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Clementine Flock

Human · Sorcerer 5 · Level 5

Clementine Flock

Sorcerous security officer
“Who sent you, what are you carrying, and who can confirm it?”
AC15
HP27/27
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, slightly rasped speaking voice built for carrying over crowds and street noise. Her work gives it a clipped, projecting edge; years of writing reports have made her precise with names and details. When amused, she adds a quick snort before the punchline, but anger makes her more direct and louder rather than softer.

She speaks in crisp, carefully separated phrases shaped by years of giving instructions at noisy gates. Her words carry a faint rasp from calling over market crowds, and she clips the ends of sentences when issuing an order. In private conversation, her pace loosens and her humor becomes more noticeable.

Speech patterns

Uses concise, procedural questions: 'Who sent you, what are you carrying, and who can confirm it?'
Names observable facts before offering an accusation.
Uses dry humor when a tense conversation needs a release valve, then returns immediately to the point.
Calls people 'citizen' when irritated and uses their names when she wants to signal genuine trust.

How to play them

Be professional and direct. She will explain the entrance rules, ask what business brings a visitor to Pennytown, and use detect magic when circumstances justify it. Respectful cooperation earns a fair hearing; evasive answers, concealed spellcasting, or threats make her call for backup. She can be persuaded by corroborated evidence, not merely confidence or rank.

Goal

Keep Pennytown's entrances secure while independently establishing whether the people named in Lady Naomi's warning are actually threats.

Motivation

She wants to protect ordinary people from magical coercion without becoming a weapon for someone else's agenda.

Secret · GM only

Appearance

Clementine Flock has long wheat-blonde hair, usually braided tightly and looped beneath her collar, with loose strands that catch on the coat's high buttons. Her blue eyes hold steady on faces and doorways with the same unsparing focus. She moves in short, efficient steps, favoring a slight forward lean as though she is always approaching a checkpoint. The first unexpected detail is her fondness for bright, ridiculous knitted socks, which show whenever she climbs a stair or sits at a desk. Her presence suggests a person who expects trouble and has already decided where everyone should stand.

Clothing

Pennytown's sharply tailored dark coat and trousers have bright red piping, orange cuff and collar panels, leather shoulder pieces, reinforced seams, and small brass buttons stamped with the penny-and-tower seal. Over the uniform she wears a long, split-backed trench-like jacket that swings behind her as she walks. It is weatherproofed and practical, with one over-cared-for inner pocket reserved for Pip's treats. The insignia takes on a faint magical sheen when she stands at attention.

Body language

She squares her shoulders when invoking authority and angles her body to keep a clear route to the nearest exit. While listening, she studies hands and pauses rather than staring directly into someone's eyes. When frustrated, she taps the brass penny-and-tower seal on her coat with one gloved knuckle.

Height
5 feet 6 inches
Build
Lean, fit, and accustomed to long patrols rather than heavy fighting.
Eyes
Clear blue
Hair
Blonde
Skin
Light, with a faint ruddy cast from outdoor patrols
Age
Thirty-four
Gender
Female
Size
Medium

Distinguishing features

Long, split-backed trench jacket worn over the fitted Pennytown uniform.
A magical sheen briefly gathers on the penny-and-tower insignia when she stands at attention.
Bright, comically patterned knitted socks beneath an otherwise regulation uniform.
A flying red squirrel familiar that often watches newcomers from her shoulder or a nearby beam.

Personality

13 traits and drives

Clementine is disciplined but not blindly obedient: she follows procedure closely, then looks for the gap where a bad order can be challenged. Around strangers she is brisk and observant; with frightened civilians she becomes unexpectedly patient and makes room for them to speak. She enjoys absurd jokes and bright socks, yet dislikes being treated as unserious. When a real threat appears, her warmth contracts into clipped focus; afterward, she is more likely to fuss over an injured bystander than acknowledge her own fear.

