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About MarnaBackstory & Description:
No one knows where Marna is truly from, though her Ulfen heritage is obvious. She was found by her friend, Gavin Capacitor, clinging to a piece of flotsam; she had been there for some time as her hair was bleached white by the sun. Her hair was not the only thing touched by the sun, as anyone who’s met Marna will tell you; she’s a mad coot with only glimpses of memory from her life before being found. She doesn’t even remember her name, but rather was given one by an Ulfen crewman as “Marna” means “of the sea” in Skald.
Marna was quite possibly a medicine woman in her previous life, as she is well versed in herbs and healing, as well as the shamanistic pursuits. But something about the time adrift on the waves has awakened a calling in Marna and she has become quite adept in the crafting and designing of ships. When in Absalom, Marna joined the Pathfinder Society alongside Gavin, and together they began working for Andoran. Their philosophy of freedom carried well with Marna, as she believes her freedom from sanity has also led to a freedom from observing social norms – a joke which she finds most amusing and can often be found chuckling to herself about. Her pet monkey, George, is from one of the exotic lands Marna and Gavin have sailed to. Marna occasionally talks to the creature, though it is unknown if it can actually understand her. It does keep her free of ticks and fleas though, and Marna does the same in the same manner. Feats:
Extra Hex (x2) Witch Hexes:
Healing (1d8+2), Cackle (move action), Evil Eye (-2 AC, checks, attacks, or saves; 8 rounds or Will 16 for 1 round), Slumber Hex (Will 16, sleep for 2 rounds) Traits:
Magic is Life (religion: Nethys; +2 saves verus death effects; if under effect of a spell, auto-stabilize if under 0hp), Captain's Blade (Andoran; +1 trait to Climb & Acrobatic; Acrobatics is now trained) Skills:
Acrobatics (2 rank2), Climb (1 rank), Craft: Ships (2 ranks), Heal (1 rank), Know: Arcana (1 rank), Know: Engineer (2 ranks), Know: History (2 ranks), Know: Nature (1 rank), Know: Planes (1 rank), Spellcraft (2 ranks), Stealth (1 rank) Familiar:
Monkey, "George", +3 Acrobatics, Alertness, Improved Evasion, Share Spells, Empathic Link, INT: 6, +1 Nat AC Gear:
Heavy Crossbow (50gp), 10 Bolts (1gp), Spiked Gauntlet (5gp), Backpack (2gp), Bedroll (1sp), Winter Blanket (5sp), Waterskin (1gp), Mwk Shipbuilding Tools (55gp), Spell Component Pouch (5gp), Everburning Torch (110gp), 2 Tanglefoot Bag (50gp/ea), Smelling Salts (APG, 25gp), 8 Acid Flask (10gp/ea), 4 Alchemist's Fire (20gp/ea) Wealth: 878gp, 4sp Prestige/Fame: 5/5 Spells Known: Lv 0: Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read magic, Resistance, Spark, Stabilize, Touch of Fatigue Lv 1: __________
Cure Light Wounds, Detect Secret Doors, Enlarge Person, Hypnotism, Mage Armor, Ray of Enfeeblement, Sleep, Frostbite, Bungle, Ill Omen Sessions:
Session 1 = The City of Strangers, Part 2: The Twofold Demise (scenario 52) gained: +1xp, +2pa, +507gp, +20gp day job
Session 2 = First Steps, Part 1: In Service to Lore
Session 3 = First Steps, Part 3: A Vision of Betrayal
Changes at Level 2:
Session 4 = ?
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