Gremlin, Pugwampi

Splicer Beast's page

45 posts. Alias of Pact Stone GM.


RSS


The remaining splice battling Breach also splices as a standard action, each then taking five-foot steps to set the flank. Exiting the patch of oily grease left by Gandel’s magic though is not as simple as it might first appear.

Splice #1 attempts a DC 10 Acrobatics checks to exit: 1d20 + 4 ⇒ (11) + 4 = 15

Splice #2 attempts a DC 10 Acrobatics checks to exit: 1d20 + 4 ⇒ (18) + 4 = 22

They both though nevertheless succeed and Breach finds himself flanked after all. But it seems a fair fight, Breach plus his axe makes it two versus two.


The splice battling Hurgah splits into two as a standard action, with both the original and newly created splice then taking a five-foot step to set the flank. Both duplicates are injured and shaken. The raging Reaver does not appear overly concerned.


Halstaft bravely continues his powerful chant to Angraad, risking exposure to the twin splicer beasts before him in order to call forth a powerful ally to turn the tide of the battle.

One splice uses its splice ability, splitting into two. The first of the new pair cunningly sweeps in behind Hal, setting a flank. The other moves 40 feet north, away from Hal and the Dune Squad, though it is inadvertently moving closer to Moonpate who flies overhead. The third splice attacks, taking advantage of the newly formed flank.

Splicer beast, gore attack against Halstadt AC 17* with superior flanking bonus: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 (hit)

Damage from splicer beast gore attack if successful: 1d8 + 4 ⇒ (5) + 4 = 9 (applies)

The creature leaps at Morgrym, bringing the force of its weight down on the cleric. It rakes its claws and tusks down the front of the dwarf’s muscled chest, snapping and tearing the links of his mithral shirt. Halstadt tries to bite through the pain of the assault, trying to desperately maintain his link to the great mystic fireforge.

*I’ve given Hal the advantage of his buckler while he’s spellcasting. I’ll try to figure out later whether that’s correct or not, I think it is, but it doesn’t matter here.


Meanwhile at the "Donkor Pocket". . .

With its desperate flight failing, the trapped beast turns to fight! Suddenly it is unclear who is pursuing who as the splice snaps at the young priest, its jaws and tusks flailing away—a moment later Donkor finds himself outnumbered. Where there was one, now there is two.

Splice as a standard action. Both splices execute the now familiar tactic in which they both take 5-foot steps to flank Donkor and his steed, ending their turns. Both duplicates are injured and shaken.


And finally,

The lone injured splice facing off against the deadly combo of Kogan and the Reaver, senses the end is near. It's eyes glaze over as it makes a decision and then suicides itself in an attack.

Splicer beast, gore attack against Hurgah AC 17 (-2 for rage to 15): 1d20 + 7 ⇒ (1) + 7 = 8 (miss!)

Damage from splicer beast gore attack if successful:1d8 + 4 ⇒ (7) + 4 = 11 (n/a)


No sooner has Hal cut his target off, than he finds himself facing two creatures instead of one -- the dastardly division has occurred yet again! The (injured) creatures wheel around the dwarf's horse, taking advantage of their now superior number.

OOC: Standard action to splice. Then two, five-foot steps to set a flank. It's possible for Hal to dismount into a square where he will not be flanked though - the same is true for Breach


Just as Breach catches the (uninjured) splice on his horse, the creature divides, presenting him with two targets. Suddenly, he finds himself pinned in between the two snarling beasts!

OOC: standard action to splice. Then two, five-foot steps to set a flank.


"The Great Divide"

Moonpate is flying through the air, chasing down an injured splice. He has closed the gap to 120 feet. Donkor below him has closed the distance to 100 feet, riding frantically out of control on his conjured steed. Though unlike Moonpate, Donkor cannot yet actually see the splice which is weaving in and amongst the dunes.

OOC: standard action to splice, then two move actions to travel 40 feet in different directions

For the briefest of moments, the beast stops running and, using its tusks, it shreds its own bloody form in twain. Now there are two. The first runs straight north. The other runs straight west, presenting two separate targets.


