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Jhofre Vascari

Vladimir Ducheski's page

528 posts. Alias of Talomyr.

Full Name

Vladimir Ducheski


Varisian Human


Fighter (Weapon Master) 1 / Bard 2







Special Abilities

Bardic Knowledge, Bardic Performance (Countersong, Distract, Fascinate, Inspire Courage +1), Versitile Performance, Well Versed


Lawful Neutral




The Stolen Lands


Taldane, Varisian, Skald

Strength 16
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 12
Charisma 15

About Vladimir Ducheski

25 point build


Hair: Black
Eyes: Ice Blue
Height: 6'2"
Weight: 195 lbs.

You see before you a clean shaven man with ever so slightly shorter than shoulder length black hair, and cold icy blue eyes. He is dressed in a midnight blue hooded cloak, fine dark brown gloves, leather breeches, and well polished boots. Vladimir's appearance cuts the impression of a man that has obviously come from wealth. His clothing and gear are of high quality and well cared for.


Vladimir is a friendly enough sort, most likely due to his extensive travel while growing up and having to meet and interact with new people on a regular basis. A bit of arrogance can creep in from time to time, in can be difficult to determine if that is a result of his privileged upbringing, or just his natural confidence. He does have the decency to be at least pretend to be embarrassed by this arrogance when it is pointed out (even if at time he truly is not). Curiosity is in his nature and has a strong desire to learn all that he can on nearly any subject matter.


Vladimir was born and raised in Brevoy to a wealthy merchant family that had just recently purchased their nobility. Ever anxious to flaunt their new nobility, Vladimir's family sent the children of the family far and wide across the Inner Sea region, in order to provide the children with a broad education. Each of the the Ducheski children was sent along with a guardian, usually a hired mage of sorts, to watch over them as they found themselves at various times in their lives at the Kitharodian Academy in Oppara, studying the writings of Kalistrade in Druma, spending days upon end in the halls of the Grand Lodge of the Pathfinder Society in Absalom, or seemiungly countless other houses of knowledge.

Vladimir's favorite, and oddly closest to home, was studying sword play with the Swordlords of Restov. Vladimir seemed to have a natural knack for the style of swordmanship the Brevic Swordlords taught, and found himself as the exclusive student of Swordlord Nicomo Mikalos. For eight long years, Vladimir trained under the tutelage of Master Mikalos, learning the subtleties of defensive positioning and how to wait for the proper opportunity to strike.

Upon hearing of the charter to reclaim the Stolen Lands from lawless bandits, Vladimir saw the chance to make a name for himself as something other than pampered child, and at the same time bring a bit of true honor and prestige to the Ducheski name.

Equipment and Money:

Masterwork Aldori Dueling Sword, Masterwork Chain Shirt, Masterwork Backpack, Heavy Steel Shield, Dagger, Composite Longbow (STR +2), Quiver, 50 ft. Silk Rope, 7 days Trail Rations*, Waterskin, Weapon Cord, Compass, Journal, Vial of Ink, Ink Pen, Signet Ring, 2 Sunrods, Flint and Steel, Bedroll*, Whetstone, Waterproof Bag, Map Maker's Kit*, High Quality Explorer's Outfit**, One Person Tent*, Cold Iron Shortsword, Potion of CLW, Oil of Magic Weapon

* = Carried On Horse/in Horse's Saddle Bags
** Payed triple cost, equivalent cost to courtier's outfit

Weight Carried: 68 lbs. (Light Load) based on 17 STR, due to MW backpack)

Carrying Capcity: - based on 17 STR, due to MW backpack
Light Load Maximum = 86 lbs.
Medium Load Maximum = 173 lbs.
Heavy Load Maximum = 260 lbs.

