Paladin of Iomedae

Constance De Morgan's page

29 posts. Alias of Kubular.


Full Name

Constance De Morgan

Race

Human

Classes/Levels

| Gunslinger 5 | AC 23, T 16, FF 15 | hp 39/39 | Fort +5, Ref +10, Will +4 | Per +11 | Init +8 | Active:

Gender

Female

Size

Medium

Age

32

Alignment

LG

Location

Quantium

Languages

Common

Strength 8
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 16
Charisma 10

About Constance De Morgan

Description:

GUARD DOSSIER: DE MORGAN, CONSTANCE

  • BADGE NUMBER: 2908
  • RANK: GUARD LIEUTENANT Junior Guard
  • WARD: MID-TOWN Spooky's Ward
  • DATE OF BIRTH: NETH 6th, 4683 32 Years old
  • RACE: HUMAN
  • SEX: FEMALE
  • EYES: BLUE
  • HAIR: BLONDE
  • HEIGHT: 5 FT. 0 IN.
  • WEIGHT: 100 LBS.

OTHER NOTES:
De Morgan distinguished herself in 4696, at the age of twenty in a sabotage investigation in a factory in Mid-Town. She personally assisted in the discovery and capture of Rodney Elles, a disgruntled worker and religious fanatic who was charged with sabotage, conspiracy, theft, and attempted murder.

Since then, De Morgan has made over 800 arrests and nearly as many convictions. Several of her failed convictions were fairly grievous, despite this impressive record. Including the recent case involving Lord Eddard Smith, in which De Morgan wrongfully accused Smith of conspiracy and embezzlement. This resulted in De Morgan's transfer to Guard Lieutenant Spooky's platoon and a demotion to Junior Guard.

During her time as Lieutenant in Mid-town ward, De Morgan spent most of her time in the field. Because of this, her platoon and leadership over them is currently under investigation. There are also disturbing rumors of unwarranted violence and coercion against citizens to De Morgan's name. These allegations have also moved most of her old cases to be re-opened for investigation. We have been advised to note, however, that public support for De Morgan is noticeable.

De Morgan is also one of several Guards to carry experimental “Firearms”. While not against regulation, the weapons are considered highly dangerous and unpredictable.

Guard De Morgan is also prone to fits of anger which may have been exacerbated by her divorce from her husband several years ago. We are recommending she be given probationary status on Spooky's squad until the physician deems her mind to be sound. This does not supersede previous recommendations to terminate Guard De Morgan's employment.

Personality:

Constance De Morgan prefers to be called by her last name in most cases. The professionalism of it keeps her petite height less of an issue as the weight of being a Guard comes into the conversation. Being small and a woman meant that De Morgan's dreams of being a Guard Captain would be dubious at best. Because of that, she has fought extra hard to distinguish herself as the best guard in the City. She does have a temper problem, however, for the most part she keeps her emotions in check while on the clock. Which nowadays, is most of the time. Or was before she got transferred.

It may be worse to be on call 24/7. It may not be, but Spooky's squad seems like it might be the most challenging thing she's ever faced.

Prologue/backstory:

”Quantium is not a place for the faint of heart. Sure, the city is beautiful, filled with cathedrals, temples, statues, and great manors for the wealthy. But underneath all the glitter, the darkest corners of the city will readily eat you alive. Vampires, black wizards and other monsters rule the city beneath the shining council. The monsters and other unsavories have footholds even in the council, even here, in the guard. Quantium is a city under siege, but its a siege that no one knows about. No one but a few of us guards. “

-------

I pulled the trigger and a deafening CRACKOOM echoed throughout the building. The noise was oddly comforting to me. It meant that I was still standing and the bad guys were either running or dead. Or cowering in a corner like a small rodent.

Smith squealed indignantly, ”Oh Gods you're insane! Get out of my house! Get away from me you barbaric imbecile, I have rights! I'm a citizen!” He shook and babbled some more as I stalked toward him. I stowed my pistol and reached for the manacles on the back of my belt. ”Lord Eddard Smith, you're under arrest for conspiracy, and embezzlement of public funds. As I began to read him his rights, Lieutenant Randal Grint, from the Uptown Ward entered the room and interrupted, ”Actually, he isn't, Connie dear,” I flinched angrily at the over-familiar use of my name, The good Lord Smith is a philanthropist and an asset to the community. He doesn't need something like this on his record. He was just in the wrong place at the wrong time. Give the man a chance.” He flashed a brilliant white grin my way as I dragged “the good” Lord Smith to his feet in chains.