In the meantime. . .

The splice to the south of Hurgah attacks. It launches itself forward seeking to drive its tusks into Hurgah's chest.

Splicer beast, gore attack against Hurgah AC 17 with superior flanking: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21 (success)

Damage from splicer beast gore attack if successful:1d8 + 4 ⇒ (1) + 4 = 5 (applies)

The creature latches on, bringing all four of its claws to bear as it rends away at the Reaver. At the same time, the splice to the north seizes the moment and duplicates.

Standard action to splice. One splice then moves 40 feet east. This would draw an attack of opportunity, but Hurgah's fresh out for the round. The other takes a five foot step west and bases Moonpate.

Hurgah is too busy fending off the thicket of claws to notice that behind him one splicer beast cagily dashes off to engage in even more duplication-warfare from a safer distance. The other moves into position to stalk the rotund wizard.


Karek Kogan wrote:
Karek holds his ground, not turning his gaze from the unwounded one. He raises his hammer for his next attack.

Gone!

The beast dashes away, perhaps not fully appreciating how lucky it is to be alive. It scrambles over the dune heading southwest, but then disappears out of sight, with only the trail of fresh blood leaving a clue as to its direction.


To start us off:

The splice to the south of Moonpate flees. It appears to be panicked and takes a run action, moving south west. This draws an attack of opportunity from Moonpate, Hurgah and Karek.

Let me know who (if anyone) wants to take it. Going once. . .


Initiative for the splicer beast: 1d20 + 6 ⇒ (18) + 6 = 24

Ah! Looks like they are finally getting in there!


For the Vanguard:

Hammer and claw suddenly explode amongst the pack! Panic spreads as the splices slam into one another as they scramble to get out of the way.

Perception check vs. DC 18 (Base 10 + spell level [4 x 2]): 1d20 + 6 ⇒ (4) + 6 = 10 (fails!)

Looks like everyone gets that extra standard action - it is now the surprise round.


The sand-covered, tri-tusked beasts attack!

1. Splicer beast #1, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 (hit!)

Damage from Splicer Beast #1's gore attack if successful: 1d8 + 4 ⇒ (6) + 4 = 10 (applies)

2. Splicer beast #2, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 (hit!)

Damage from Splicer Beast #2's gore attack if successful: 1d8 + 4 ⇒ (7) + 4 = 11 (applies)

3. Splicer beast #3, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22 (hit!)

Damage from Splicer Beast #3's gore attack if successful: 1d8 + 4 ⇒ (1) + 4 = 5 (applies)

4. Splicer beast #4, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12 (miss!)

Damage from Splicer Beast #4's gore attack if successful: 1d8 + 4 ⇒ (4) + 4 = 8 (n/a)

The beasts tear into the unarmored barbarian at the rear of the caravan, splashing his blood on the sand, caking their muzzles in red froth.

Hurgah finds himself reminiscing about the good old days when he used to have a stoneskin spell in place.


Recognizing the scent of the draconic half-orc as one and the same from the blood patch in the Golden Tent, and knowing that its terrible mistress has commanded it to seek out and slay that prey, the splicer beast attacks with savage abandon.

Initiative: 1d20 + 6 ⇒ (3) + 6 = 9


Behind Enemy Lines:

The creature’s eyes follow the horses dashing by in the distance, its head slowly turning. It is though, otherwise still.


Behind Enemy Lines:

No sooner did the splicer beast leave the tent, then the scent went cold. Unable to return to Vavonne to admit its defeat after mere seconds, the creature struck out for the desert, hoping to get lucky. There would be many miles to cover. But it had its methods. . .


Technically, it is possible for the splicer beasts to start climbing out of the 30 foot pit. But with their penalty for blindness condition they cannot succeed on the roll. So the remaining splicer beasts will end the round by taking their saves against the glitter dust.

1. splicer beast no. 2 (burnt by burning hands & in pit) attempts a DC 19 Will save to negate its blindness condition: 1d20 + 2 ⇒ (19) + 2 = 21 (success)

2. splicer beast no. 3 (burnt by burning hands & in pit) attempts a DC 19 Will save to negate its blindness condition: 1d20 + 2 ⇒ (13) + 2 = 15 (fails!)

