Orc

Gremory Ainsworth's page

503 posts. Alias of Green Smashomancer.


Full Name

Gremory Ainsworth

Race

Tiefling (Devilspawn), Half-orc nowadays.

Classes/Levels

Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gender

Female

Size

M

Age

Don't ask

Special Abilities

Deeds, Bane, Solo Tactics, Discern Lies, Detect Alignment

Alignment

LE

Deity

Asmodeus, Besmara

Location

A Private Island

Languages

Aquan, Common, Infernal

Occupation

Noblewoman, pirate Seafaring Enthusiast

Homepage URL

Character sheet reconstructed

Strength 10
Dexterity 23
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Gremory Ainsworth

HP: 71

AC: 28 (+7 Armor, +2 Shield, +4 Dex, +1 Dodge, +1 Deflection, +1 Insight, +2 Luck)

Touch AC: 16

Flat-footed AC: 20

Initiative: +12

Speed: 30 ft. Base land speed.

Base Attack Bonus: +9

Combat Maneuver Bonus: +9 (+10 to disarm, sunder, trip)

Combat Maneuver Defense: 25 (26 vs disarm, sunder)

Fort: +13

Ref: +14

Will: +12

Feats: Gunsmithing, Point-blank Shot, Precise Shot, Rapid Reload, Weapon Focus (Musket), Rapid Shot, Friendly Fire Maneuvers, Deadly Aim, Empty Quiver Style, Empty Quiver Flexibility

Traits: Fate's Favored, Magical Knack, Resilient

Melee: +1 Rapier; +9 (1d6 + 1 18-20x2)

Ranged: "Better Sweetness" (+1 Seeking Musket); +17 (1d12 + 7 x4), w/rapid Shot; +15/+15/+10 (1d12 + 7 x4), w/Deadly Aim + Rapid Shot; +12/+12/+7 (1d12 + 13 x4)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Know: Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Religion (int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Dex), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).

Racial Modifiers: +2 Diplomacy, +2 Sense Motive 2

Total Skill Bonuses: Bluff +17 (10), Diplomacy +20 (11), Know: Arcana +11 (4), Know: Nature +11 (4), Know: Religion +11 (4), Linguistics +4 (1), Perception +18 (11), Sense Motive +23 (11 ranks, +3 class skill, +4 wis, +3 Stern gaze, +2 racial bonus), Stealth +12 (3)

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for 1 more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.

Dark-Vision: Half-orcs can see perfectly in the dark up to 60 feet.

Spells Known:

Spells Known: (CL 8th, Concentration +12)

0 (at will, DC=14): Create Water, Detect magic, Light, and Read Magic.

1st (5 known, 4 per day, 1 bonus, DC 15): Divine Favor, Expeditious Retreat, Forced Quiet, Shield of Faith and Truestrike.

2nd (4 known, 3 per day, 1 bonus, DC 16): Align Weapon, Invisibility, Protection from Evil (communal), See Invisibility, and Tongues.

Equipment:
Combat Gear: +2 Belt of Incredible Dexterity, "Better Sweetness" (+1 Seeking Musket), +1 Buckler, Burrowing Bullet, +2 Cloak of Resistance, Dry Load (50), Dusty Rose Prism Ioun Stone, Elven Chainmail (+1 Glamoured), +2 Headband of Inspired Wisdom, Jingasa of the Fortunate Soldier, +1 Rapier, +1 Ring of Protection, Silver Bullets (30), Talisman of Freedom (Lesser), Tracer Bullets (4).

Miscellaneous: Bag of Holding type III, (Wand of CLW {47}, Anchor Feather Token, Tree Feather Token, Scroll of Lesser Restoration (4), Potion of Endure Elements (2), Oil of Silence (2) 3.5k gp

WBL:

46000
-02100 (+1 Mithral Chain Shirt)
43900
-01005 (+1 Buckler)
42895
-02020 (+1 Rapier)
40875
-09000 (+1 Seeking Pistol "Sweetness")
31875
-04000 (+2 dex belt)
27875
-04000 (+2 wis headband)
23875
-04000 (+2 cloak of requiredness)
19875
-01500 (Potion of fly x2)
18375
-00750 (Wand of Cure Light Wounds)
17625
-00600 (Scroll of Lesser Restoration x4)
17025
-00100 (Potion of Endure Elements x2)
16925
-02000 (+1 Ring of Deflection)
14925
-00050 (Anchor Feather Token, in the shape of a tree)
14875
-00400 (Tree Feather Token, in the shape of an Anchor)
14475 GP
-00500 (Tracer Bullet x5)
13975
-07400 (Bag of Holding type 3)
06575
-00090 (Firearm Bullets x90)
06485
-00500 (Oil of Silence x2)
05985
-03444 (Burrowing Bullet x2)
02541
-00750 (Silver Bullet x30)
01791
-01500 (Dry load Cartridges x50)
00291 GP

Backstory:

Born to a prosperous noble house in southern Cheliax, Gremory was raised with the idea that some were meant to lead, and some were meant to follow. While many told Gremory that her fiendish heritage was a sign that she was chosen to follow someone elses cause that she was to find someday. She cared minimally, if at all, for the machinations of someone who couldn't even be bothered with the common courtesy of introducing themselves. As far as she's concerned her business is her own, and no one else's business take priority without her express permission.

