Lirianne

Aerynne Linnaea's page

172 posts. Alias of Alice Margatroid.


Full Name

Aerynne Linnaea

Race

Half-elf

Classes/Levels

Gunslinger 7

Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Gender

Female

Size

Medium

Age

22

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Elven

Strength 12
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 16
Charisma 11

About Aerynne Linnaea

*Currently being played as Level 7 Gunslinger Pregen*

Grit: 7/7

Lirianne
Half-Elf Gunslinger 7
CG Medium Humanoid (elf, human)
Init +8; Senses low-light vision; Perception +8
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Defense
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AC 17, touch 17, flat-footed 11 (+4 Dex, +1 deflection, +2 dodge)
hp 67 (7d10+21)
Fort +8, Ref +10, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Dagger +8/+3 (1d4+1/19-20/x2) and
. . Longsword +8/+3 (1d8+1/19-20/x2)
Ranged +2 Reliable Pistol +14/+9 (1d8+6/x4) and
. . Masterwork Pistol +13/+8 (1d8+4/x4)
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 16(20), Cha 11
Base Atk +7; CMB +8; CMD 25
Feats Extra Grit, Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Pistol), Skill Focus (Perception), Weapon Focus (Pistol)
Traits Elven Reflexes, Killer
Skills Craft (alchemy) +10, Intimidate +10, Knowledge (engineering) +10, Perception +8, Sleight of Hand +14; Racial Modifiers +2 Perception
Languages Common, Elven
SQ deed: dead shot, deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: startling shot, deed: targeting, deed: utility shot, elf blood, grit, gun training +4 (pistol)
Combat Gear Potion of cure serious wounds (2), Potion of owl's wisdom, Sunrod (2); Other Gear +2 Reliable Pistol, Alchemical cartridge (paper) (15), Dagger, Firearm bullet (30), Firearm bullet, adamantine (5), Firearm bullet, silver (5), Longsword, Masterwork Pistol, Belt of incredible dexterity +2, Cloak of resistance +1, Oil of silence, Ring of protection +1, Backpack (empty), Gunsmith's kit, Powder horn (empty), Rope, Waterskin, 150 GP
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Special Abilities
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Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Startling Shot (Ex) While have Grit, standard action to make attack that makes flat-footed until next turn but no dam.
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +4 (Pistol) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.

===================

Summoner (Wild Caller) 2

Stats:
HP: 17/17 || AC: 15, touch: 12, flat-footed: 13 || CMD: 13 || Fort: +1, Ref: +2, Will: +4; +2 vs. enchantment, immune sleep || Init: +2 || Perception: +3, low-light vision

Name: Aerynne Linnaea
Gender: Female
Age: 22
Race: Half-elf
Class: Summoner (wild caller archetype)

Current HP: 17/17
Spell Slots Remaining: level 1—2/3
Summon Nature's Ally Uses Remaining: 6/6

Cadeyrn HP: 18/18
Current AC: 22 (+4 armor, +6 natural, +2 Dex)

Appearance:
Short and slight in build and height, Aerynne boasts anything but an imposing figure, although she is quite fit and does not appear physically weak. Her elvish blood grants her soft feminine features combined with high cheekbones and daintily pointed ears, although she's about as curvy as a bean-stalk and her pale skin is often moderately tanned (and easily burns). However, her confident posture and coincident grin make up for what she may lack in physical presence.

Aerynne's hair, generally something of an untouchable mess, is bright orange and kept cropped to a length just above her shoulders. She often keeps it up in a loose ponytail in a futile attempt to keep the locks from finding their way in front of her eyes. Generally her bangs hang over at least one, if not both, of her moss-green eyes, but she has long since learnt to ignore it—there appears to be no way to tame the beast that is her hair anyway.

Practicality is the name of the game when it comes to Aerynne's choice of clothing, often resulting in her wearing form-fitting but comfortable tunics and leggings. Her favourite colour is green (especially if it matches her eyes), and so quite a lot of her belongings wind up in that colour. She also usually wears a fur-lined hooded cape, and if she's getting into anything dangerous, a hardened leather chestpiece and armguards. The only thing she'll never go without, however, is a silver butterfly necklace—a symbol of her dedication to Desna.

