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Clementine Flock

Human · Sorcerer 4 · Level 4

Clementine Flock

Pennytown guard and magical-disguise investigator
“s separate what we saw from what we hoped.”
AC16
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, carrying voice with a dry rasp at the edges, shaped by cold night patrols and the need to be heard over market noise. Before difficult answers she takes a small nasal breath, then speaks with deliberate, sharply articulated words.

She speaks in clipped patrol-room phrases, with the practiced breath control of someone used to projecting across a noisy street. Her voice has a dry rasp from cold night watches and a small catch before she says a name she distrusts. Under stress, her consonants sharpen and she stops using contractions.

Speech patterns

Uses short, precise questions when working, often asking for a name, a route, and a reason in that order.
Explains an uncomfortable truth with the phrase, "Let's separate what we saw from what we hoped."
When relaxed, tells dry stories about the absurdities of patrol work, then abruptly checks whether the listener is paying attention.

How to play them

Begin with practical questions and a firm but fair explanation of her authority. If the party is candid, she offers access to patrol routes and known magical incidents. If they conceal information, she watches for inconsistencies rather than threatening them immediately. She responds well to evidence that protects ordinary townspeople.

Goal

Find who is manufacturing false identities in Pennytown and discover whether the old smuggling case was engineered to ruin her father.

Motivation

Protect Pennytown without allowing fear of deception to turn every stranger into a suspect.

Secret · GM only

Appearance

Clementine Flock has long blonde hair, usually braided into a thick rope that is looped over one shoulder so it cannot catch on a door latch or an opponent's hand. Her blue eyes hold a sharp, glassy focus when she is examining someone, and her pale skin is weathered at the bridge of her nose from years outdoors. She moves with a patrol officer's clipped economy, then pauses abruptly, as if listening for a sound no one else can hear. An unexpected softness in her severe uniform is a small, carefully mended patch of embroidered yellow flowers inside her coat cuff, visible only when she reaches for something.

Clothing

A sharply tailored, almost-black military coat and trousers in Pennytown's colors, with bright red piping and orange panels at the cuffs and collar. The long, trench-like coat has practical leather shoulder pieces, reinforced seams, a storm flap, and small brass buttons stamped with the town's penny-and-tower seal. Its wool is scuffed at the hem from street work rather than ceremonial wear. When she stands at attention, a subtle sheen of magic settles over the insignia.

Body language

Stands squarely at attention when invoking her authority, but leans on doorframes and shifts her weight when listening. Her eyes make quick, precise passes over hands, hems, and badges. Before using magic, she draws a breath through her nose and presses her thumb against the worn edge of her brooch.

Height
5 ft. 7 in.
Build
Lean and sturdy, with the compact strength of someone used to long patrols and climbing stairwells.
Eyes
Clear blue
Hair
Blonde
Skin
Fair, lightly weathered
Age
Adult
Gender
Female
Size
Medium

Distinguishing features

The brass penny brooch on her lapel is worn smooth along one edge from the pressure of her thumb.
Her long blonde braid is looped over one shoulder and secured with a plain black cord.
The insignia on her coat catches a faint magical sheen when she stands at attention.
A small line of yellow flower embroidery is hidden inside her left cuff.

Personality

13 traits and drives

Clementine is methodical and skeptical on duty, but unexpectedly patient with frightened witnesses and children. She wants to trust people, yet keeps testing their stories because she has seen how easily a false face can put a town in danger. When calm, she can be wry and companionable; when a case touches her father or the old barricade, her questions become relentless and her judgment narrows.

Alignment
Lawful neutral

Quirks

Counts three silent beats before answering a question she considers important.
Taps her brass brooch twice whenever someone gives a name she intends to remember.
Keeps dried apple in a tiny tin and offers it to Saffron during tense conversations.
Turns her patrol map upside down when thinking, insisting that familiar streets are easier to see from an unfamiliar angle.