3. splicer beast no. 4 (burnt by burning hands & in pit) attempts a DC 19 Will save to negate its blindness condition: 1d20 + 2 ⇒ (9) + 2 = 11 (fails!)


A second splicer beast leaps away from the chasm of sand as its pack brothers fall inside. It breaks away from the melee, circles around and attacks the savage dwarf who appears to be off-balance as he swings with his massive hammer.

OOC: There's no attack of opportunity there - he's not based. There's no actual flank on Karek though, his superior flanking buddy has fallen into a pit (and was blind anyway).

Splicer beast gore attack against AC 20: 1d20 + 7 ⇒ (5) + 7 = 12 (fails)

Damage if attack is successful: 1d8 + 4 ⇒ (5) + 4 = 9 (n/a)


Pressed by both giant Hurgah and giant Scorpion King, an injured splcier beast pulls back onto its powerful fore legs and springs at the giant scorpion, looking to tear open its shell with its tusks.

Splicer beast gore attack against AC 16: 1d20 + 7 ⇒ (20) + 7 = 27 (A threat! First time!)

Splicer beast gore attack to confirm against AC 16: 1d20 + 7 ⇒ (3) + 7 = 10 (no crit! Sigh.)

Damage if attack is successful: 1d8 + 4 ⇒ (2) + 4 = 6 (applies)

The spliced beast leaps upon the scorpion and shreds open a chunk of its carapace, looking to sink its jaws into the guts below.

OOC: Scorpion King's hit points are reduced from 37 to 31.


OOC: We be up next!


Still looking for that party name? I think you should go with "We suck dog turdies and can't take the desert heat".

Too long?


To the south. . .

Four frustrated splicer beasts continue to tear at their outer layers in a violent frenzy. Their forms seem to meld into a single pack of blood and gore, but the disgusting mess is definitely expanding. When you look again, you see that Breach Shattershield is now charging towards eight splicer beasts.

OOC: The good news is that all eight are blinded from Jason's glitterdust. The bad news is they are about to attempt new saves.

1. splicer beast no. 1 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (9) + 2 = 11 (fails!)

2. splicer beast no. 2 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (18) + 2 = 20 (saves)

3. splicer beast no. 3 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (3) + 2 = 5 (fails!)

4. splicer beast no. 4 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

5. splicer beast no. 5 (burnt by burning hands and recipient of magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (2) + 2 = 4 (fails!)

6. splicer beast no. 6 (burnt by burning hands and recipient of magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (4) + 2 = 6 (fails!)

7. splicer beast no. 7 (burnt by burning hands and recipient of more severe magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (14) + 2 = 16 (fails!)

8. splicer beast no. 8 (burnt by burning hands and recipient of more severe magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (18) + 2 = 20 (saves!)

Eight (sorta) blind splice, see how they replicate...


Surrounded on all sides, and trapped between a giant waterfall sphere and some kind of monstrous scorpion king, the last splicer beast to the west decides to suicide itself in a final blaze of animalistic fury.

First the creature rolls to the side and regains its footing.

OOC: Stands as a move action - draws attack of opportunity from the giant scorpion and from Gandel. (AC one place worse from slow)

Giant scorpion pincer (claw) attack of opportunity:[ooc] 1d20 + 6 ⇒ (19) + 6 = 25+ grab (success!)

Possible damage from pincer:[/ooc] 1d6 + 4 ⇒ (2) + 4 = 6 (applies!)

Attempt to start a grapple as a free action without provoking an attack of opportunity with use of grab ability:1d20 + 8 + 12 ⇒ (12) + 8 + 12 = 32 (splicer beast grappled!)

Additional damage from constrict ability in the event of a successful grapple: 1d6 + 4 ⇒ (3) + 4 = 7 (applies!)

As soon as it rolls over, it rolls into the waiting pincer claw of the scorpion king. With a lightening quick motion that belies its great size, the scorpion scissors the splicer beast in half.