It was a difficult feat to be sure. I'm almost a head shorter than Smith, luckily, like most rotten scum, he was shaking like a leaf.

That damn snake, I thought to myself. I kept that to myself and instead grunted, the way that men think is only theirs to grunt, ”Get out of here Grint, this is out of your jurisdiction.” Grint only slithered closer at that and smiled, ”Come now Connie dear-” I interrupted him mid-sentence, ”It's De Morgan to you. My friends call me Connie.” He continued, confidence not to be bristled, ”De Morgan, then. If you won't listen to reason, then perhaps you'd like to know that Guard Captain Hall is on a first name basis with Lord Smith and would kindly appreciate it if you let him go.”

I faltered a bit.

Hell... I've wanted to be Senior Captain since I was nine years old, and I've been chasing that dream ever since. If I screwed this up with Captain Hall, I'd be stuck in Central the rest of my life. Or on some God-forsaken night-post. It wasn't technically a direct order from a superior officer, though, Grint was the same rank as me, and his Captain wasn't actually here. If I made that point crystal with the brass, I might be in the clear.

Yeah, and one of these days I might settle down and run a small business.

Potential Carreer Limiting Move or not, I had a job to do and the law to uphold. No one was above the law, not even –No, especially not –snobby rich kids. I growled back at Grint, ”If Captain Hall wants to make bail on my perp, he can come to Mid-town ward and do it himself.”

------

“I read your file, Lieutenant Guard Morgan. Although we soon won't be calling you that anymore,” Senior Captain Regnal intoned, “I'm sorry about what happened, but your career isn't totally dead in Spook.” I shifted in my seat, still trying to sit straight, despite how low I was feeling. I inquired curtly, ”Sir?” He smiled back, ”You may have heard things Lieutenant Spooky's platoon, some of them are true. It's probably why Randal and Hall got you assigned here and why you were slouching in your chair.” I opened my mouth in protest, ”I was not slouch- but he raised his hand and I stopped. He wasn't wrong that I was a worried though. Spooky has the highest death rate of any squad in the city. It's a literal suicide squad. But its either that or quitting my job. And I'll be damned before I let that slippery bastard Grint get the best of me.

The Captain continued, ”While it's true that Spooky handles some of the most lethal assignments, I have confidence in your ability to defy death. Your work might not be recognized as publicly as your previous post, but be certain that if you do well in this squad, your dreams of becoming Captain will come to fruition.“ He smiled at me and then at the door. I look back in time to see Grint passing by giving me a sneer through the door.

I raised an eyebrow, ”Are you a-

”Precog? No, just familiar with the building De Morgan.“ he interjected and passed me a wink.

I grinned widely in understanding. Maybe too widely, I couldn't tell. ”Of course, Captain.”


Friends and Foes:

Friends!

  • Sergeant Evellior Illiari: De Morgan's old number two in her ward in Mid-town. An elf with a penchant for mischief, and a sucker for good puzzles. He likes De Morgan and is on good terms with the higher ups. He negotiated her probable suspension and possible termination to probationary status in Spooky squad. He might still be willing to help De Morgan out at her new post if she needs supplies or information.
  • Alliana Galanodel: De Morgan's shrink for her temporary status. One of several Aassimar in the country her blue skin causes her to stand out. She holds no ill will toward De Morgan, but will likely see that her anger issues could be a problem in the field.
  • Lawrence "Blue" Strom: A freelance wizard investigator whose expertise had been helpful in several of De Morgan's old cases. He's a human with a bag of tricks and the proprietor of "Strom's Apothecary and Occult Store". He's also De Morgan's go-to man for enchantments, potions and alchemical tools and reagents. She nicknamed him "Blue" because of the color of the robes he wears.
  • Marie De Morgan: Not exactly a friend since she's Constance's Mother. Also not exactly a friend since the two aren't on speaking terms any more after Constance's divorce. She is a widow to the deceased Captain Shawn De Morgan and mother of six (now adult) children.

Foes!

