Gwendolyn "Twin Stings" de'Amerville
Character Image
Background
"de'Amerville? No its not a nobleman's family name. I gave it to myself because it sounds good. Can't a woman have nice things?"
Unfortunately Gwendolyn is dead, was dead.
Gwendolyn's past died with her when she lay bleeding on the battlefield of 'The War', all she remembered then was a life with a martial artist mentor, and her first fight with village bullies ignited a tingling surge of euphoria as her focus sharpened and her senses heightened, a sort of battle rush that's almost like a climatic surge of pleasure. And it was that which Gwendolyn fell in love with fighting. And that was why she became a mercenary.
A veteran of 'The War', Gwendolyn's love of battle met its end with death, a fate common to any and all soldiers. Rising from the grave with the willpower born from the terrible lust for battle, Gwendolyn travels to Sigil in search of adventure, and to hone her skills in battle.
Statistics
Race and Type: Medium undead humanoid (augmented human, dark minded, unliving)
Class: Monk 1 / Barbarian 1 / Swordwraith Paragon 1
Speaks: Common, Celestial
Allegiances: Self-serving, love of battle, love of self-improvement and empowerment.
Background: Veteran of the War
Ability Scores
Str: 16 (+3)
Dex: 14 (+2)
Con: 14 (+2)
Int: 13 (+1)
Wis: 16 (+3)
Cha: 14 (+2)
Vital Statistics
BAB: +3
AC: 19, 19 flatfooted (uncanny dodge), 18 touch (10 +6 armor, +3 wis)
Speed: 30ft
Initiative: +5
DR: 5 subdual
Hit Points: 38/38
Saves: Fort +5, Ref +5, Will +6
Attack: +7/+7 twf spinning swords (1d6 +7blitz +1str +2con +1d6charge 19-20/x2), +7 masterwork throwing axes (1d6 +6blitz +2con /x2)
Types and Subtypes
Type: The character’s type changes to Undead and the character’s former type becomes a subtype with the “augmented” modifier. The character also gains the Dark Minded and Unliving subtypes.
Hit Dice: The character’s Hit Dice, BAB, Saves, and skills are all unaffected.
Skills: The character gains a +2 bonus to his Hide and Move Silently checks.
Alignment: The character’s alignment is unchanged.
Special Qualities: The character gains Turn Resistance +2.
Level Adjustment: +0
Dark Minded (subtype)
Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:
Not immune to mind affecting affects.
Immune to morale and fear effects.
Heals normally
Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.
A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.
Unliving (subtype)
An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects:
Unliving creatures have a metabolism of sorts, and thus have a Constitution score.
Unliving creatures require food (often blood or flesh) and sleep, and are vulnerable to magical sleep effects even if they are otherwise immune to mind affecting effects.
Unliving creatures have at least one vital organ, and are subject to critical hits from attackers with at least one rank in Knowledge (Religion).
Not destroyed upon reaching 0 it points, though its existence still ends if it reaches -10 as normal.
Subject to subdual damage, but can benefit from the Regeneration ability as normal.
Class Features
Swordwraith Paragon
Hit Dice: D12
Class Skills: The Swordwraith Paragon’s class skills (and the key ability for each skill) are Climb (Str), Craft(Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride(Dex), Spot (Wis), and Swim (Str).
Skills/Level: 2 + Intelligence Bonus
Weapon and Armor Proficiencies: The Swordwraith Paragon gains no new armor or weapon proficiencies.
Strength Damage (Su): Whenever a Swordwraith Paragon strikes an opponent with a melee weapon, he also inflicts 1 point of Strength damage.
Alertness: A Swordwraith Paragon gains Alertness as a bonus feat at 1st level.
Barbarian
Hit Dice: D12
Class Skills: The Barbarian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills/Level: 4 + Intelligence Bonus
Weapon and Armor Proficiency: Barbarians are proficient with simple weapons, martial weapons, light armor, medium armor and with shields.
Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/– with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 3/– while Raging and a 10th level Barbarian has DR 7/– while Raging. While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.
Monk
Hit Die: d8
Class Skills: The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge
(all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
Weapon and Armor Proficiency: Monks are proficient with all simple weapons, as well any weapon defined as a special monk weapon, such as the sai, the nunchuka, the kama, the shuriken, and the triple staff. Monks are not proficient with any armor or shields of any kind.
Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and
has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that
enhancement bonus applies to his Armored in Life Armor Bonus.
Willow Step (Su): A true monk does not seek to outrun the fist, but to anticipate it. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class, he may add his Wisdom bonus (if positive) instead.
Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A monk’s slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size.
Fighting Style (Su): At levels 1, 3, 5, and 7, the Monk learns a Fighting Style. Each Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Fighting Style Abilities:
While Active, your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with anyweapon.
While Active, your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage.
Skills
Balance +4 (2)
Climb +6 (3)
Diplomacy +8 (6)
Escape Artist +6 (4)
Hide +10 (6)
Knowledge (Nature) +3 (2)
Knowledge (Religion) +3 (2)
Listen +12 (6)
Move Silently +11 (6)
Perform (dance, song, acting, rhetoric, mimicry, ventriloquism) +8 (6)
Sense Motive +8 (6)
Spot +9 (6)
Survival +9 (6)
Tumble +8 (6)
Feats
Blitz [Combat]
You go all out and try to achieve goals in a proactive manner.
+0: While charging, you may opt to lose your Dexterity Bonus to AC for one round, but inflicting an extra d6 of damage if you hit.
+1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.
Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.
+0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your offhand.
Danger Sense [Combat]
Maybe Spiders tell you what’s up. You certainly react to danger with uncanny effectiveness.
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you are always considered to be “actively searching”.
You also get Uncanny Dodge.
Alertness [Skill]
Your ears are so sharp you probably wouldn’t miss your eyes.
Listen Ranks:
0: You gain a +3 bonus to Listen checks.
4: You can make a Listen check once a round as a free action. You don’t take penalties for distractions on your Listen checks.
Equipment
+1 Spinning Sword x2, +1 Masterwork Breastplate (ACP -3), 6 masterwork throwing axes, bandoleer of 6 ILW oils, everburning torch, misc adventurer gear.
Common Tactics and Behavior
Constantly taking free Listen checks (with Alertness bonus)
Constantly searching, looking and listening (Danger Sense)
Combat:
-Always activate fighting style whenever possible.
-Always activate Rage (or in this character's case, Combat Euphoria )
-Surprise/First Round - Blitz + TWF, aiming to deal as many Str and Con damage as possible.
-Always strike from 10ft reach with spinning sword.
-Always take any AoO risks in favor of striking
-Always take any and all available AoOs.
-Throwing axes for ranged option
There ain't no rest for the wicked.
befriend (v.): to use mecha-class beam weaponry to inflict grievous bodily harm on a target in the process of proving the validity of your belief system.