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About Grigori YefimovichPFS Info:
Pathfinder Society # 14500-4 Faction Sovereign Court XP 8, normal advancement Fame 13 Prestige 11 Scenarios Played The Godsmouth Heresy (tier 1-2), #6-05 Slave Ships of Absalom (tier 1-2), #2-15 Shades of Ice, Part I: Written in Blood (tier 1-2), #2-17 Shades of Ice, Part II: Exiles of Winter (tier 1-2), #2-19 Shades of Ice, Part III: Keep of the Huscarl King (tier 1-2, OOT 3), #6-18 The Segang Expedition (tier 4-5, OOT 3). Description:
A darkly charming man, perhaps in his thirties, approaches to formally introduce himself. He is dressed in a very fine and gold-trimmed clerical outfit of black and crimson, and is bedecked in quality golden jewelry including an ornate silver spiral hanging over his chest from a silver necklace. A bejeweled saber and dagger are sheathed by his belt. The musky scent of cologne invades your nostrils as he comes near. In a thick Ustalavic accent, he greets you with a slight, formal bow and a regal, pretentious demeanor. "Father Grigori Yefimovich. Minister to the Soul Mother's Faithful. And Esquire to the Court of Sovereigns. At your service." Back Story:
Originally from Ustalav, Father Grigori Yefimovich is a Varisian cleric of Pharasma, goddess of birth, death, and fate. He has loyally served Pharasma and her community not only as a minister to the faith, but also as a physician, faith healer, and mortician. He has traveled extensively thoughout the Inner Sea region. He has just completed a longtime dream to go on a pilgrimage to his faith's revered Godsmouth Cathedral in Kaer Maga, Varisia.
Grigori’s philosophy is to live in the present moment. Everybody dies, so why not enjoy life now, while we have the chance? Especially when it comes to the ladies… Grigori has an insatiable propensity for brief and exciting sexual encounters, as his wandering eye and dark charms are not infrequently put to use on every beautiful woman he encounters. He’s been chased out of town by a vengeful husband on more than a few occasions… another reason for his far and wide travels across the Inner Sea. After women, Grigori is also quite fond of strong drinks, particularly Kiss of the Mantis, or more commonly just straight up vodka. Grigori’s personality exudes both subtle intensity and patriarchal authoritativeness. A nautral leader, he sees people for who they are, sees their talents and weak points, and can effectively delegate responsibilities in the company of a trusting party. Trusting Grigori can take some getting used to, however. Womanizing tendencies aside, he has a morbid curiosity that, for some, can be rather... disquieting. His fascination with death explains his chosen profession. But in the presence of dead bodies, he tends to get rather... uncomfortably excited. Stat Block:
N Varisian Court Bard 1 / Pharasmin Crusader 2 Medium humanoid (human) Init +1; Senses Perception +3 ────────────────────────────────────────────────────────────────────
Melee scimitar +3, 1d6+1 slashing (18-20/x2)
Cast Defensively +3 or +5 concentration (bard/cleric)
Channel Energy 1d6 DC13 30' 5/day
Base Atk +1
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Feats Great Fortitude, MWP (scimitar), Persuasive, Toughness
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Wands cure light wounds (1)[20]
Coins 95 pp, 43 gp, 18 sp, and 15 cp Gear not on person: cold weather outfit (posh black fur cloak). ────────────────────────────────────────────────────────────────────
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Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires Grigori to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. He cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If it has audible components, the targets must be able to hear Grigori for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If it has a visual component, the targets must have line of sight to Grigori for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (Su): Grigori has learned to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of him (including himself) that is affected by a sonic or language-dependent magical attack may use his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Grigori's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): Grigori can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of him (including himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use Grigori's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Grigori's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su): Grigori can use his performance to cause one creature (1 plus 1 per 3 bard levels past 1st) to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and capable of paying attention to him. Grigori must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save vs DC 12 (10 + 1/2 bard level + Cha mod) to negate the effect. If a creature's saving throw succeeds, Grigori cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as he continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Satire (Su): Grigori can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (min 1) and a –1 penalty (-2 at 5th lvl plus another -1 every 6 levels thereafter) on saves against fear and charm effects as long as he continues performing. Satire is a language-dependent, mind-affecting ability that uses audible components. Bonus Feat: Grigori gains Martial Weapon Proficiency (scimitar) as a bonus feat. Channel Energy (Su): Grigori can release a wave of positive energy by channeling the power of his faith through his holy symbol of Pharasma. He can choose to either deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on himself. The amount of damage dealt or healed is 1d6 points (1d6 + 1d6 per 2 cleric levels beyond 1st). Creatures that take damage from this receive a DC 13 Will save to halve the damage (10 + ½ cleric level + Charisma mod). Creatures healed by channeled energy cannot exceed their maximum hit point total. Grigori may channel energy 5 times per day (3 + Charisma mod). This is a standard action that does not provoke an attack of opportunity. He can choose whether or not to include himself in this effect, and he must be able to present his holy symbol to use this ability. Domain: Souls. Pharasma, Grigori’s deity, influences his alignment, what magic he can perform, his values, and how others see him. He has chosen the domain of Souls (subdomain of Repose) from among those belonging to Pharasma. Each domain grants a number of domain powers, dependent upon Grigori’s cleric level, as well as a number of bonus spells. Grigori gains one domain spell slot for each level of cleric spell he can cast, from 1st on up. Each day, he can prepare his spell from his domain in that slot. If a domain spell is not on the cleric spell list, Grigori can prepare it only in his domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, Grigori gains the Touch the Spirit World (Souls) domain power. Unless otherwise noted, using a domain power is a standard action. Heraldic Expertise (Ex): Grigori gains a +1 bonus (½ bard level, min +1) on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks. Once per day, he can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. Proficiencies: Grigori is proficient with all simple weapons, plus the longsword, rapier, sap, scimitar, short sword, shortbow, and whip. He is also proficient with light armor, medium armor, and shields (except tower shields). Grigori can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance; he can cast cleric spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. Spells: Grigori casts divine spells drawn from the cleric spell list. He must choose and prepare his spells in advance. Grigori meditates or prays for his spells. He must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. He may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Grigori gains one fewer cleric spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom allows bonus spells of that level. Grigori also casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. Spontaneous Casting: Grigori can channel stored spell energy into healing spells that he did not prepare ahead of time. He can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). Touch the Spirit World (Su): With a touch, Grigori can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for 2 rounds (cleric level). He can use this ability 6 times per day (3 + Wisdom mod). ────────────────────────────────────────────────────────────────────
Bard Caster Level +1
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Cleric Caster Level +2
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The Court Grows (6-05): Grigori has impressed Lady Darchana of House Madinani, Second Spell Lord of Absalom, and taken an important step in recruiting her to Lady Gloriana Morilla’s cause. He can use this boon up to three times to attempt a Knowledge (arcana) or Spellcraft check on the Isle of Kortos to roll twice and take the better result. He can attempt such a check untrained. Grigori cannot use this ability after three uses, but the boon may grant other benefits in future adventures. Dragonkiller (2-17): Grigori defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. He may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off the Chronicle. Pharasma's Blessing (Godsmouth Heresy): Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle. Snowmask Induction (Shades of Ice, Part 3): Grigori allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, he was ritually inducted into the Snowmask Clan with the title Snowmask Brother. As part of this mystic ceremony, he gained the permanent beneits of endure elements but only in cold and only to temperatures of 0 degrees F and above; he gains no bonuses in extreme heat. This is a supernatural ability. Notes:
New Purchases/Sales:
+1x ring of protection +1 @ -2,000 gp ea. Total Gold Before: 3,012.5 gp
Purchase Plans:
Level 4 Plan
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