Personality:
Raised in the rough and tumble rural fringes of Rostland, Aerynne has developed a no-nonsense attitude towards life. She doesn't particularly care who you are, how much money or power you have, and what skeletons you might have in your closet, so long as you're putting in an honest effort here in the present. Liars, layabouts, and other good-for-nothing sorts attract nothing but her ire, however, and she has little patience for such people. If something bothers her, she's quick to pipe up about it, and rarely backs down from something she believes is right. Her anger is rare, but fierce, and forgiveness is something of a challenge to obtain once her patience runs out. Ultimately, though, she's rather accepting of divergent views and feels that diversity is the spice of life.

Aerynne has a silver tongue and a quick mind, and she's confident in the use of both of her most important assets. She relishes conversation and the battle of wits, and is intrigued by strange little tidbits of information. She's also rather assured of herself, and assertive at that. Very little scares her, a trait that sometimes winds up getting her into a spot of trouble. She ascribes to a philosophy of 'you can always apologise for wrongdoing, but you can never take back a missed opportunity', and is often admonished by authority figures for the attitude she displays at times. It's also for this reason that Aerynne is often something of a lone wolf amongst her peers, for she dislikes letting other people be dead weights holding her back. True companionship is something she yearns for however; she simply has difficulty finding people that she can put her whole trust in.

Her father, a devotee of Desna and infrequent but beloved presence in her life, instilled a love of travel, nature, and the goddess in Aerynne from an early age. The identity of her mother, however, is something she always wished to know—especially with the recent upsurge in innate magical powers and the always-present shadow of Cadeyrn on the fringe of her consciousness. In a lot of ways, she finds herself drawn to the wilderness, seeking both the answers to her past and an escape from the restrictions and responsibilities of civilised life.

Background:
Papa, are you leaving again?
Yes, my dear. My feet are itching to be on the road again.
When will you be back?
When the stars lead me back to you.

Faolan Linnaea, a Brelish devotee of Desna, was known across the southern stretches of Brevoy for his enthralling tales, poignant music, and shockingly prescient ability to read fortunes. To his daughter Aerynne, though, he was simply her beloved father she saw less of than she wished. Left to be raised by her Aunt Caye and Uncle Pell, she grew up in a small village a day's ride from the East Sellen River named Astren. Her early life was filled with picking crops, milking cows, hunting rabbits, hiding from bandit or monster attacks, and the very occasional visit from her roving father, who brought her gifts, music, stories, and love. Neither he nor her uncle or aunt would ever speak of her mother, however, no matter how much the half-elf begged for even a scrap of knowledge of the elven woman who brought her into the world.

As she matured, Aerynne gradually became cognisant of the differences between herself and the other children in Astren. The other boys and girls became stronger before she did; they sprouted hair where she did not, became interested in each other when she did not. Though garnering a fair number of local suitors from her exotic appearance in her teens, Aerynne was always confused at their advances, at once bewildered that they would think of her in that way and annoyed at the short-sightedness of their pubescent ways. It seemed that all her youthful playmates were always two steps ahead of her, and by the time she caught up, they were off exploring new territories of their own. Feeling ostracised, Aerynne turned to the books her father brought for her, and to learning the lore of the forest and plains from the local woodsmen. Such activities let her be alone, allowed her to not face the fact that her human friends would always live in her future—and die in her past.

Girls shouldn't be off playin' in the woods on their lonesome!
Why not? Papa always said I should seek out new experiences!
Well we all know there’s a lot of problems with Faolan, leavin' his daughter alone fer one of 'em, and poisonin' her mind from afar…

In such a small, isolated community, everyone knew Aerynne—and pitied her. The snatches of advice from her father that shaped her personality as she grew were at once empowering and distancing from the rather conservative Erastilian faith that most of the villagers proscribed to. Aunt Caye wanted her to dress more femininely, to take up needlework and baking rather than exploration and other 'boyish' activities. Uncle Pell chastised her for her language, for her tendency to talk back, and her lack of respect for the elders in the village. Aerynne found the environment stifling and repugnant, and so in her 20th year declared that she was leaving the place for good. She had no destination and no plans, but knew that her time in Astren had well and truly come to an end. Taking a single dark-beige-and-white-speckled mare as well as what possessions she could carry with her, Aerynne set off, ostensibly towards Restov.