OOC: No attack for the remaining splicer beast to the west on account that it has been "bodied" as the kids say. Sorry Gandel, you've been beast on the AoO, but you can take it anyway for catharsis, if you like as it would be simultaneous.

That leaves only the blind gang to the south.


Finally! We're up!

[insert generic OOC trash talk]


And to the far west, the splicer beast that has been strangely staying out of combat? It seems to suddenly change its mind. Now that the fearsome half-orc appears to be ignoring him and is focussed on killing its pack mates with his back turned, it suddenly charges forward!

Hurgah, however, has not forgotten the beast at all. He suddenly spins ready to use the creature’s momentum against him.

OOC: Thanks to Hurgah’s reach, the splicer beast draws an attack of opportunity. And it has an AC penalty from the charge. Have at him there Jace!


Blinky bravely snaps at the retreating splicer beast as though its departure had something to do with him.

However, the creature’s partner swiftly exacts its revenge!

Splicer beast gore attack on riding dog AC 13:1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 (hit!)

Damage from gore, if successful: 1d8 + 4 ⇒ (4) + 4 = 8 (argh!)

The foul beast sinks its tusks into the hapless pharaoh dog and lifts it off the ground like it was but a pup. With its muscled neck it swings its head side to side, back and forth like a whip, each time exerting more and more g-force on the spine of pharaoh dog.

OOC: Blinky's down to 7 hit points.


And to the west. . .

Having seen a glimpse of the vast beyond of the great bone yard of Pharasma, one splicer beast decides to run for safer pastures.

OOC: The beast unknowingly runs right by Gandel. He can have an attack of opportunity if he wants, but it will negate his vanish spell. Just let me know.


At the same time, to the south, in the glittering globe of light, two splicer beasts find themselves unable to determine which way their prey (Thalia) has escaped to.

In frustration, they sit back on their haunches and tear at their own flesh. When the light show subsides, there are four beasts instead. . .

OOC: I believe this is the first time you have seen an injured beast replicate. When they do, the new ones appear to have the identical injuries as the originals – in this case the burn scars from Thalia’s burning hands spell. Also, like the original pair, the new pair is blinded. That means a quartet of saves are required as they complete their turn:

1. splicer beast no. 1 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

2. splicer beast no. 2 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

3. splicer beast no. 3 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

4. splicer beast no. 4 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (2) + 2 = 4 (fails!)

OOC: Wow! I think they're even replicating die rolls. Isn't there a song for this? Four blind splice, see how they replicate...


Meanwhile, its pack partner continues to harass Halstadt. The dwarf is trying to transition from his spell to a proper combat posture and the beast is determined to maintain its advantage.

Splicer beast gore attack against AC 17: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 (Miss!)

Damage if successful:1d8 + 4 ⇒ (5) + 4 = 9 (n/a)

Still affected by Jason’s magic, the creature is simply too slow. Hal regains his two-handed grip on his axe and uses its double-head as a bladed shield against the assault.


First, a very, very crispy splicer beast pinned between Karek and Breach continues its relentless assault against Breach. It suddenly rears up on its hind legs and uses the full weight of its muscled body to force the dwarf's spiked shield out of position. Then, seizing on the brief opening, it suddenly launches forward attempting to drive its tusks into Breach's face.

Splicer beast gore attack against AC 23: 1d20 + 7 ⇒ (19) + 7 = 26 (hit!)

Damage if attack is successful: 1d8 + 4 ⇒ (2) + 4 = 6 (applies)

Breach moves at the last instant, using his shoulder guard to block what might have otherwise been a fatal blow. He then uses the shaft of his axe to force the sinewy creature off of him and create some space to wield his weapons. As he does so, he sees that the creature has managed to rake one of its tusks through a joint in his breastplate and a blast of blood flows from the sudden wound.


OOC: Alright! The good guys finally get a turn!

What? Not the good guys?

I thought we was the "underdogs". Get it? Ah, never mind.


Splicer Beast wrote:

Lastly to the northeast, there are two further splicer beasts. The first, just recently created, begins loping towards Breach and Karek, a guttural growl escaping its lips as it closes.

