Pirate Sniper

Marianne Fletcher-Firenze's page

273 posts. Alias of Dotraj.


Full Name

Marianne Fletcher-Firenze

Race

| HP: 19/19 | AC: 15 (14 Tch, 11 Fl) | CMB: +4, CMD: 18 | F: +3, R: +8, W: +4 | Init: +4 | Perc: +8, SM: +2

Classes/Levels

| Speed 35ft | Active conditions: none

Gender

Female CG Sylph Ranger (Stormwalker) 3

Size

Medium

Age

27

Alignment

Chaotic Good

Deity

Fallen Sky

Languages

Common, Sylph

Occupation

Bowyer/Fletcher

Strength 12
Dexterity 18
Constitution 8
Intelligence 10
Wisdom 14
Charisma 14

About Marianne Fletcher-Firenze

Statistics:
Female Sylph Ranger (Stormwalker) 3
CG Medium Outsider (Native)
Init +4; Senses Perception +8; darkvision 60 ft.
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DEFENSE
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 dex); +2 vs nonmagical ranged attacks, crit confirmation
hp 19
Fort +3, Ref +8, Will +4
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OFFENSE
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Speed 35 ft., climb 20 ft.
Melee arrow +0 (1d4+1)
Ranged longbow +7 (1d8/x3/100 ft.)
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STATISTICS
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Str 12, Dex 18, Con 8, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD 18
Traits Aerial Observer, Devotee of a Dead God
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot

Skills & Languages:
Skills 3 Climb* +15, 3 Craft (bows) +6, 3 Diplomacy +9, 3 Knowledge (nature) +6, 3 Lore (Sky) +8, 3 Perception +8 (+10 from 30 ft. up), 3 Stealth* +10, 3 Survival +8 (+10 to track), Wild Empathy +5 (8 points; 1 bonus, 6 class, 1 fcb, 0 INT)
ACP -0
*ACP applies to these skills
FCB +1 skill point
Skill Bonuses +8 Climb, +1 Diplomacy, +2 Lore, +2 Perception from 30 ft. up, +2 Survival to track
Languages Common, Sylph

Special Abilities:
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SPECIAL ABILITIES
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Blessing of Zephyr For a free action, all your ranged attacks for one round are considered magical +1 (or +1 higher if already enchanted)

Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
—Darkspawn +2 Whatever type they are, I just put that down since I’m not sure

Favored Terrain (Ex) The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
—Forest +2

Like the Wind A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.

Skybound When attacking (ranged or melee) while flying, you gain a +1 on attack and damage.

Spell-Like Ability (CL 1st)—feather fall 1/day

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 43 lb.
Gear longbow, arrows (40), blunt arrows (20), whistling arrows (20), smoke arrows (1), incendiary arrows (2), flight arrows (20), barbed arrow (1), durable arrows (5), reinforced tunic, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, silk rope (50 ft.), trail rations (5 days), waterskin, modified traveler's outfit, artisan's tools (bows), scroll of Sky's prayer, first arrow fired
Money 5 GP 1 SP 0 CP

Background:

Marianne was always more athletic than other sylphs, and she enjoyed her time spent with a bow, but it wasn't until she was twelve that the girl found her passion in life: Sky. Not Fallen Sky, the dead god. Sky, the ancient god of the sylph.

The first time Marianne ever fired a bow, the arrow hit the bulls eye. It was a lucky shot to begin with, but anyone watching could have told you it wouldn't have come close to the center of the rather large target. A freak gust blew it into the bulls eye. Marianne thought nothing of it, and more or less forgot the incident.

She was wandering outside of town, and a rogue darkspawn, having somehow managed to slip past the elen lines barely alive and make it all of the way to the Runts outside Rockerenge, found her. It was not long for the land, but even so near to death, it was ready and able to kill. The monster pounced Marianne from behind, and the first she heard of it was the wind picking up on the still day, a freak gust followed by a crash behind her. The darkspawn's corpse met her eyes when she spun, the strange wind that had thrown it against a tree had had enough strength to break its already badly injured back. Marianne has been able to call up such winds ever since (Breeze-kissed), and while others were quick to dismiss it as part of her heritage manifesting, albeit belatedly, something about that moment, the stirring of leaves as the wind rushed around her, felt holy to Marianne. Once she had some time to calm down and consider, she remembered that first shot she took with a bow, and began to wonder...

