Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Gwyndolin Maulsen's page

579 posts. Alias of AdamWarnock.

Full Name

Gwyndolin Maulsen


Aasimar (Musetouched)


Fighter 1/Rogue 1 HP: 11/16 AC 17/13/14: F+3, R +5, W+0 (+1 versus Charm/Compulsion), Per:+5, Init: +3




5 feet 3 inches 105 lbs




Neutral Good



Strength 14
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 10
Charisma 15

About Gwyndolin Maulsen

Gwyndolin Maulsen
Azata-Blooded Aasimar (Musetouched) Fighter 1/Rogue 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+1d8+2)
Fort +3, Ref +5, Will +0; +1 vs. charm and compulsion
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
. . dussack +5 (1d6+2/19-20) and
. . dussack +4 (1d6+2/19-20) and
. . kerambit +4 (1d3+2/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—glitterdust (DC 14)
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits adrift, armor expert, charming
Skills Acrobatics +8, Bluff +6 (+7 vs. characters who could be attracted to you), Diplomacy +8 (+9 vs. characters who could be attracted to you), Disable Device +11, Escape Artist +7, Intimidate +6, Perception +5 (+6 to locate traps), Perform (dance) +8, Perform (sing) +8, Sleight of Hand +7; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing)
Languages Celestial, Common, Sylvan
SQ mark of slavery, trapfinding +1
Combat Gear potion of cure light wounds (4); Other Gear masterwork chain shirt, dagger (4), dussack, dussack, kerambit (2), artisan's outfit (2), backpack, masterwork, bedroll, belt pouch, scarf, blanket, grappling hook, hat, silk rope, thieves' tools, masterwork, 43 gp, 1 sp
Special Abilities
Adrift +1 to save vs charm and compulsion effects.
Armor Expert -1 Armor check penalty.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Gwyndolin never knew why her mother and father abandoned her on Krisol. All she knew was that since she was barely five years old, she had been alone.
She lived for a few years scrounging for scraps and begging when the older and stronger orphans came and took what little food and water she'd managed to get. A man from a local gang saw her on a street corner, and noticing the way people seemed to trust her, decided that his gang of thieves and cutpurses could use someone like that. He offered her a warm place to sleep, food, and water. Desperate to survive, she took the man up on the offer.

The next several years were an unending hell for the Muse-touched Aasimar. The leader of the gang saw potential for using her as a tool to pull of the big jobs. Robbing nobles and wealthy merchants blind, and perhaps adding a little assassination and murder to the mix. He had her trained to fight. Failure was met with the lash. They would bandage her wounds, and put her right back to work. The pain and restrictive bindings would hamper her, and failure was met with more lashes. She learned to move, even when hampered by clothing or bandages or chains.

After a few years, they put her to work in the markets. Picking pockets and grabbing trinkets and small items from stalls. She learned to do it almost by second nature, without even looking. They put her to work picking locks and as a distraction as well. If she dared refuse, she was beaten. If she failed, she was beaten. Only obedience and success saw the end of the pain. As she got better, she was given tools, knives, and armor. They weren't hers, she was told, they belonged to the gang, as did she.

Six years after being taken in by the gang, Gwyn was almost broken. Her nature was opposed to what she was doing, but following what her heart told her was right only brought pain. Doing as the gang's leader wanted was a relief from it. When she thought things couldn't get worse, the hideout that she had called home was attacked by a rival gang. She ran for her life as the other members were slaughtered. Through alleyways, over rooftops, and down the roads and pathways of the city she ran, the members of the other gang right on her heels.

She was cornered by a small church in a poor neighborhood. Desperate to live, to escape, she drew a knife and cut the first man that approached her. The others swarmed over her, beating her to the ground, then to unconsciousness. They left her for dead, but she hung onto life with the barest tips of her fingernails.

She awoke in the church two days later. The priests and priestesses there caring for her. They taught of their goddess, Shelyn, The Eternal Rose. They taught her to take her talent for singing and dancing and use it to bring joy. They taught her the values of goodness, love, and faith. The things that she never knew she so desperately wanted were here in this place, and soon she found herself worshiping alongside the priests and priestess of the church.

In exchange for their care, she helped the needy in the city however she could. When word of a group of bandits in the hinterlands reached their ears, Gwyn knew she'd be leaving soon. She had a debt to repay, and she intended to see it through.

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.