  • Captain Phillip Hall & Randal Grint: An upper crust socialite captain and his ladder climbing toady. They are primarily responsible for De Morgan's transfer to spooky. They will jump on any excuse to have her fired.
  • Lou "Blackfinger" Johnson Blackfinger got his nickname in an illegal weapons bust led by De Morgan and her squad while she was a Sergeant. She shot off his right thumb with her trademark gun. Most criminals fear her, but he's just been angry and has since been earning a reputation as an assassin.
  • Malek Ahmed: A Vampire crimelord and the owner of a so-called Gentlemen's Club in Quantium. De Morgan offended him when she insinuated he had been involved in a serial killing in his territory. He was, but only tangentially, and nothing could be tied to him. Still, her dragging the facts into the light upset him, though he hasn't tried anything on her yet.


Social Classes and opinions!:

Comfortable Classes

  • Middle Class Citizens: De Morgan considers herself a middle class citizen. Most of the people she knows and respects belong to this group so its no wonder she's most comfortable with them. Being able to kick back and enjoy a few beers is what makes them family.
  • Working Poor: The servants and lower craftsmen are always helpful to De Morgan, socially or not. She has friends among their number and is always grateful for their help and company.

Uncomfortable Classes

  • Wealthy Citizens: Always at least a touch arrogant, like they own the place all the time. She doesn't enjoy their showy displays of wealth and sees most of it as tasteless excess. She tries not to make it public knowledge that she dislikes them, but it has made it difficult for her to advance in the Guard.
  • Nobility: The worse version of Wealthy Citizens. They actually do own the place and it bothers her to no end that just because someone's great grand-pappy helped build the city, they get special privileges. She will admit that not all of them are bad, she just wishes the concept were different.

The Odd Ones Out

  • Desparate Poor: Beggars and strays never hold much of anyone's attention, De Morgan is no exception. Like most people, she can only really feel pity for their lot in life.
  • Middle Class Outsiders: De Morgan doesn't meet very many travelers, but views them with an eye of distrust out of habit. Not to say she particularly dislikes them, she's just like most people who harbor a healthy fear of the unknown.
  • Wealthy Outsiders: Like Wealthy Citizens, De Morgan holds a certain disdain for the Outsiders' profligate lifestyles. She has little contact with them, though, so it hardly warrants the "uncomfortable" category.
  • Magocracy: The Magocracy bothers De Morgan similarly to the Nobility, but the concern is less great because they actually have the power to back up their claims. She thinks its a little unfair that the Gods or the universe or whatever could have gifted these individuals with so much power. But then again, she knows they probably paid for it in blood, so to speak.


The Block of Stats!:
Constance De Morgan
LG Medium Humanoid (Human)
Init +8; Senses Perception +11
===== Defense =====
AC 23, touch 16, flat-footed 15; (armor +5, Dex +6, Dodge +1, shield +1)
hp 39 (5d10+5);
Fort +5, Ref +10, Will +4
===== Offense =====
Spd 30 ft.
Melee Cestus +3 (1d3-1)
Ranged +1 Pistol +10/+10 (1d8+12/x4) [Assuming Point-blank Range, Deadly Aim, and Rapid Shot]
Special Attacks
Up Close And Deadly: Spend 1 grit point to deal 2d6 bonus precision damage on a hit with a one-handed firearm that is not making a scatter shot.
===== Statistics =====
Str 8 (-1), Dex 22 (+6), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)
Base Atk +5; CMB +4
Feats Gunsmith, Rapid Reload (Pistol), Point-blank Shot, Rapid Shot, Precise Shot, Weapon Focus (Pistol)
Traits Influence (Sense Motive), Larger than Life
Skills Acrobatics +13 [4 ranks], Craft (Alchemy) +2 [1], Knowledge (Local) +9 [5], Intimidate +8 [5], Perception +11 [5], Sense Motive +12 [5], Stealth +11 [5],
Languages Taldane (Common), Kellish
Combat Gear +1 Mithral Chain Shirt (2100 GP), +1 Pistol (2300 GP), Belt of Incredible Dexterity +2 (4000 GP), Masterwork Buckler (155 GP), Alchemical Cartridges, Paper x50 (50 GP), Bullet, Silver x4 (10 GP), Bullet, Adamantine x4 (24.4 GP), +1 Merciful Alchemical Cartridge, Paper x10 (1610 GP), Gunsmith's Kit (15 GP), Alchemical Cartridge, Flare x2 (2 GP), Ioun Torch (75 GP), Blue Book (5 GP), Portraits Book (10 GP), Weapon Blanch, Ghost Salts (20 GP), Weapon Blanch, Cold Iron (20 GP)

234.6 GP Remaining
===== Special Abilities =====
Grit (Ex) 4(.25) pts/day A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds (ex):
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.


  • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
  • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.