Marle

Half-Elf cleric 10 wizard 5

CG Medium Humanoid

Init: +2, Senses: Perception +10

Defense

AC 15, Touch 12, Flat-Footed 13

hp 70

Fort +11 Ref +9 Will +17

Offense

Speed 30ft

Attack +3 Light Crossbow +17/+12 (1d8 + 7)

Statistics

Str 10, Dex 14, Con 11, Int 17, Wis 16, Cha 13

Base Atk +9/+4; CMB +9; CMD +11

Feats Far Shot, Point-Blank Shot, Precise Shot, Weapon Focus (Crossbow), Reactive Healing, Pass For Human, Chilling Amplification

Metamagic Feats Quicken Spell, Rime Spell

Skills Appraise +6, Diplomacy +16, Fly +4, Heal +18, Knowledge (Arcana) +8, Knowledge (History) +18, Knowledge (Nobility) +13, Knowledge (Religion) +8, Linguistics +8, Perception +10, Spellcraft +8,

Languages Common, Elven

Gear +3 Sonic Crossbow, +3 Armband of Protection, Hair Ribbon of Arcane Energy, Sandals of Speed

Prepared Wizard Spells Drench, Detect Magic, Ray of Frost, Prestidigitation | Icicle Dagger, Wave Shield, Abundant Ammunition, Snowball, Mage Armor | Ice Slick, River Whip, Frost Fall, Frigid Touch | Ice Spears, Aqueous Orb, Sleet Storm

Special Qualities

Aura of Protection Marle emits a 30ft aura, up to 10 rounds per day, that causes companions within the aura’s radius to be unaffected by confusion, grapple, frightened, panicked, paralyzed, pinned and shaken conditions.

Liberation For up to 10 rounds per day, Marle may act as though affected by the freedom of movement spell.

Special Equipment

Sonic Crossbow This is Marle’s special crossbow. It has the power to cause enemies struck by its bolts to suffer the effects of a slow spell. When a target is struck by a bolt fired by this weapon, there is a 20% chance that the target is affected by a slow spell. The target may still make a save against the spell’s effects.

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