Marisol is a plain-looking azhari woman except for her sea-green eyes--a most unnatural color for the azhar race.
XP 1,600
Female azhari wizard 6 (water school)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 16, touch 15, flat-footed 13 (+1 armor, +2 Dex, +1 deflection, +1 dodge, +1 natural); 19/18/16 with mage armor
hp 28 (6d6+12)
Fort +5, Ref +5, Will +7
Offense
Speed 30 ft.
Melee club +4 (1d6+1) or dagger +4 (1d4+1/19-20)
Ranged +1 light crossbow +6 (1d8+1/19-20) or dagger +5 (1d4+1/19-20)
Special Attacks cold blast 6/day (1d6+2 cold and stagger 1 round, DC 15 Ref half), scion of steam (Freeport: The City of Adventure)
Wizard Spells Prepared (CL 6th; concentration +10 [+13 on board ship, +14/+17 casting defensively])
3rd--aqueous orb (DC 16), clairaudeince/clairvoyance, lightning bolt (DC 16), water breathing
2nd--buoyancy (Pirates of the Inner Sea 28), invisibility, mirror image, slipstream, web (DC 15)
1st--expeditious retreat, hydraulic push, mage armor, obscuring mist, touch of the sea
0--detect magic, message, ray of frost (ranged touch +5), read magic
Prohibited Schools fire
Statistics
Str 12, Dex 14, Con 14, Int 17, Wis 12, Cha 9
Base Atk +3; CMB +4; CMD 14
Feats Combat Casting, Dodge, Scribe Scroll[B], Skill Focus (Knowledge [geography]), Spell Mastery[B] (invisibility, mage armor, touch of the sea)
Skills Acrobatics +7 [3], Appraise +7 [1], Climb +3 [0], Craft (shipbuilding) +7 [1], Knowledge (arcana) +10 [4], Knowledge (dungeoneering) +7 [1], Knowledge (geography) +15 [5], Knowledge (local) +7 [1], Knowledge (planes) +11 [5], Knowledge (religion) +7 [1], Perception +5 [4], Profession (sailor) +10 [4], Spellcraft +10 [4], Swim +9 [2]; Racial Modifiers +2 Acrobatics, Climb, Profession (sailor)
Languages Aquan, Azharan, Common, Elven, Gnome
Traits Adopted, Scholar of Ruins, Shipboard Caster
SQ arcane bond (amulet of natural armor +1), water supremacy
Combat Gear arcane scroll (invisibility, knock, mage armor, water breathing [2]), potions (cure light wounds [4], cure moderate wounds [2]), silversheen, tanglefoot bag, thunderstone; Other Gear +1 light crossbow and 10 bolts, belaying pin (treat as club), dagger (6), amulet of natural armor +1, bracers of armor +1, handy haversack, pearl of power (1st level), ring of protection +1, astrolabe, grappling hook, mwk carpentry tools, merchant's scale, sextant, silk rope (50 ft.), spell component pouch, spyglass, explorer's outfit, courtier's outfit (40 gp), jewelry (150 gp), [533 gp]
Spellbook prepared spells plus o--(all); 1st--animate rope, cause fear, color spray, feather fall, grease, identify, true strike; 2nd--knock; 3rd--sleet storm, wind wall
[Favored class; wizard, +6 skill points]
Note: Marisol has now qualified for the Mystic Navigator prestige class, and may take her first level of that class when she next gains a level. See the original Freeport Companion, Pathfinder RPG Edition for details of this class, which does not appear in the new Freeport: The City of Adventure book.
Marisol's Bio
Age 21 (approximately); 5' 1", 135 lb., athletic build; brown skin, copper hair, turquoise eyes. Wears typical sailor's garb. Those familiar with other azhar often find her "wrong"-colored eyes unsettling.
Marisol has no memories of her life before the ship Virgin's Veil found her floating on debris from a wrecked ship in the shipping lanes near the Serpent's Teeth. The crew guessed her age to be about 10; now, 11 years later, she still uses the name they gave her and celebrates her rescue date instead of a birthday. Whether her amnesia is the result of exposure to the elements or some other trauma remains a mystery.
Marisol proved a natural-born sailor, and soon became a valuable member of the crew. Within a year or two of being taken in, however, she began to unconsciously manifest some magical gifts. Her adopted "family" had the sense to seek out a wizard, Sylas Crant, who saw great promise in the girl and took her on as his apprentice. She continued to spend half of each year serving aboard theVirgin's Veil, then taking the hurricane season off to study spellcraft with her master. She has a knack for elemental magics, particular water and air spells, so has become an unusual sort of specialist wizard. She spends less time with her master now that she is now capable of serving as a ship's mage and navigator, and she is eager to follow both her passions--magic and the sea--simultaneously.
The Virgin's Veil is a small single-masted ship (cog) that operates between Freeport and the Ivory Ports. The current crew (all human, except Marisol) consists of Marisol, 9 sailors, two officers, and the captain:
Higgins, the first mate, is a weather-beaten old salt who taught Marisol most of what she knows about sailing and navigation.
Angelica, the only other woman on board (and the closest to a mother figure Marisol's ever had), is quartermaster and weapons instructor who bears a number of scars from battles at sea.
Captain Ferrell is a gruff, no-nonsense man who does his best to avoid trouble at sea, but is always in the thick of things when he can't (he usually fights unarmed, and never seems to tire).