Habits

Checks the insignia of anyone addressing her as an official, even when she knows them well.
When uncertain, asks a question with an obvious answer to see whether the speaker responds naturally.
After a tense encounter, inspects her coat seams for loose threads as if taking inventory of her composure.

Traits · 4

Suspicious of appearances, but genuinely interested in the person underneath them.
Proud of her authority, yet uncomfortable when people treat her as a hero.
Procedural in public, improvisational when a civilian is in immediate danger.
Dryly funny with colleagues, formal with strangers, and gently protective with children.

Flaws · 3

She can mistake caution for proof and keep questioning someone after the useful answers are gone.
Her sense of duty makes her slow to admit when an official order is corrupt.
She sometimes treats other people's fear as evidence that they are hiding something.

Fears · 3

Misreading a magical disguise and accusing an innocent person.
Repeating the mistake that injured guards and cost her father his post.
Learning that Captain Shirin protected her for political reasons rather than trust.

Wants and needs · 3

Wants the false-identity incidents stopped before another ordinary resident disappears.
Needs to learn whether her father was framed without making her past lie the center of the investigation.
Wants Captain Shirin's trust, though she fears what that trust might demand.

Combat

AC 16 · HP 18 · 30 ft.

Clementine tries to identify magical deception and keep bystanders out of danger before a fight starts. She uses mage armor before entering a known threat, then favors glitterdust to expose hidden or invisible opponents and scorching ray or magic missile to disable a dangerous target at range. She uses grease to break up a rush or protect an escape route. If pressed in close, she uses shocking grasp and withdraws behind cover rather than trading blows.

Clementine Flock

Medium humanoid (human), lawful neutral
Armor Class16
Hit Points18
Speed30 ft.
Level4
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsFortitudeReflexWill
SkillsPerceptionSpellcraftKnowledge (arcana)DiplomacySense MotiveBluff
SensesNormal human vision; no special senses
Languages
Common
Bloodline. Arcane. She gains a familiar, bloodline arcana, and the arcane bloodline bonus spells and powers.
Arcane bond. a brass penny-shaped brooch, usable once per day to cast one spell she knows without expending a spell slot.
Custom supernatural ability, Pennytown's Pennyeye: as a standard action, Clementine studies one creature or object within 30 feet. She automatically knows whether its visible appearance is altered by an ongoing illusion or transmutation effect; a successful caster level check ( against +the effect's caster level) identifies the effect. This does not reveal the true appearance, pierce mundane disguises, or identify the caster.
Bloodline power, Arcane Bond. familiar. Her familiar is a small brown owl named Saffron, usually roosting inside her coat.

Spells

Detect Magic (cantrip, divination). Cantrip, at will. Detects magical auras within 60 ft. according to the spell's normal rules.
Ghost Sound (cantrip, illusion). Cantrip, at will. Creates a small sound or image within the spell's normal limits.
Light (cantrip, evocation). Cantrip, at will. Makes a touched object glow like a torch for 10 minutes per caster level.
Prestidigitation (cantrip, universal). Cantrip, at will. Creates a minor sensory effect within the spell's normal limits.
Mage Armor (level 1, conjuration). 1st-level spell, 6/day. Grants a +4 armor bonus to AC for 4 hours.
Glitterdust (level 1, conjuration). 1st-level spell, 6/day. Creatures in a 10-ft. radius burst are blinded and take a -40 penalty on Stealth checks for 4 rounds; Will save negates blindness.
Magic Missile (level 1, evocation). 1st-level spell, 6/day. Fires one missile of force dealing damage; no attack roll or saving throw.
Grease (level 2, conjuration). 2nd-level spell, 4/day. Creates a 10-ft. radius patch of grease; creatures in the area may fall prone, with Reflex save to avoid falling when appropriate.
Scorching Ray (level 2, evocation). 2nd-level spell, 4/day. Ranged touch attack; one ray deals fire damage.

