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Bojask

Grigor Vachkov's page

459 posts. Alias of Helaman.


Full Name

Grigor Vachkov

Race

Shortsword +12/ Dual Wield +10 / +10 / + 5 / + 5

Classes/Levels

AC22|Touch 14|FlatFoot 18| CMD 21| HP:53/60 |Ft +9|Rx +8|Wl +6| Percept +13 Snse Mot +12

Gender

Urban Ranger 6 (Watchman), Fighter (Weapon Mstr) 1

Size

5'10"

Age

34

Alignment

Neutral

Languages

Skald, Varisian, Aklo, Taldan

Occupation

Senior Watchman

Strength 14
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Grigor Vachkov

Character Sheet

Spoiler:

BASICS
Human Urban Ranger Level 6, Weapon Master Fighter 1
__________________________________
Perception +13
Fort:+9 ;Ref:+8 ;Will+6
Experience: N/A
Carrying Capacity 50 lbs. or less/51–100 lbs./101-150 lbs.

DEFENSE
__________________________________
AC:=22 (10 + 8[AC 6 Armour+1 and Amulet+1]+3[Dex]+1 Dodge)
Touch AC [14] Flat-Footed [18]
HP: 60/60 (10+4X6+Con/level)
CMD: 21

OFFENSE
___________________________________
BAB:+7/+2; CMB:+9; Init:+3
Speed:30 ft
Melee: Short Sword +12 (1D6+3) (19-20 x2, S)
Dagger +10 (1D4+4) (19-20 x2, S)
Brass Knuckles +10 (1D3+2) (20 x2, B)
Longbow (1D8) (20 x3, P) +10
Two Handed Fighting Sword Sword and Nightstick
Two Handed Fighting twin Sword Swords(+1) +10 (1D6+3) / +10 (1D6+3)
Two Alchemical Silver Short Swords +9 / +9

-Seperate-
Nightstick (Hanbo) +10 (1D6+2) (20 x2, B)

______________________________________________________________
Current Summary Status
AC20|Touch 13|FlatFoot 16| CMD 21| HP: 60/60 |Ft +9|Rx +8|Wl +6| Percept+13&Snse Mot +12
______________________________________________________________

FEATS
_________________________________
(Bonus) Cosmopolitan - Sense Motive and Diplomacy. (Human) Alertness. (Level 1) Iron Will. (Level 2 Combat feat) Two Weapon fighting (Level 3) Weapon Finesse (Level 5) Weapon Focus - Short Sword, )Level 6 Combat feat) Improved Two-Weapon Fighting, Level 7 Dodge, Fighter 1 bonus feat Power Attack

SKILLS
__________________________________
6+Race+Int+Favoured Class / 2+Race+Int
Acrobatics +7
Climb +7
Disable Device +10
Diplomacy +7
Intimidate +7
Knowledge (Arcana) +2
Knowledge (Dungeoneering) +6
Knowledge (Geography) +5
Knowledge (History) +3
Knowledge (Local) +8
Knowledge (Religion) +3
Linguistics +2 (Bonus Language: Aklo)
Perception +13
Profession (Watchman) +8
Profession (Investigator) +7
Sense Motive +12
Spellcraft +5
Stealth +11 [+13 with Masterwork Boots]
Survival +7 [+10 when tracking]
Swim +6

Equipment

Spoiler:

10,000gp / Remaining 181gp 5sp 4cp
Armour - 3250gp
Agile Breastplate +1 1550gp
Amulet of Natural Armour+1 2000gp

Weapons - 4666gp

2 Daggers - Cold Iron (boots) 8gp
Brass Knuckles 1gp
1 Short Sword +1 3305 (One with Valiard)
Short Sword +1 (Cold Iron) Aberration Bane.