Alignment
Lawful neutral

Quirks

Counts door hinges under her breath when entering an unfamiliar building.
Offers Pip one sugared seed after every completed patrol, even if the patrol was uneventful.
Turns her brass seal inward when she is privately questioning an order.
Keeps a list of suspiciously ordinary things, such as unlatched windows and untouched cups of tea.

Habits

Checks thresholds, windows, and reflective surfaces before she settles into a room.
When uncertain, asks the same question twice in different words and watches whether the answer changes.
Lets Pip inspect high shelves and rooflines before she enters a poorly lit space.
After a dangerous incident, writes a precise report first and lets herself shake only once the report is finished.

Traits · 4

Methodical enough to document a magical anomaly, but curious enough to test whether the official explanation holds.
Protective of the vulnerable, yet suspicious of anyone who asks her to bend procedure.
Dryly funny in ordinary conversation, sharply literal during an active security incident.
Proud of her uniform and quietly amused by the ridiculous socks she hides beneath it.

Flaws · 3

Her caution can become obstruction, especially when she treats unfamiliar magic as evidence of guilt.
She is reluctant to admit that she needs help until a situation is already dangerous.
Once she has written a theory into a report, she can be slow to revise it.

Fears · 3

Misidentifying an innocent person as a magical infiltrator.
A repeat of the warehouse fire, with trapped civilians and no time to choose carefully.
Discovering that Lady Naomi's warning is designed to make her enforce a private grudge.

Wants and needs · 3

Independent evidence about the people named in Lady Naomi's warning.
A reliable way to protect entrances without treating every unfamiliar spell as a crime.
A quiet afternoon with her mother and no emergency calls.

Combat

AC 15 · HP 27 · 30 ft.

She prefers to spot trouble before it becomes a fight, using detect magic, cover, and clear commands to control an entrance. In combat she uses defensive spells and ranged attacks, places civilians behind solid cover, and avoids area effects when allies or bystanders might be caught. She retreats to summon assistance rather than treating arrest work as a duel.

Clementine Flock

Medium humanoid (human), lawful neutral
Armor Class15
Hit Points27
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsFortitudeReflexWill
SkillsSpellcraftKnowledge (arcana)Use Magic DevicePerceptionSense MotiveBluff
SensesNormal
Languages
Common,
Draconic
Sorcerous bloodline. arcane, Pathfinder 1e.
Detective's protocol. Clementine routinely casts detect magic and questions witnesses before clearing a person through a guarded entrance. This helps reveal magical auras and suspicious inconsistencies, but does not automatically identify a disguise or prove hostile intent.
Custom familiar. Pip, a flying red squirrel with the standard familiar bond. Pip can scout nearby approaches and deliver touch spells as a familiar, but is not a combat-trained animal.

Spells

Detect Magic (cantrip, divination). At will; detects magical auras in the area according to the spell's normal rules.
Prestidigitation (cantrip, universal). At will; creates a minor sensory effect, useful for small signals and harmless distractions.
Ray of Frost (cantrip, evocation). At will; fires a ray dealing cold damage on a successful ranged touch attack.
Light (cantrip, evocation). At will; makes a touched object glow as a torch.
Mage Armor (level 1, conjuration). At will; grants a +4 armor bonus to AC for 5 hours.
Silent Image (level 1, illusion). At will; creates a minor image that can help test a witness's attention or draw eyes away from a guarded passage.
Cat's Grace (level 1, transmutation). At will; a touched creature gains a +2 enhancement bonus to Dexterity for 5 minutes.
Scorching Ray (level 2, evocation). At will; creates a ray of fire dealing fire damage on a successful ranged touch attack.
Glitterdust (level 2, conjuration). At will; outlines invisible creatures and objects in glittering dust and can blind creatures in its area. Will negates blindness, .
See Invisibility (level 2, divination). At will; reveals invisible creatures and objects within 40 feet for 5 minutes.
Lightning Bolt (level 3, evocation). At will; a 60-foot line deals electricity damage, Reflex half.