The second, continues to tear at its own flesh, using its tusk to rip open a fresh hole in its flank. A few moments later, the creature has somehow managed to shred itself into two identical fully-formed selves.

OOC: The one closing is now 10 feet away (north) of Breach and karek. The two hanging back are 50 feet away (north).

Whew! That's it for the splicer beasts this round.

OOC: I actually screwed this up. These two are not slowed and haven't taken their move actions. (I think I treated them as acting in a surprise round out of habit) After replicating, the beasts also move 40 feet closer to breach and Karek (10 feet away). The one that didn't replicate has enough move to charge Breach.

Charging gore attack against AC 23 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (miss!)

Damage from gore attack, if successful 1d8 + 4 ⇒ (1) + 4 = 5

The racing beast flies at Breach but the powerful dwarf absorbs the charge with his shield and and shoves it aside - giving a poke with the his deadly shield spikes for its trouble.

OOC: There Denis - now Hal should be able to get four. The edge of his blast will just miss Breach, Karek and himself - close enough that they will feel it - maybe singe a couple of beard hairs.


Lastly to the northeast, there are two further splicer beasts. The first, just recently created, begins loping towards Breach and Karek, a guttural growl escaping its lips as it closes.

The second, continues to tear at its own flesh, using its tusk to rip open a fresh hole in its flank. A few moments later, the creature has somehow managed to shred itself into two identical fully-formed selves.

OOC: The one closing is now 10 feet away (north) of Breach and karek. The two hanging back are 50 feet away (north).

Whew! That's it for the splicer beasts this round.


Thalia roasts a pair of splicer beasts, but the creatures survive. They answer her challenge by leaping at her, seeking to gore her legs and drag her from Scimitar's back.

first gore attack from splicer beast versus AC 14 1d20 + 7 ⇒ (9) + 7 = 16 (hit!)

Damage roll from first gore, if successful 1d8 + 4 ⇒ (2) + 4 = 6

second gore attack from splicer beast versus AC 14 1d20 + 7 ⇒ (8) + 7 = 15 (hit!)

Damage roll from gore, if successful 1d8 + 4 ⇒ (4) + 4 = 8

The tusks find flesh. A wave of searing pain rushes through Xian'an.

Thalia takes 14 points of damage. Though on the positive side, she's kept these beasts too busy to replicate.


It's the weirdest thing, a single beast continues to challenge the now giant Hurgah to the west. It doesn't venture any closer though, instead pacing back and forth snarling and snapping with its tusks.

OOC: The creature is a good 50 feet away from Hurgah. The beast striking at Moonpate is much closer to the half-orc.


Meanwhile, to the east, two splicer beast are continuing to bear down on Halstadt Morgrym. However, just before they can spring their trap, they are struck by Jason's spell. The beasts too slow down drastically, and lose their momentum as their assault is ruined.

OOC: Just a pair of move actions. Hal is flanked, one adjacent to him to the north, one adjacent to him to the south.


There is one beast which has managed to avoid both Moonpate's orb and Jason's spell.

Without skipping a beat it leaps through the air flying towards Moonpate, suddenly screaming like a jungle cat. The muscles on the creature are truly powerful.

Charging gore from splicer beast 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (fails!)

Damage roll from charging gore, if successful 1d8 + 4 ⇒ (3) + 4 = 7

The beast flies past Moonpate, clearing the camel, landing on the other side. However, his razored tusk is deflected by the magic of Moonpate's invisible enchanted armor.

Undeterred, the creature quickly looks to leap again.

OOC: This creature has a -2 penalty to its AC from the charge.


A splicer beast is trapped in a massive orb of churning water.

Nonlethal damage from beginning round trapped in the orb 2d6 ⇒ (5, 4) = 9 (not bad!)

Attempted DC 18 Reflex save to escape the orb 1d20 + 7 ⇒ (5) + 7 = 12 (fails!)

The beast remains trapped. It thrashes with all four of its limbs, but is simply tossed upside down in the whirling waters.

ooc: It seems I might now need to also turn my mind to the thorny question of whether a splicer beast is capable of holding its breath. I have only myself to blame.