Actions

Cinder Bolt. Ranged touch attack +4, range 30 ft.; fire damage. A successful Reflex save, , halves the damage. This is a custom reskin of the 1st-level sorcerer/wizard spell burning hands, presented as a concentrated bolt.
Force Dart. Ranged touch attack +4, range 30 ft.; force damage. No saving throw. Uses the 1st-level sorcerer/wizard spell magic missile, with one missile at caster level 4.
Shocking Grasp. Melee touch attack +2; target takes electricity damage. No saving throw. Uses the 1st-level sorcerer/wizard spell shocking grasp.
Sorcerer Spellcasting. Clementine may cast any spell listed in her spells entry according to her remaining daily spell slots. Caster level 4; spell save for 1st-level spells and 16 for 2nd-level spells.

Reactions

Mage Armor. Clementine can cast this spell as an immediate response to a creature's attack, gaining a +4 armor bonus to AC for 4 minutes. It does not stack with an existing armor bonus. Uses the 1st-level sorcerer/wizard spell mage armor.

Services they sell

Investigates suspected magical disguises using her custom Pennyeye ability.
Can arrange a lawful escort through Pennytown's guarded districts.
Can share public patrol information and advise on safe routes.

Rewards they can give

A written pass granting access to Pennytown guard posts and public incident records.
A patrol map annotated with safe routes, watch changes, and likely places to find magical contraband.

Equipment

  • Penny-and-tower brooch (arcane bond)Worn on her lapel; serves as her arcane bond and is rubbed smooth at one edge.
  • Pennytown guard coat (clothing)A practical, long military coat with leather shoulders and reinforced seams. It is clothing, not armor.
  • Light crossbow and bolts (weapon)A serviceable light crossbow and a case of bolts for situations where magic would cause too much collateral damage.
  • Patrol kit (tools)A small brass whistle, chalk, a hooded lantern, and a folded patrol map marked with alley exits.
  • Saffron (familiar)A small brown owl familiar, usually concealed in a specially sewn inner pocket when indoors.

Possessions

Pennytown guard coat with penny-and-tower insignia
Brass penny brooch serving as an arcane bond
Light crossbow and bolts
Patrol kit and marked alley map
A folded copy of her original notes from the barricade inquiry
A small tin of dried apple for Saffron

Background

Clementine grew up above a shuttered watchmaker's shop in Pennytown, where her mother repaired clockwork and her father served as a night watchman. At sixteen, during a winter evacuation, she saw a frightened child walk through a barricade that should have stopped him. Her father's hand passed through the child's sleeve; the child was a magical disguise laid over a smuggler carrying a stolen seal. Clementine's first uncontrolled burst of magic exposed the deception, but also set fire to the barricade and injured two guards. Her father took the blame for the breach and lost his post. The incident taught her that appearances can be weapons, and that a correct suspicion can still hurt innocent people. She trained as a town guard and learned to direct her sorcery rather than fear it. Now she patrols the market wards, quietly comparing official faces with what her Pennyeye can sense. She owes her position to Captain Shirin, who defended her after the barricade incident, and distrusts Sthen, a traveling illusionist who insists the old case was staged. Her current problem is a string of false identities appearing in town records, each attached to someone who has vanished.

Role in the story

A sharp-eyed guard, potential ally, and credible investigator of magical disguises. Her pursuit of false identities can draw the party into a broader conspiracy, while her own unresolved guilt makes her a complication when evidence points toward the town guard.

“At sixteen, during a winter evacuation, she saw a frightened child walk through a barricade that should have stopped him.”
From their background
Faction
Pennytown town guard

Known connections

Captain Shirin, her former mentor and current superior, defended her after the disastrous barricade incident. Shirin expects her to follow procedure even when Clementine suspects the procedure has been compromised.
Saffron, her brown owl familiar, was found injured in a chimney flue and now rides in the inner pocket of Clementine's long coat.
Sthen, a traveling illusionist, claims the smuggling case that changed Clementine's life was arranged to frame her father. Clementine has not decided whether to believe him.
Major secret · GM only
Minor secrets · GM only

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