Paladin of Iomedae

Marianne Bennette's page

224 posts. Organized Play character for Broken Prince.


Classes/Levels

Cleric (separatist) 2 | HP 17/17 | AC:19 T:12, F:17 | CMD:17, CMB:+5 | Save (F+5, R+2, W+5) | Init:+8 | Perc: +2

About Marianne Bennette

PFS # 113331-8

Character Sheet:
Marianne Bennette
Human (Taldan) Cleric (Separatist) of Desna 2
CG Medium humanoid (human)
Init +8; Senses Perception +2
Aura enlarge
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +5
--------------------
Offense
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Speed 30 ft.
Melee club +5 (1d6+4) and
. . dagger +5 (1d4+4/19-20) and
. . masterwork longspear +6 (1d8+6/×3)
Special Attacks channel positive energy 2/day (DC 10, 1d6)
Cleric (Separatist) Spells Prepared (CL 2nd; concentration +4):
1st—comprehend languages, enlarge person [D] (DC 13), magic weapon, shield of faith
0 (at will)—create water, detect magic, guidance, light
[D] Domain spell; Domains Growth, Plant, Travel
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Statistics
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Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Improved Initiative
Traits heirloom weapon (aoo), reactionary
Skills Diplomacy +3, Heal +6 (+10 dealing with humanoid pregnancy or birth), Knowledge (planes) +2, Knowledge (religion) +2, Profession (midwife) +6, Sense Motive +6
Languages Common
SQ agile feet (5/day), aura, domains (travel), forbidden rites (growth)
Combat Gear wand of cure light wounds, wand of endure elements (50 charges), wayfinder, shining, acid (3), heatstone; Other Gear +1 agile breastplate, club, dagger, masterwork longspear, backpack, masterwork, bandolier, bedroll, blanket, winter, cards, chalk (3), chalkboard, dominos, earplugs, flint and steel, grappling hook, wooden holy symbol (Desna), wooden holy symbol (Desna), holy text, midwife's kit, kite, rope, skeleton key, spell component pouch (2), whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 819 gp, 5 sp, 2 cp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Separatist) Domain (Growth) Associated Domain: Plant
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (2/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Heirloom Weapon (AoO) (Club) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain a +1 trait bonus on attacks of opportunity with that specific weapon.
Skeleton key Use a +10 Disable Device for one try to open a lock.

Background:
Born to a rich family in Andoran Marianne was a pretty girl and the apple of her parents eyes. But when she turned twelve her father killed himself leaving the family in horrendous debt, and they were forced to leave their large townhouse for a tiny one room apartment. With her older brother and mother working as tutors to earn ends meat, she was left alone a great deal and when she became sick with the pox she hid it for fear of causing them more worry and pain.

The pox nearly killed her, and left her beautiful face pick marked, she was saved by an ancient local midwife, Charlene Grash. Charlene was a devout worshipper of Desna, and seeing Marianne's loneliness and took her into her home while she recovered. Anxious not to be a burden Marianne began helping in Charlene's herb garden, and eventually without anything being said found herself Charlene's apprentice.

When Charlene passed away Marianne was only fifteen, and with Charlene's grandchildren selling her home, and local women unwilling to trust the fate of their babes to such a young girl. She decided to become a Pathfinder largely upon the old woman's often given advice, and set off for Absalom.

In Absalom she went to the Temple of Desna, having manifested signs of divine power. She learned to better understand her gifts and was educated more formally about her goddess - though she always preferred Charlene's eccentric rather muddled teachings and follows them more than the Church. After a few months at the temple she signed up with the Pathfinder Society, earning some coin through healing and midwifery while the Society taught her to fight. Now she is ready to repay their investment in her, and make the world and the Society better.

Old Character Sheets:
Marianne Bennette
Human (Taldan) Cleric (Separatist) 2
CG Medium humanoid (human)
Init +8; Senses Perception +2
Aura enlarge
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +5 (1d6+4) and
. . dagger +5 (1d4+4/19-20) and
. . masterwork longspear +6 (1d8+6/×3)
Special Attacks channel positive energy 2/day (DC 10, 1d6)
Cleric (Separatist) Spells Prepared (CL 2nd; concentration +4):
1st—comprehend languages, enlarge person [D] (DC 13), magic weapon, shield of faith
0 (at will)—create water, detect magic, guidance, light
[D] Domain spell; Domains Growth, Plant, Travel
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Improved Initiative
Traits heirloom weapon (aoo), reactionary
Skills Diplomacy +3, Heal +6 (+10 dealing with humanoid pregnancy or birth), Knowledge (planes) +2, Knowledge (religion) +2, Profession (midwife) +6, Sense Motive +6
Languages Common
SQ agile feet (5/day), aura, domains (travel), forbidden rites (growth)
Combat Gear wand of cure light wounds, wand of endure elements (50 charges), acid (3), heatstone; Other Gear masterwork agile breastplate, club, dagger, masterwork longspear, backpack, masterwork, bandolier, bedroll, blanket, winter, cards, chalk (3), chalkboard, dominos, earplugs, flint and steel, grappling hook, holy symbol, wooden, holy symbol, wooden, holy text, midwife's kit, kite, rope, skeleton key, spell component pouch (2), whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 616 GP, 5 SP, 2 CP
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Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Separatist) Domain (Growth) Associated Domain: Plant
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (2/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Heirloom Weapon (AoO) (Longspear) Marianne gain a +1 trait bonus on attacks of opportunity with her ancestral longspear.
Skeleton key Use a +10 Disable Device for one try to open a lock.

Marianne Bennette
Human (Taldan) Cleric (Separatist) 1
CG Medium humanoid (human)
Init +8; Senses Perception +2
Aura enlarge
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+4) and
. . dagger +4 (1d4+4/19-20) and
. . masterwork longspear +5 (1d8+6/×3)
Special Attacks channel positive energy 2/day (DC 9, 1d6)
Cleric (Separatist) Spells Prepared (CL 1st; concentration +3):
1st—comprehend languages, enlarge person [D], magic weapon
0 (at will)—detect magic, guidance, light
[D] Domain spell; Domains Growth, Plant, Travel
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes, Improved Initiative
Traits heirloom weapon (aoo), reactionary
Skills Knowledge (religion) +2, Profession (midwife) +6, Sense Motive +6
Languages Common
SQ agile feet (5/day), aura, domains (travel), forbidden rites (growth)
Combat Gear wand of cure light wounds, wand of endure elements (50 charges), acid (3), heatstone; Other Gear masterwork agile breastplate, club, dagger, masterwork longspear, backpack, masterwork, bandolier, bedroll, blanket, winter, cards, chalk (3), chalkboard, dominos, earplugs, flint and steel, grappling hook, holy symbol, wooden, holy symbol, wooden, holy text, midwife's kit, kite, rope, skeleton key, spell component pouch (2), whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 58 GP, 5 SP, 2 CP
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Separatist) Domain (Growth) Associated Domain: Plant
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Heirloom Weapon (AoO) (Club) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain a +1 trait bonus on attacks of opportunity with that specific weapon.
Skeleton key Use a +10 Disable Device for one try to open a lock.
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