-On Wagon-
Hanbo (Nightstick) 1gp
Light Crossbow and 10 bolts 36gp

Equipment - 1852gp, 4sp 4cp
Backpack 2gp
Hooded Lantern 7gp
2 flasks of oil 2sp
1 Alchemical fire 20gp
2 Thunderstones 60gp
Empty Sack 1sp
Water Flask 3cp
1/4lb Tabacco 2sp 5cp
Flask of strong booze 2sp 3cp
Wooden pipe 5cp
Flint and Steel 1gp
Whetstone 2cp
Whistle 8sp
15 ft rope 3sp
Clay Tankard 2cp
2 fishhooks 2sp
50ft string 1cp
3 pieces of Chalk 3cp
Manacles 50gp
Thieves tools 30gp
Masterwork Tool - Boots (+2 Stealth for sound rolls) 50gp
Pearl of Power (1st Level) 1000gp
Wand of Cats Grace (7 Charges) 630gp
Hour Glass with balanced swivel holder to ensure the side currently down, swivels to stay 'down'. 30gp
Potion of Enlarge, CLW Healing, Protection from Evil and Shield of Faith 200gp

2000gp reward money + 1152 in sold shortsword +1 (In bankers draft). Sold Chain shirt +1 (1250/2 = 625) . Bought Agile Breastplate +1 1550
-60 gp two alchemical silver swords (10gp + 20gp each)
-75 gp Longbow -1 gp 20 arrows (Silver blanched)
-20 gp 4 Silver Blanch (2 used)

Additional; Pouch of Dust of Appearance. 1 potion of Cure Mod Wounds, 1 potion lesser restoration. 1 charge used from wand of cats grace.

***Appearance***

Spoiler:

His black hair is hacked close to the scalp, likely by a knife, his face rarely shaven and more or less has the appearance of a 3 day beard most of the time. His slovenly appearance is not improved by his worn and stained (albeit regularly laundered) uniform, and scuffed boots. The only thing bright on this man is his badge, which has been shined to a near perfect sheen and evidently well cared for.

Grigors face is pinched and sour looking and his eyes are bloodshot but those eyes are those of an experienced policeman - hard, giving away little but taking in nearly everything.

He is in his early thirties now, and his hair starting to grey and working on a middle aged spread to his waist.

***Background***

Spoiler:

The Vachkov family, long residents of Carrion Hill, have a tradition stretching back generations... they are a family of Watchmen. For the last 5 generations (and further back no one is sure but family lore has it stretching back beyond that), at least one Vachkov son has served.

Grigor is no exception. Raised on stories from his grandfather and father and assorted watchmen who periodically drank with them, he prepared himself to also enter the family trade. All things considered, this was easy enough - all that was really required was an opening and the right introductions.

Despite his youth he did very well. He'd accumulated a lot of experience before his feet even touched the cobbles and was known to be a diligent albeit slightly zealous agent of the law, such as it was in the small city.

Overconfidence can be deadly.

When word came from Caliphas that they were looking for experienced Watchmen to take up a large number of recently vacated positions (which later turned out to be a more often than occurance than was thought), he sought a recommendation from Commander Garus and then councilman Heggry, both friends of the family. It was hard to leave the family home but the bonus money was a big incentive and Grigor hoped for better opportunities but he did take with him a personal memento - his Watchman's badge.

He was hired without reservation.

Work in Caliphas's constabulary proved to be very much different from anything he'd done on Carrion Hill but he proved just as skilled in Caliphas as a watchman... but sadly his brusque personality with those he considered unworthy to be 'on the strength' made him few friends, and his myopic world of 'watchmen and criminals' squeezed out any other relationships. A few chance arrests brought him to the attention of some powerful patrons - a recovered valuable amulet, a captured rapist guilty of defiling a member of the wealthy family and return of a run-away bride landed him a promotion to 'Inspector'.

And at that point Grigor learned that with powerful friends come great obligations.