Gandel braces for impact as the two massive wolf-like beasts begin their final leap upon him. At the last moment Jason's spell catches them just as they are about to pounce. Now moving as though fighting against unnatural gravity, it's all the creatures can do close. For a moment, Gandel breathes a sign of relief, but then he realizes their huge snapping jaws still seem to be functioning. Each of their tusks is almost the size of his arm.

OOC: In lieu of a charge, the beasts take crappy move actions instead. They are adjacent to Gandel, north and south. He is flanked.


To the far west, a single creature remains to threaten the rear of the camel train, where Hurgah is. It snarls and barks at the half-orc as it dances forward and back, but it hasn’t come any closer. It remains 50 feet away.

OOC: What the hell? It seems to be waiting for something.


To the northwest, two creatures rush in – one has zeroed in on Moonpate, while the other looks to be going for Blinky (or possibly Gandel).

On the opposite side, to the southwest, a pair of creatures are mirroring the movements of their pack brothers to the north in order to trap Moonpate and Gandel in a pincer-like maneuver. They are closing fast!

OOC: No splits here, just move actions. Moonpate now has a splicer beast 10 feet away to his left and right (to the north and south). The same for Gandel.


Meanwhile, the second creature that is approaching the dwarves from the southeast pauses. It’s form begins to shudder as the creature bends halfway around and begins to shred at its skin with its tusks. A “split”-second later (poor pun intended), where once was one, there are now two.

OOC: Split! This creature (er, these creatures) remain 50 feet away from the camel train.


There are two creatures to the northeast bearing down on the dwarven trio. The first suddenly stops while its partner continues to race forward. The one that stops begins to shake and sudddenly claws at its own body. As Donkor previously attempted to describe, the creature somehow manages to tear itself asunder and a moment later, where there was once one beast there is now two, the copy as every bit as aggressive as the original.

OOC: a “split” ---> a standard action

The beast to the northwest which continued to run, closes the distance towards the dwarves. It appears to settle upon Hal as its target, looking to take advantage of the fact that in the confusion the dwarf has not yet seen it. Gathering speed, it runs closer, looking to tear him from his saddle.

At the same time, an identical beast slips in from the other side, the southeast. The two creatures have coordinated their attacks with the precision of natural pack hunters.

OOC: That’s a move action for each of those beasts. They are 10 feet away from Halstadt and his camel, Khamsin and closing fast, soon to set up a flank. Hal is flatfooted, but with no Dex bonus, his AC is unchanged.


<------ GM was too lazy to find me a better avatar. I've got three tusks coming up from the bottom of my mouth! I'm far tougher looking than this.

Also, I don't speak a language, let alone English. I mean c'mon.

Full Name

Gwendolyn Yorenson

Race

Human

Classes/Levels

Gunslinger 2; HP 18/18; AC 21/T12/FF19/CMD 15;+4F/+6R/+0W; Init +3; Perception +5, Sense Motive +6