Scant days after Astren was no longer visible on the horizon, Aerynne's dreams began to be haunted by the same scenes, night after night. Strange, high-pitched giggling and a cacophony of wilderness noises emitted from every direction as she walked amidst a miasma of colours far too bright to be from the real world. Trees the size of mountains towered high above her, and she caught glimpses of animals that were ever so slightly…different to how they should be peering at her from the tops of boulders, behind ferns and shrubs, in the boughs of the massive and ancient trees that surrounded her on every side. Voices called her name in a language she somehow understood despite not knowing what it was—it was like Elven, a language she had learnt simply to get closer to her own heritage, and yet it was different, more lyrical, more ancient. She would come to a small grove, and there, sitting amidst a bed of vibrant flowers, would be a woman—perhaps sprite, perhaps elf, perhaps something else. Aerynne would try to call out to her in her dream, but her voice would not reach the woman. And then a howl would break the symphony of noise from behind her—but before she could turn about and see what the source was, she would awaken, her body drenched in sweat. The dreams continued for as long as she remained in the forest that bordered the Stolen Lands. Once she emerged from the undergrowth and reached civilisation again, they haunted her no more. But occasionally, in her waking moments, Aerynne would hear (or perhaps imagine) the sound of tinkling laughter, notice the shadow of an unknown creature watching her from the distance, feel the breath of some enormous beast on her neck when there was nothing there but the sun and sky…

Come back to us…
You are one of us, daughter, gone so long from our embrace…

For over a year Aerynne withstood the feeling that she was losing grips with reality, taking on odd jobs here and there around Restov and the surrounding villages. But eventually, after one particularly harrowing experience after drinking all night and then physically re-living her old dreams, Aerynne decided that she had had enough of the madness. She was going to follow the voices that ushered her back to the woods, and she was going to tell them to shut the hell up and leave her alone—because that plan of action couldn't be any more dangerous than staying in town and becoming increasingly manic.

Shortly thereafter, under the cover of the vast forest, Aerynne lost herself in her dreamscape. To this day she has no recollection of what happened during that period. Upon 'reawakening' some days later, she found herself with a new companion. Normally, one would expect to be terrified upon rising to find a large, wolf-like creature standing watch over your rest, but looking into the silver eyes of the beast, endless and kaleidoscopic, Aerynne felt a bizarre sense of inner peace. The creature was large and lupine, with fur like black midnight. Its underbelly, tail, and markings on its face and feet shone with luminescent quicksilver, the colour of the stars in the sky. Two horns, like multi-branched arms of trees, sprung out back from its head, tiny flower buds blossoming on the offshoot branches. With every step the beast took, the bloom of vegetation grew in its wake. The beast nodded to Aerynne, who was so taken aback that she returned the gesture.

Introducing itself as Cadeyrn, the wolf-like creature thanked Aerynne for following the call of the wild—and that he was to be her guardian until she would awaken her full potential. Aerynne had no idea what he was talking about for the most part, but understood, somehow, that she had some strange and powerful gifts inside of her—some quirk of her heritage tied her to the First World, it seemed. Aerynne remained in the forest for another half a year, living almost entirely off the land as Cadeyrn taught her so many things, things she would never have dreamed of knowing. Most importantly, she learnt to call upon the wild creatures from the First World, and to tap into the spring of wild magic that welled deep within her.