She kept asking for stories of Sky until she knew them all by heart, and was still asking into her late teens even after that, and has been a devoted follower of the dead god ever since, devoting herself to his favored weapon simply to feel closer to him.

Marianne never felt it was the right time to leave Rockerenge, but she knew it would come. Ever since Father died, she has felt something, real or imagined, in the wind. It will be time to leave soon. Whatever her god's plans for her are, Marianne has vowed to be ready.

Goal: I simply want to see Marianne evolve as a person. Although I will admit, I think it would be really cool if she eventually found whatever is left of Fallen Sky.

Secrets: Marianne has kept her desire to go looking for Sky hidden, although many could guess from her zealotry. A greater secret is the contents of the scroll her father left her, which contains the only prayer to Sky she has ever heard of.

My secret is that some of her connections are not as they seem. Joseph has been nursing a grudge this whole time, and that Big Sitter respects her for her zeal and steadfastness. That’s not as good as it looked in my head, so I’ll have to add another.

Connections: I will work these into her backstory, but we have
--Joseph Cheme, her estranged lover, whom she disavowed when he declared his intention to go to Light and join the Mithril Makers, she hasn't seen him since, and her temper has cooled to the pity she now feels for the Mithril Makers. (Sylph)
--Old Bertrude, a wise woman of sorts who lives a ways from the village, and the person who taught Marianne all of what she now knows of Fallen Sky (admittedly little). (Sylph)
--Big Sitter, a wandering oread outcast who comes through the village periodically. The two are of similar ages, but Marianne hates Big Sitter for giving up on Great Forest. They have come to blood in several arguments, and people now go out of their way to keep them apart when he wanders through, although it rarely works.

Memories:
I need a couple memories that aren't religious in nature
—Marianne still


Appearance and Personality:

Aside from the red hair that marks her as the descendant of an ifrit (Depends on the family, thinking parent though, given how passionate she is), Marianne is every inch the sylph, with skin white as clouds, the dark eyes of a hawk, and a tall, willowy build, and although her muscles are more pronounced than those of her usually studious kin, even those are the lean tissue of agility rather than the bulk of raw strength. Her body, when in combat gear (and she is so rarely found without it), bristles with quivers, each carefully arranged for ease of drawing. Marianne prefers to feel the air on her skin, and for this reason wears only a reinforced tunic by way of protection, with her clothing usually cut short to cover as little of her as possible.

Marianne is as free-spirited as they come, doing her best to be the epitome of what little is still known of Sky's teachings. She will try anything, with a disregard for any obstacles in the way that borders on suicidal. The ranger despises ifrits, seeing them as oppressors who seek to turn the sylphs' lack of a god to their own gain. For this reason, she pities the Mithril Makers, seeing them as pawns to the ifrits. Despite this, Marianne hates the darkspawn with a burning passion to rival an ifrit's, simply for their connection to the Dark that swallowed her beloved Sky so long ago.

Marianne is one of the older of the children, and thus her parents are more disappointed in her chasing of the dead god than they might have been. Mother especially barely allows the woman into the house without making at least a passing comment about it. Marianne is often off working, training, or praying in private, but when she is present, the sylph makes a good sister. However, she sometimes lets her prejudice against ifrits cloud her judgement of her fritan siblings, but she did her best to give them the chance to prove themselves good people.


Stat Generation Method 20 pt. buy
Quick Notes While Busy:

- father left her a scroll with a prayer to Sky on it, the only such she has ever heard of.
- hasn’t told anyone she wants to going searching Dark for Sky
- when she leaves, is going to change her name to Skychaser (maybe adding Firenze after, like in her current name)
- one of the few compromises she made is to leave Firenze after she took the name Fletcher, out of respect for her father

Entreaty to the Aspects:

O Prionsa Naofa, ní féidir do réaltaí a shineadh tríd an sroicheann endless chun an cosán Dorchaite seo a threorú.

O Bhanríon mór na Gaoithe Milis, lig do bhréagáin a iompar go léir ní mór dom a fhios agam le mo chluasa.

Ó Glaoiteoir ciallmhar ar an bhFís, caithfidh tú na geataí teorainneacha a oscailt, ionas gur féidir liom dul thar iad.


Translated Prayer:

O unknowable Prince Raven, may your stars shine through the endless reaches to light this Darkened path I tread.

O great Queen of Zephyrs, let your breezes carry all I must know to my ears.

O wise Caller on the Horizon, throw open the gates of limitation, that I may soar beyond them