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Clegg Zincher

Dragomir Vuk's page

794 posts. Alias of Helaman.

Full Name

Dragomir Vuk


Male Human Mercenary




AC16 |HP 20/[44]| Str+6 Int-1 Wis+1 Dex+0 Con+4 Cha+2|Init + 0|Passive Perception 14|Passive Insight 11 2nd Wind[Y] Surge [Y] Insp [N] HD 5/5 Two Attacks Crit 19-20


6'4" (Medium)











Strength 19
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 12
Charisma 14

About Dragomir Vuk

* Variant Human +1 Str (16) +1 Con (14) Human Feat +1 str (17) Lvl 4 Feat +1 Str (18) Bonus Feat +1 Str (19)

Proficiency Bonus +3

Class Abilities

Fighting Style
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Acrobatics +0
Animal Handling +2
Arcana -1
*Athletics +7
Deception +2
History -1
Insight +1
*Intimidation +5
Investigation +0
Medicine +1
Nature -1
*Perception +4
Performance +2
*Persuasion +5
Religion -1
Sleight of Hand +0
Stealth +0
*Survival +4

Skill Proficiency: Athletics, Persuasion
Tool Proficiency: One type of gaming set (dice), vehicles (land)

Mercenary Life: You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Downtime Activities" in chapter 8 of the Player's Handbook).

Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. *[Errata +1 Strength]
* Note: Power Attack action - When making a melee or ranged attack action on your turn, you may make a power or precision strike that sacrifices accuracy for increased damage. You take a penalty equal to your proficiency bonus on your attack roll but gain a bonus to damage equal to twice your proficiency bonus.

Heavy Armour Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Tavern Brawler (Bonus)
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Great Axe +1 (Fey, celestials, fiends and elementals suffer an additional 1d6 damage).
Chainmail AC16
Greatsword (2d6)
Re-enforced longbow (strength to hit and damage) (1d8)
20 arrows - 1gp
2 Handaxes (1d6)
Explorers Pack
[Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.]
A uniform of my company (traveler's clothes in quality)
An insignia of rank (Private)
A pouch containing 9 GP
Potion of Healing x2
50 GP in savings
65gp, 6sp found in Orlane (after spending 50gp on a Potion of Healing)



Dragomir was born into a military family in Hochoch, his family a member of the Hochoch townguard. He chafed under the military life imposed by his father and ran away from home.

Dragomir was large and strong and while other work presented itself (that of a farm hand or laborer) he found himself working as a caravan guard. He worked all over the Duchy of Geoff and eventually joined Ryders Blades, a small independent mercenary company, often deployed to areas threatened by humanoid invasion before armed forces could be dispatched.

He was away from Hochoch during the repulsion of the giant and humanoid invaders seven years ago. He lost his brother and father during the troubles and once he got word, he returned to his hometown to keep an eye on his aged mother, Mariam and his sister, Becca. He does local work as a guard for merchants or tavern bouncer here and there to make ends meet but now he chafes under his work and seeks something more profitable. He regularly gives his mother and his sister some of his earnings but figures he can't get ahead in life without a big score. He wants to buy a small business or tavern so he can look towards getting married. This drives him to sometimes take dangerous adhoc work. Truth be told this is also because he misses the action of his mercenary days.

Dragomir currently works as a bouncer for The Streamview Tavern both for the coin it offers and for the occasional good fight,, and is chummy with the owner. He is largely apolitical but has sympathy for “Freemen of Geoff” movement.

While his family has always been devoted to St. Cuthbert - Dragomir's faith to Him is one of lip service only. He reveres Kord instead and while not in regular attendance of religious services, he does offer regular prayer.

He is jovial and easy going much of the time and understands you can get as much from a friendly word and good suggestion than a scowl and threats. He is a little slow on the uptake. Like most men he does enjoy good ale and the company of easy women but not to great excess. He realises he is at an age where he should be looking towards establishing himself and a family of his own. A business would be just the thing to start with.

Dragomir likes tales of adventure and has more than a few of his own. He doesn't fear a good fight and though he has thoughts of the peaceful life he may find that it is too quiet to one accustomed to a life of action.

He stands an imposing and muscled 6'4", his features are craggy and weathered but with smile lines at the corners of his eyes and mouth. His hair and eyes are a deep brown. Dragomir keeps his hair cut short so as to deny anyone something to grab on to.

Traits, bonds etc
Trait: I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.

Ideal: Live and Let Live. Ideals aren’t worth killing over or going to war for.

Bond: Those who fight beside me are those worth dying for.

Flaw: My hatred of those enemies that killed my Father and Brother is blind and unreasoning (Humanoids-Orcs, Goblins etc)

What’s one magic item your character would go to great lengths to attain? He doesn't aspire to own a magical item - such a thing is beyond his comprehension. Such a thing would be valuable beyond any dreams of wealth he could have.

What’s one thing your character wants that money can’t buy? A good wife - smart, hardworking, trustworthy and good at managing a business (Dragomir doesn't have the head for managing anything beyond the day to day and knows it)

Name and describe one person in Hochoch who would do you a favor (and might ask one in return). The owner of The Streamview Tavern. They have a good relationship and have helped one another before.

How does your character spend his or her money? He does some carousing (sort of a leftover of his mercenary days but he routinely gives money to his Mother and Sister and saves the rest to buy an inn or small business.

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