Inspector is a special role, rated as a sort of speciality Sargeant, their job is to take responsibility for those cases that require special attention or investigative skills. As an Inspector on the Watch he was given responsibilty over the crimes that were both high profile as well as those crimes that certain people made it known would be resolved quickly, quietly, discreetly and with a certain disregard to the actual evidence. It didn't help that much of the pressure came from Captain Boverde Hoptler, Commander of the Watch and someone who had developed a dislike for Grigor as an arrogant upstart - particularly when Grigor ignored or misinterpreted orders and suggestions when he felt best to do so.

When a case of missing persons whose families were marginally wealthy enough to make noise over the issue Grigor was given the case but told it was likely some sort of sets of random disappearances (again, more common in Caliphas than he'd originally thought) and should be closed as such.

What he discovered instead was a nightmarish cult involved in the worship of beings so perverted as to strain sanity itself. Disregarding suggestions, then instructions and then direct orders he continued with the case. He was driven to open tomes of blackest lore, to study Foul Languages, ancient and arcane lore and finally, to learn to use magic himself. In the end the trail of corruption led to one of the sons of Baron Meier. Just when he was readying to strike and to bring down the head cultist, he was bought before Captain Boverde Hoptler, stripped of his position and jailed for a month.

It was in that month that Captain Hoptler captured a few members of a small cult who had sadly been responsible for the earlier murders... and Lukas Meier quietly disappeared from society, rumoured perhaps to be delicate of health and in need of a brief period of hospitalisation.

The loss of position and the injustice of it was more than he could handle. Friendless, Grigor took to drink, and for around 3 months drank away such funds as he had until news reached him of his Fathers death.

Too late for the funeral he still managed to make it back to Carrion Hill to fufill the duty to support his mother as the oldest Son of the family. Taking pity on Grigor, Commander Garus had him re-installed in the watch where Grigor has been for the last two years, and now holds the position of Senior Watchman. He still has a drinking problem, who wouldn't after what held experienced, but it is under control for the moment indulged off duty for the most part. Married to the sister of a merchant, Rupman Myre, whom he doesn't love and Father of a son of his own, he has become resigned to his life in Carrion Hill.

Where Grigor was once diligent and driven, he now goes through the motions, only fully focusing on such cases that temporally kindle his passion. In his youth he was idealistic and zealous of obedience to the law, he is bitter and sees the law as merely a framework and something that can be exploited by those with the wealth, position or talent to do so.

The one thing that has meaning in his life is that he's a Watchman, of a family of Watchmen. He can't give up the job that has been central to his whole life. His one hobby outside the job that he has retaken up is fishing.

Favoured Spells

Spoiler:

Detect Abberation, Keen Senses, Lead Blades, Know the Enemy

Prepared: Lead Blades, Keen Senses

Class Abilities

Spoiler:

Favoured Enemy - Human +4
- Aberration +2
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Favored Community - Caliphas
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.

Trapfinding: At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Hunter's Bond: At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

OOC Personal notes

Spoiler:

Climb (Str), Craft (Int), Disable Device (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

8 Per level + 1 Favoured Skill bonus (c)
Skills 1 2 3 4 5 6 7 (total)
Acrobatics x x x x 3
Climb x x 2
Disable Device x x x x 4
Diplomacy x x x x x 5
Intimidate x x x x X 5
Knowledge (Arcana) x 1
Knowledge (Dungeoneering) x c 2
Knowledge (Geography) x 1
Knowledge (History) x x 2
Knowledge (Local) x x x x 4
Knowledge (Religion) c c 2
Linguistics x 1
Perception x x x x x x 6
Profession (Watchman) x x x 4
Profession (Investigator) x c 2
Sense Motive x x x x x 5
Spellcraft x 1
Survival c x 2
Swim x 1
Stealth c x x x x 4

** 1 yard is equal to 36 inches or 91.44 cm
notes

[dice]1d20 + 8[/dice] and damage [dice]1d6 + 3[/dice] (crit conversion if any) [dice]1d20 + 8[/dice] and [dice]1d6 + 3[/dice]



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