Gender

Female

Age

21

Alignment

Lawful Good

Deity

Erastil

Location

Alkenstar City

Languages

Common, Kelish, Dwarven

Occupation

Deputy Shieldmarshal

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 13

About Gwendolyn Yorenson

Gwendolyn Yorenson
Human (Ulfen) Gunslinger (Gun Tank) 2
LG Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 21, touch 12, flat-footed 19 (+5 armor, +4 shield, +2 Dex)
hp 18 (2d10+2)
Fort +4, Ref +6, Will +0
--------------------
OFFENSE
--------------------
Speed 20 ft.
Ranged Pistol +4 (1d8/x4)
Melee Kukri +2 (1d4+2/18-20/x2)
Melee Tonfa +2 (1d6+2/x2)
Melee Cold Iron Longsword +2 (1d8+2/19-20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 13
Base Atk +2; CMB +4; CMD 16
Feats Gunsmithing, Quick Draw, Rapid Reload (Pistol)
Traits Suspicious, World Traveler (Knowledge [local])
Skills Bluff +6, Craft (alchemy) +6, Craft (firearms) +6, Diplomacy +3, Intimidate +6, Knowledge (local) +8, Perception +5, Sense Motive +6
Untrained Skills Acrobatics -11, Climb -12, Escape Artist -11, Fly -11, Ride -11, Stealth -11, Swim -12
Languages Common, Dwarven, Kelish, Skald
Combat Gear Scale mail, Tower shield, Kukri, Masterwork Pistol, Tonfa, 18 bullets, 10 paper cartridges, Cold Iron Longsword
Other Gear Raw alchemical materials (10 paper cartridges)
Money 74 GP
--------------------
SPECIAL ABILITIES
--------------------
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Gun Tank's Resolve (25%) (Ex) When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the extra damage. There is a 25% chance of success.
Quick Clear (Ex) While have grit, remove the effects of a misfire as a standard action. Use 1 grit to do as move action.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms at 50% cost and create ammo for 10% cost.
--------------------
HISTORY
--------------------
Gwendolyn Yorenson doesn't fit the typical description of a deputy Shieldmarshal of Alkenstar City. Her Ulfen father came to Alkenstar, far from his native lands up north, looking for work as a mercenary. For thirty years, he guarded members of the ruling elite. While never losing his thick accent, he married a local woman and had six children - five boys and one girl. The youngest, Gwen, was the wildest one amongst them. Trouble followed her, then ran away when she turned to chase it. One by one, as they boys grew up and became men, they all joined the Shieldmarshals. Not one to be left behind, Gwen joined as well when she came of age.

Life as a new deputy is difficult for anyone, much less a blonde-haired Ulfen girl with piercing blue eyes and a sharp tongue. She made few friends - other than her overprotective brothers - and quickly drew the attention of superiors when she shouldn't have. She found herself assigned to background research for investigations on killings, which is not the job she signed up for. In most major cities throughout Golarion, lawmen had wizards on retainer to compile the information through divination spells - not to mention a slew of other investigative benefits. In Alkenstar, however, investigations are done without the benefit of divination because of the unreliable, dangerous magical nature of the Mana Wastes.

Thus, when Gwen discovered a pattern during her research and brought it to her superiors' attention, no one believed her. She believed that a serial killer was targeting people with a common ancestor - the wizard Nex. Superior officers ignored her theory, so Gwen took it on herself to find out who killed a dozen seemingly unrelated people, as well as prove that a link between them exists. As she pored through geneological records, she was shocked to find that she, too, was descended from Nex through her mother.

Then this phantom killer murdered her brother Olav, closest to her in age. Olav was her favorite brother, a good-natured man only a year older than her who worked the neighborhood nearest the Gunworks. While the bureaucrats in charge blamed it on a random street killing, Gwen set out to prove her theory and get vengeance for her beloved brother by finding who killed him and the others descendants of Nex.

Not even her own family believed that Olav was killed because of their bloodline. Her mother, a loving and pragmatic woman as different from Gwen as possible, told her that their family was not special and that none of her parents or grandparents ever exhibited anything unusual that might support her theory. Her protective father demanded that she drop the subject and said that he would avenge Olav himself. Angry at their inability to see the truth, she pushed forward with the investigation herself. While going over the evidence in Olav's death again, she noticed a symbol embedded in the dagger of a blacksmith that she traced to Quantium, the capital of Nex. Volunteering for a little-wanted assignment to cross the dangerous journey between Alkenstar and Nex with a prisoner, Gwen gathers her equipment to investigate what no one else will...

--------------------
PERSONALITY
--------------------
Acerbic and strong-willed, Gwen is a force of nature with a gun. While she is tall and strong from her Ulfen heritage, most of the male Shieldmarshals don't think that she can keep up with them in the rough-and-tumble slums. To prove them wrong, she carries more gear - her pistol, backup weapons, thick armor, even a massive wooden shield - than any of them. Her patience for bureacracy evaporated a long time ago, though she wouldn't ever consider resigning from the Shieldmarshals. She holds a strong sense of moral righteousness and sees the world in sharp contrast of right and wrong - with strong words for even good-hearted people who prefer to see in shades of gray.