About Mary MorricksonMary's Current Skills:
Encumbered: Athletics +3 (+0 to jump), Handle Animal +4, Heal +6, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (local) +6, Linguistics +3, Perception +6, Ride +4, Survival +6 Un-Encumbered: Athletics +4, Handle Animal +4, Heal +6, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (local) +6, Linguistics +3, Perception +6, Ride +5, Survival +6 Mary's Appearance
Recent History:
For the last few months of being in Absalom, she has been training as an initiate of the Pathfinder Society. Due to her choice of weapon, most people don't seem to want to get too close to her when she is practicing with her crossbow. She was rather reckless early in her career. Though, one day while doing chores around Skyreach, The Society's main lodge in Absalom, she received a missive from a old uncle she knew when she was little. A Robert Schetnek was his name, and it was fun visiting him as she remembers. He has written that he is not well these days, and that he has a gift for her, by way of a friend named a Mr. Daviren Hosk. Mr. Hosk is the owner of Goblin Squash Stables in Sandpoint. Her uncle writes that if he is not around, he would certainly have her gift. After reading the letter, she decides that going there could help get her mind off of how somewhat quiet everyone has been to her. So she decides to go to Sandpoint to see about the gift that was waiting for her. Though during packing, a Venture Captain came by to ask what she was doing. She mentions the letter and that she is going to retrieve a gift left to her by her uncle. The Venture captain notes that there are some ruins up that way, that if she is able to check them out and send a report, she might be able to be initiated into the ranks of the Society's field agents. Mary became excited and promised to do what she needed to do. So she finished packing and got on her way to Sandpoint. But before she could leave, the Venture captain tosses her a book, saying to study it on your way there. It contains translations for nearly every word of the Thassilonian language, so it should be useful. Mary heads out, excited for her gift, and the prospect of finally becoming a Pathfinder Field Agent!
Mary's Crunch, Encumbered:
Mary McMorrison Female human gunslinger (bolt ace) 1 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9) NG Medium humanoid (human) Init +3; Senses Perception +6 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 10 (1d10) Fort +2, Ref +5, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cold iron morningstar +3 (1d8+2) or . . dagger +3 (1d4+2/19-20) or . . longsword +3 (1d8+2/19-20) or . . silver sickle +3 (1d6+1) or . . unarmed strike +3 (1d3+2 nonlethal) Ranged mwk heavy crossbow +5 (1d10/19-20) Special Attacks deeds (gunslinger's dodge, sharp shoot, vigilant loading), grit (2) -------------------- Statistics -------------------- Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 10 Base Atk +1; CMB +3; CMD 16 Feats Point-Blank Shot, Rapid Reload Traits dangerously curious, friends and enemies Skills Acrobatics +3 (+0 to jump), Handle Animal +4, Heal +6, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (local) +6, Linguistics +3, Perception +6, Ride +4, Survival +6 Languages Azlanti, Common, Draconic, Thassilonian SQ crossbow maven Combat Gear acid (2), alchemist's fire (2), holy water (2); Other Gear lamellar (leather) armor[UC], blunted bolts (10), cold iron morningstar, dagger, longsword, mwk heavy crossbow with 40 bolts, silver sickle, backpack, bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 8 gp -------------------- Tracked Resources -------------------- Acid - 0/2 Alchemist's fire - 0/2 Blunted bolts - 0/10 Crossbow bolts - 0/40 Dagger - 0/1 Grit Pool (2/day) - 0/2 Holy water - 0/2 Trail rations - 0/7 -------------------- Special Abilities -------------------- Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith. Deeds Use Grit to perform special abilities with your firearms. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm. -------------------- Start Gold 300 (Max for Gunslinger) Free Weapon due to Bolt Ace Gunslinger: MW Heavy Crossbow Bought Pathfinder's Kit 12 Gold Melee Contingency Kit 150 Gold MW Backpack 50 Gold Lamellar Leather Armor 60 Gold Longsword 15 Gold 40 Crossbow Bolts 4 Gold 10 Blunt Crossbow Bolts 1 Gold Mary's Crunch, Un-Encumbered:
Mary McMorrison Female human gunslinger (bolt ace) 1 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9) NG Medium humanoid (human) Init +3; Senses Perception +6 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 10 (1d10) Fort +2, Ref +5, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee cold iron morningstar +3 (1d8+2) or . . dagger +3 (1d4+2/19-20) or . . longsword +3 (1d8+2/19-20) or . . silver sickle +3 (1d6+1) or . . unarmed strike +3 (1d3+2 nonlethal) Ranged mwk heavy crossbow +5 (1d10/19-20) Special Attacks deeds (gunslinger's dodge, sharp shoot, vigilant loading), grit (2) -------------------- Statistics -------------------- Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 10 Base Atk +1; CMB +3; CMD 16 Feats Point-Blank Shot, Rapid Reload Traits dangerously curious, friends and enemies Skills Acrobatics +4, Handle Animal +4, Heal +6, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (local) +6, Linguistics +3, Perception +6, Ride +5, Survival +6 Languages Azlanti, Common, Draconic, Thassilonian SQ crossbow maven Combat Gear acid (2), alchemist's fire (2), holy water (2); Other Gear lamellar (leather) armor[UC], blunted bolts (10), cold iron morningstar, dagger, longsword, mwk heavy crossbow with 40 bolts, silver sickle, backpack, bedroll, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 8 gp -------------------- Tracked Resources -------------------- Acid - 0/2 Alchemist's fire - 0/2 Blunted bolts - 0/10 Crossbow bolts - 0/40 Dagger - 0/1 Grit Pool (2/day) - 0/2 Holy water - 0/2 Trail rations - 0/7 -------------------- Special Abilities -------------------- Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith. Deeds Use Grit to perform special abilities with your firearms. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm. -------------------- Start Gold 300 (Max for Gunslinger) Free Weapon due to Bolt Ace Gunslinger: MW Heavy Crossbow Bought Pathfinder's Kit 12 Gold Melee Contingency Kit 150 Gold MW Backpack 50 Gold Lamellar Leather Armor 60 Gold Longsword 15 Gold 40 Crossbow Bolts 4 Gold 10 Blunt Crossbow Bolts 1 Gold |