73 gp
11 sp
18 cp

Combat Statistics:

AC: 16/17 w/Expertise (Touch 12, Flat-Footed 14) 18/19 w/ shield

Initiative: +2

HP: 23

BAB: +2 CMB: +5 CMD: 17

Attack Options:
Masterwork Aldori Dueling Sword +8 (1d8 + 3; 19-20/x2) (+1 Trait bonus)
Dagger +5 melee or +4 thrown (1d4 + 1; 19-20/x2; 10 ft range)
Composite Longbow +4 (1d8 + 2; 20/x3; 110 ft range)
Cold Iron Shortsword +5 (1d6 + 3; 19-20/x2)

Saving Throws
Fortitude: +3 Reflex: +5 Will: +4 (+8 total against bardic performance, sonic, and language-dependent effects)


Skill Total (Attribute Bonus, Ranks, Modifiers)
Acrobatics +7 (+2, 3, +3, -1 Armor); +5 w/shield
Appraise +1 (+1, 0, 0)
Bluff +2 (+2, 0, 0)
Climb +2 (+3, 0, -1 armored); +0 w/shield
Craft(Untrained) +1 (+1, 0, 0)
Diplomacy +6 (+2, 1, +3)
Disguise +2 (+2, 0, 0)
Escape Artist +1 (+2, 0, -1 Armor); -1 w/shield
Fly +1 (+2, 0, -1 Armor); -1 w/shield
Heal +1 (+1, 0, 0)
Intimidate +6 (+2, 1, +3)
Perception +6 (+1, 2, +3)
Perform(Oratory) +8 (+2, 3, +3)
Perform(Sing) +6 (+2, 1, +3)
Perform (Untrained)
Ride +5 (+2, 1, , +3, -1 Armor); +3 w/shield
Sense Motive +5 (+1, 1, +3)
Stealth +5 (+2, 1, +3, -1 Armor); +3 w/shield
Survival +5 (+1, 1, +3)
Swim +2 (+3, 0, -1 armored); +0 w/shield
Handle Animal +6 (+2, 1, +3)
Knowledge (arcana) +6 (+1, 1, +4)
Knowledge (dungeoneering) +2 (+1, 0, +1)
Knowledge (engineering) +2 (+1, 0, +1)
Knowledge (geography) +2 (+1, 0, +1)
Knowledge (history) +6 (+1, 1, +4)
Knowledge (local) +6 (+1, 1, +4)
Knowledge (nature) +6 (+1, 1, +4)
Knowledge (nobility) +2 (+1, 0, +1)
Knowledge (planes) +2 (+1, 0, +1)
Knowledge (religion) +2 (+1, 0, +1)
Spellcraft +5 (+1, 1, +3)

Class Abilities:

Favored Class: Fighter (+0 HP, +1 Skill Point)

Fighter (Weapon Master) Abilities:
- Bonus Feat - Combat Expertise

Bard Abilities
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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 the bard 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 the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. 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 a bardic performance has a visual component, the targets must have line of sight to the bard 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: At 1st level, a bard learns 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 the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's 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 the bard'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: At 1st level, a bard 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 the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard'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 the bard'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: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard 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 the bard 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.

- Inspire Courage: A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Versatile Performance: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. - Performance Chosen: Oratory

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


Sword Scion (Campaign): You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Rich Parents(Social): You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances - your starting cash increases to 900 gp.

Threatening Defender (Combat): You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack roles by 1.

Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. - Class: Bard


Exotic Weapon Proficiency (Aldori Dueling Sword): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists from which you have already selected a character trait. You must meet any additional qualifications for the traits you choose.

Combat Expertise:You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by ?1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Weapon Focus (Aldori Dueling Sword): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Spells Known:

0 Level: (DC 12) - Detect Magic, Light, Prestidigitation, Mage Hand, Message

1st Level: (3/Day, DC 13) - Vanish, Cure Light Wounds, Touch of Gracelessness

Shadow, Light Riding Horse (Combat Trained):

Light Horse, Combat Trained (Large Animal)
Initiative: +1
HD: 2d8 + 6 HP: 15
AC: 13 (Touch 11, Flat Footed 11) (Leather Barding)
Saves: Fort: +6 Reflex: +5 Will: +1
Speed: 50 ft.
Melee: 2 Hooves +3 (1d4 + 1)
CMB: +4 CMD: 14 (18 vs. trip)
Feats: Endurance, Run
Skills: Perception +6
STR: 16 DEX: 14 CON: 17 INT: 2 WIS: 13 CHA: 7

Tricks (Combat Training): Attack, Come, Defend, Down, Guard, Heel

Riding Saddle, Bit, Bridle, 2 Saddle Bags, 4 Days Feed

Current Status:

HP: 23/23
Non-Lethal Damage:
1st Level Spells: 3/3
Bardic Performance: 8/8 Rounds

Link to Treasure List

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