat is enough and lets others know as little about her as possible. Having spent a lifetime hunting animals and fighting other predators, she isn’t quite used to defending herself against humans and demons. She also can’t stand hot temperatures, at a psychological and physical level. - Background - There’s a seldom told tale that hails from a small village hidden in the snowy mountains. It speaks of a child born with a cursed marking, one that caused the death of anyone she touched but her parents. This curse would have spread to the entire town if not for a hero that appeared in the middle of a blizzard, punished the mother whose sins had brought about this tragedy and took the child away into the dead of night. These events did occur, but word of mouth had turned the poor woman who died trying to protect her infant daughter into a witch and the opportunistic murderer into some sort of savior. Rumors aren’t always fair. One can rest easy knowing that, in truth, the despicable man who kidnapped the child never got to sell her. He was devoured by the mountain’s grasp, a rare karmic victory. The child? She would have died along with her kidnapper, had the mountain’s grasp not come in the form of a pack of winter wolves and an old hag that had learned of these events ages ago. After seeing the mark, she was sure she’d found the right one and did what she know she had to do. She named her, left her to the wolves and headed home. Seri became one of them. She was seen as a hindrance weaker than a pup at first, but as she grew older the other members of the pack grew to respect her. She fought with the same ferocity as any one of them, and even if she looked as fragile as human, she was clearly something more. Villages in the pack’s path soon spread tales of the ‘queen of the ice’, a beautiful, regal figure whose appearance was a omen to travelers. She spent two months out of every year with the hag, who she saw as distant family, and learned her charms and hexes. These caused some confusion as to exactly what kind of omen she was. The hag did all of this because of a vision she had when she was much younger, one that she only told her ‘grandchild’ when she was old enough to start the journey. She would find an infant with the tainted blood of the north wind in her veins. Winter would raise her and she must pass down her craft to her. When she was old enough, she would be sent off into the world below to be tested. Only if she learned well, would she be able to heal the mountains, for the day would come when instead of the gentle white they would be painted a violent red and black. So Seri went into the world of humans, accompanied by her younger kin. She frightened most she came across, but slowly she learned to deal with the fragile humans in numbers. She became a ‘fortune teller’ the kind of person she learned was expected to be a bit odd. She sold her services; the tricks taught to her by her ‘grandmother’ and found that humans really cared for the yellow stones. She didn\'t see the use in them, but those that tried to take hers out of her pockets quickly regretted it. She was starting to really enjoy it in their world, until the day that fire erupted from the mountains, flames consumed the snow and horrible creatures stepped forth looking for blood and battle. She understood instantly. The last part of her ‘grandmother’s’ vision was here. - Allies - Carrin: Seri’s Grandmother, a stern and sarcastic hag with a bitter sense of humor. She’s groomed her granddaughter since she found her, passing down her craft. She is a master of hexes, charms, wards, curses, rites, and even things subtle enough to be useful. Once you can force someone to defeat himself the rest is just for show; that was her philosophy. Seri last saw her in her home on the mountains, before being sent down. Atan: Seri’s Father and current leader of the pack that found her, large and powerful winter wolf that always puts the concern of the pack before his own. It was Carrin that convinced him to take the infant Seri in; he can look at her now with pride and merely considers Seri to have been born the wrong species. His leadership is strict, but fair. Seri last saw him following the packs migration patter, along with the rest of her family. Fimbul and Nevi. Seri’s siblings. Fimbul is the larger and more aggressive of the two and considers herself stronger then her siblings. Nevi doesn’t have as much fight in him as his sisters; preferring to let them decide for the three of them. Now in human lands, Fimbul reluctantly lets Seri lead, while Nevi acts as her mount. Carrin’s teachings, after all, make their sister the most suitable when dealing with the humans. - Enemies - The Horned One: In all likelihood, this beast doesn’t even know she exists. Regardless, Seri saw from miles away that when this monster appeared, spreading its enormous wings and carrying flames as weapons, the mountains changed. It flew off soon after, but the damage was done. She sure that to fix at least part of the damage, she has face this demon. -------------------- Fimbul, 7th Level Winter Wolf Monstrous Companion Size/Type: Large Magical Beast (Cold) Hit Dice: 12d10+72 (138 hp) Initiative: +6 Speed: 50 ft. (10 squares) Armor Class: 26 (-1 size, +2 Dex, +4 Armor, +11 natural), touch 10, flat-footed 14 Base Attack/Grapple: +12/+23 Attack: Bite +18 melee (1d8+10 plus 1d6 cold) Full Attack: Bite +18 melee (1d8+10 plus 1d6 cold) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, freezing bite, trip Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire, Link, Evasion, Devotion Saves: Fort +14, Ref +10, Will +6 Abilities: Str 24, Dex 14, Con 22, Int 9, Wis 14, Cha 10 Skills: Hide -1*, Listen +7, Move Silently +7, Spot +13, Survival +2* Feats: Alertness, Improved Initiative, Track, Power Attack, Tempest Breath Alignment: Neutral Breath Weapon: 15ft Cone, 4d6 Cold Damage, DC 22 Reflex half Trip: +11 on the check Niev, 4th Level Winter Wolf Monstrous Companion Size/Type: Large Magical Beast (Cold) Hit Dice: 8d10+32 (76 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 21 (-1 size, +1 Dex, +4 Armor, +7 natural), touch 10, flat-footed 14 Base Attack/Grapple: +8/+17 Attack: Bite +12 melee (1d8+7 plus 1d6 cold) Full Attack: Bite +12 melee (1d8+7 plus 1d6 cold) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, freezing bite, trip Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire, Link, Evasion Saves: Fort +10, Ref +7, Will +4 Abilities: Str 20, Dex 13, Con 18, Int 9, Wis 14, Cha 10 Skills: Hide -2*, Listen +9, Move Silently +6, Spot +7, Survival +2* Feats: Alertness, Improved Initiative, Track, Clinging Breath Alignment: Neutral Breath Weapon: 15ft Cone, 4d6 Cold Damage, DC 18 Reflex half Trip: +9 on the check
Languages