Eventually, though, Aerynne felt that she had to return to civilisation, for two reasons. One, she missed the feeling of soft beds and warm food that wasn't rabbit or deer roasted over an open fire. Two, she itched to know more about her heritage—but knew that going deeper into the Stolen Lands by herself was tantamount to suicide. The only solution she could think of was returning to Restov, working as much as she could, and saving up money to hire guards to assist her explore the wild lands to the south, as much as she was loathe to rejoin human-dominated society again. Not long after arriving, though, she caught wind of news that could be nothing but Desna smiling upon her; the swordlords of Rostland were searching for explorers to head into the Stolen Lands! Aerynne immediately went to volunteer her services as a guide, professing considerable knowledge of the lands beyond the border and the types of natural wildlife that lived there. She cared little for the political maneuver or the tug of patriotism, though she professed black and blue that she was certainly supportive of it all. But her real goal is much more than simply taking the lands back—she wants to find, deep within the wilderness, the part of herself that is surely in there too.

Stat Block:
Aerynne Linnaea
Female half-elf summoner (wild caller) 2
CG Medium humanoid (elf, human)
Init +2; Senses bond senses (2 rounds/day), low-light vision; Perception +3
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 17 (2d8+2)
Fort +1, Ref +2, Will +4; +2 vs. enchantment
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Ranged light crossbow +3 (1d8/19-20), dagger +3 (1d4/19-20)
Spell-Like Abilities (CL 2nd; concentration +5)
.....6/daysummon nature's ally I
Summoner Spells Known (CL 2nd; concentration +5)
.....1st (3/day)grease (DC 14), lesser rejuvenate eidolon, mage armor
.....0 (at-will)acid splash, guidance, light, mage hand, message
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STATISTICS
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Str 11, Dex 14, Con 12, Int 14, Wis 12, Cha 16
Base Atk +1; CMB +2; CMD 13
Feats Skill Focus (Knowledge [Nature]), Spell Focus (Conjuration)
Traits Ease of Faith, Pioneer (Knowledge [Nature])
Skills Diplomacy +9, Handle Animal +8, Knowledge (Geography) +7, Knowledge (Nature) +11, Perception +3, Ride +7
Languages Common, Draconic, Elven, Sylvan
SQ arcane training, eidolon, life link
Favoured Class summoner (2 skill points)

Possessions:
Studded leather armor
Light crossbow
Crossbow bolts (19)
Dagger (2)

Light horse (Bramble)
Bit and bridle
Riding saddle
Saddlebags

Explorer's outfit
Spell component pouch
Coin pouch

Journal
Ink (1-oz. vial)
Inkpen
Waterskin
Trail rations (7 days)
Common lamp
Lamp oil (1-pint flask) (2)
Cooking kit
Flint and steel
Bedroll
Soap
Hemp rope (50 ft.)
Handaxe

Amulet of The Stag Lord

23gp 9sp 8cp in coins
12gp 3sp 3cp in store credit

Party Possessions:

4gp 7sp 4cp

Potion of cure light wounds (2)
Healer's kit

Eidolon:
Cadeyrn (Eidolon)
Male quadruped eidolon 2
CG Medium outsider
Init +2; Senses darkvision 60 ft., scent; Perception +13
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 natural, +2 Dex)
hp 18 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities evasion
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OFFENSE
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Speed 40 ft.
Melee bite +5 (1d6+3)
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STATISTICS
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Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Weapon Focus (Bite)
Skills Acrobatics +7 (+11 jumping), Perception +13, Stealth +7, Survival +5
Languages Common
SQ link, scent, share spells

Eidolon class skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Evolution Pool: 4 2/4

Evolutions:
- [0] Bite
- [0] Limbs (legs) (2)
- [1] Improved Natural Armor
- [1] Scent
- [1] Skilled (Perception)
- [1] Reach (Bite)

Cadeyrn is a large, wolf-like creature with kaleidoscopic silver eyes, black fur with silver highlights, and two branch-like horns with flowers growing on them. Flowers grow in his wake when he moves.

Notes:
I intend on taking the Eldritch Heritage feats as soon as possible. Preferably in the Sylvan bloodline but the normal Fey bloodline is also fine, too.

As implied by her backstory, Aerynne's mother may not be as elven as she assumes. Perhaps she's an elf with a sorcerous bloodline, or perhaps Faolan gallivanted with a rather more exotic species at some point. I think this could be interesting to explore, and Aerynne is definitely interested in learning more about herself, her background, and about the fey.

[/spoiler]