Gremory took to the idea of seafaring as a way for her to expand her personal sphere of influence for a simple reason. She and her sister Morgan did not get along. The two of them both vied for the favor of their father Lorne, a powerful spellcaster who recently attained lichdom. However, while Gremory learned to deal with others in time, and had somewhat off-putting fiendish traits, Morgan was human, and more naturally charming. The veneer of civility between the two began to thin as the years rolled on, Gremory always playing second to her twin. Eventually, she decided to take to the seas as a way to show her own strength, making a vow to herself to build an armada of her own, without her families interference.

Her insistence on using a gun as a primary means of attack turned out to be useful on the high seas. It was far easier to acquire the needed materials for Sweetness on the unregulated coasts and harbor towns. Indeed, this seemed to be a perfect way to get around a lot of red-tape.

As a child her father granted both her and Morgan a gift for their birthday, a pet for each of them. To Gremory went an experiment of his, it was meant to be both a pet to control responsibly, and a bodyguard, the creature was known as Antares, it was an attempt to combine the features of a magical beast and devil, for both loyalty, and intelligence.

Indeed, she did manage to bond with Antares, now her only friend, who proved just as loyal as he was meant to be. He would tolerate all kinds of things her other family members didn't have time for, or interest in. Tea parties, dress-up, slave-whipping, Antares was happy to join her in all these things. He even learned to mimic speech from listening to her talk, becoming fluent in Common eventually.

To Morgan went a young Red Reaver, called Labolas. This creature was strong and aggressive, much like most of it's kind. He may have been more powerful than the "Deathclaw" Gremory had, but was not unique, nor especially intelligent, and certainly not personally made. Morgan had seen Red Reavers before on the countryside, but never a Deathclaw. They were supposed to come from the eastern nation of Geb, and manufactured in labs. Morgan eventually grew jealous of Gremory's exotic friend.

One day, Morgan took Antares and Labolas into the castle courtyard while her sister was preoccupied, and ordered the Red Reaver to attack. While Antares was faster, and strong, Labolas had grown at a much quicker pace, and was physically superior to the young Deathclaw, overpowering him. Gremory heard the commotion and arrived quickly, only to see her friend being beaten into the ground. She cried out for him to fight back, but the deathclaw could offer little more resistance than he already had. After being forced onyo his back, Antares heard Gremory's voice, and lashed out one last time. He managed one powerful swipe that struck true against his assailant. but it was not enough. He died quickly from his wounds, broken bones and ruptured organs among them, with Gremory in tears over his body.

It was then she decided to leave. Not out of fear, but to find new allies. People she could crush her enemies with. Ones who aren't weak. As such, she departed for the Shackles but a few years later.

Many years of travel on the high seas have helped to toughen Gremory up as she grew to adulthood. She had cut off contact with her family a long time ago, knowing full well what her plans were. Eventually, she came to be "employed" upon a certain ship...

Personality and Appearance:

Height: 5' 8"

Weight: 142 lbs.

Gremory has unmistakably fiendish qualities. Between her whip-like tail, and deep red skin the hallmark of something "other" was at hand. In a non-traditional Chelaxian fashion however, she views her traits as something to be proud of. That she should be the one in charge. She's closer to these Devils that receive so much worship after all. Her unholy qualities are easy to cover for the most part, the wings fold in, albeit uncomfortably, her tail is malleable and easy to hide. A simple cloak is more than enough to hide her devilish characteristics for the most part. She chooses instead to show off at least one of these features at any given time.

Her facial features are sharp and lean. She can undoubtedly thank her inherent resilience against heat and cold for her preserved looks.

Gremory is an ambitious person who demands strength of the company she keeps, thinking of them as a reflection of herself. She is perfectly willing to step on whatever she needs to if it gets her closer to her goal. This has caught up with her more than once in the past, but she has always felt the boons outweighed the negatives.

Of course, Gremory has learned something from these close calls of hers. Planning and long-term thinking are key, and she is patient. She can find a way to make a situation work in her favor more often than not. One thing to note is a strong sense of loyalty she feels towards those who do happen to prove themselves capable and a least somewhat malleable to her whims. Even if the person doesn't like her, she knows how useful they can be, she will fight for and beside them, in a strange sort of honor. If someone does betray her trust however, retribution is swift and merciless.

Her definition of "betray" is a bit loose. She isn't an inherently trusting person, indeed, she expects people to betray her at some point, since that's just business as usual in Cheliax. Without significant losses on her part, she tends not to bear ill will over a slight. In her mind a favor must be repaid in full, no matter how minor. If it becomes clear someone isn't going to respond in kind, she will only associate with them out of necessity, though she'll still keep up pleasantries. Gremory is willing to offer a fair bit of leeway in this regard, but a significant offer is only something she gives someone she has deemed trustworthy enough to repay her in kind.