Actions

Ray of Frost. Ranged touch attack +3, range 30 ft.; cold damage. A successful hit leaves a brief frost mark useful for tracking a fleeing target.
Scorching Ray. Ranged touch attack +3, range 30 ft.; fire damage, Reflex half. Clementine uses this only when a threat is clear and bystanders are out of the line of fire.
Lightning Bolt. Ranged touch attack +3, range 30 ft.; electricity damage, Reflex half. The bolt can arc to a second creature within 30 feet of the first, dealing electricity damage, Reflex half.
Sorcerer Spellcasting. Clementine can cast any of her known spells with a verbal component and a small, practiced hand gesture. Her caster level is 5th; her spell DC is 14 + spell level for sorcerer spells.

Reactions

Check for Magical Auras. When Clementine suspects a magical effect nearby, she may cast detect magic if she can do so safely. This reveals magical auras within the spell's area according to the spell; it does not automatically identify a disguise or reveal a creature's motives.
Raise the Alarm. If a creature threatens a guarded entrance, Clementine calls for nearby guards and moves to put cover between the threat and civilians. This is a tactical response, not a Pathfinder special action or extra turn.

Services they sell

Entrance screening and security assessment
A limited magical-aura check using detect magic
A report of suspicious activity to Pennytown security

Rewards they can give

A written Pennytown access pass for visitors who earn her trust.
A guarded escort through a threatened district.
A credible introduction to Lady Naomi, if Clementine concludes the party is acting in good faith.

Equipment

  • Pennytown security uniform (clothing)Pennytown uniform with leather shoulder reinforcement and a long weatherproof trench-like overcoat.
  • Spell component pouch (adventuring gear)A practical spell component pouch worn beneath the coat.
  • Guard whistle and notebook (security gear)A whistle used to summon nearby guards, plus a small notebook for incident reports.
  • Pip (familiar)Pip, a flying red squirrel familiar bonded to Clementine through her sorcerous magic.

Possessions

Pennytown uniform and long trench-like overcoat
Spell component pouch
Guard whistle
Incident notebook with copied security orders
A packet of sugared seeds for Pip

Background

Clementine grew up in Pennytown above her mother's cramped uniform-mending shop, where she learned to spot hurried repairs, false hems, and the difference between a clean garment and a convincingly disguised one. Her sorcerous talent surfaced during a midnight warehouse fire: terrified, she flung a burst of flame at a jammed door and opened an escape route for trapped workers. The event made her a local hero and left her with a lasting suspicion of magic used carelessly. She trained as a city security officer, pairing spellcraft with patient observation and strict entrance procedures. Lady Naomi later hired her directly and warned her to watch for the orc sorcerer Gurg, the drow arcanist Sylvar, the human cleric Estela, and members of the Lionheart Hunter Guild. Clementine's current problem is that the warning came without enough evidence to distinguish genuine threats from people being framed. Her mother still mends the uniform's seams, and Pip the squirrel has become her unofficial rooftop scout.

Role in the story

A principled checkpoint officer and potential ally whose orders put her in the party's way. She can become a source of information and practical assistance if the characters help her distinguish real danger from manipulation.

“The event made her a local hero and left her with a lasting suspicion of magic used carelessly.”
From their background
Faction
Pennytown city security; currently employed by Lady Naomi.

Known connections

Lady Naomi, her employer, whose warning she takes seriously but whose evidence she wants to verify.
Her mother, who runs a uniform-mending shop in Pennytown and worries that Clementine treats every stranger as a case file.
Pip, her flying red squirrel familiar, who scouts roofs and steals the sugared seeds in Clementine's coat pocket.
Gurg, Sylvar, Estela, and members of the Lionheart Hunter Guild, people she has been instructed to watch but has not yet judged for herself.
Major secret · GM only
Minor secrets · GM only

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