Neolandis Kalepopolis

Piotr Tataru's page

403 posts. Alias of John Gs.


Classes/Levels

Ann: HP 19 | AC 16 T 12 FF 14 | Ft +2 Rf +5 Wi +5 | Init +2 | Perc +0

Gender

Piotr: Fighter 2/Spirtualist 1| HP 28/28 | AC 20 T 12 FF 18 | Ft +6 Rf +4 Wi +6*(+2 Ann In Brain,+1vs fear) | Init +2 | Perc +2 l CMD 17 | spells: level 1 2/2 | conditions: -2 dex -2 con ---

Size

5'10"

Age

20 (23)

Alignment

Lawful Neutral

Languages

Common, Varisian

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Piotr Tataru

Stats:

[Piotr Tataru
Male human fighter 2/spiritualist 1 (Pathfinder RPG Occult Adventures 72)
LN Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 28 (3 HD; 1d8+2d10+7)
Fort +6, Ref +4, Will +6 (+1 vs. fear); +2 trait bonus vs. fear and emotion effects
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+4/19-20) or
. . sap +5 (1d6+3 nonlethal)
Ranged sling +4 (1d4+3)
Spiritualist Spells Known (CL 1st; concentration +1)
. . 1st (2/day)—cure light wounds, mage armor
. . 0 (at will)—grave words[OA], guidance, message, stabilize
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +2.75; CMB +5; CMD 17
Feats Combat Reflexes, Phantom Ally, Possessed Hand, Power Attack, Saving Shield[APG]
Traits enduring stoicism, vagabond child (urban)
Skills Acrobatics -4 (-8 to jump), Climb +1, Craft (armor) +4, Disable Device +0, Handle Animal +3, Intimidate +6, Knowledge (engineering) +5, Knowledge (local) +7, Profession (soldier) +7, Sense Motive +8, Survival +8, Swim +1
Languages Common, Varisian
SQ dowsing (survival), etheric tether, phantom (Ann, dedication), prognostication (sense motive), read tides (survival), shared consciousness

Gear:

breastplate
heavy steel shield (2ac, -2acp)
longsword - +5 (1d8+6/19-20) with power attack and possessed hand
sap - +5 (1d6+6 nonlethal) with power attack and possessed hand
sling - +4 (1d4+3)
sling bullets (10)
belt pouch
chalk
silent whistle
sunrod
thieves' tools
cloak of resistance +1

Special Abilities:

Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Tides (Survival, 1/day) Predict encounter along current heading, and use dowsing to locate nearby islands.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.

Specials Details:

Possessed Hand:
You’ve made a peaceful and permanent bargain with a ghost, spirit,
or outsider. It possesses your hand, guiding and aiding you in
exchange for help in return.
Benefit: You attract a ghost, spirit, or outsider with personal
motivations to possess your hand. This usually involves some sort
of mutually beneficial pact or agreement. Your possessed hand
helps you in numerous ways, but its periodic, uncontrolled antics
are distracting; you take a permanent -2 penalty on concentration
checks once you gain this feat.
Any attack you make with a one-handed weapon, light weapon,
unarmed strike, or natural attack with your possessed hand gains a
+1 insight bonus on the attack roll and damage roll. You also gain
a +1 insight bonus on Disable Device and Sleight of Hand checks.
Once per day as a swift action, you can retrieve any stowed object
you carry on your person, provided the object weighs no more than
5 pounds.

Enduring Stoicism +2 trait bonus on saving throws against spells effects with the fear or emotion descriptions
[spoiler=more details]
Even though your pulse is pounding in your ears when you awake
in the asylum, you feel strangely nonplussed. You can recognize
that the situation you find yourself in is horrific, but you refuse to let
that fear control you. It doesn’t feel like it’s worth worrying over too
much. You know that when you face unspeakable forces, keeping
your cool will keep you alive.
You gain a +2 trait bonus on all saving throws against spells or
effects with the fear or emotion descriptors. In addition, you gain a
+1 trait bonus on Intimidate checks due to your intimidating
presence, as people don’t know what to expect from you.

Trap Finder:
Forgotten dungeons and ancient tombs have always held an appeal
for you, and you've never been able to resist the urge to delve into
these lost sites in search of knowledge, treasure, or both. You may
not have received any formal training in the roguish arts, but you've
nonetheless become skilled at spotting and disabling hidden traps.
The tombs of Wati's necropolis, just opened for exploration, seem
like the perfect place to put your skills to the test. You gain a +1
trait bonus on Disable Device checks, and that skill is always a
class skill for you. In addition, you can use Disable Device to
disarm magic traps, like a rogue.
Appears In : People of the Sands, Mummy's Mask

Ann's Stats: Ectoplasmic Manifestation:

b]Ann[/b] CR –
Female phantom (Pathfinder RPG Occult Adventures)
LN Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 19 (3d10+3)
Fort +2, Ref +5, Will +5
DR 5/slashing
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Offense
--------------------
Speed 30 ft.
Melee 2 slams +4 (1d6+1)
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Statistics
--------------------
Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Antagonize[UM], Iron Will, Skill Focus (Disable Device)
Skills Bluff +6, Diplomacy +8, Disable Device +9, Sense Motive +6, Stealth +6
Languages Common
SQ dutiful strike, ectoplasmic phase lurch
Other Gear thieves' tools
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dutiful Strike (Su) Gain attack and dam bonus vs. last foe who attacks master up to 1 minute.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.

Ann's Incorporeal Stats:

Ann CR –
Female phantom (Pathfinder RPG Occult Adventures)
LN Medium outsider (incorporeal, phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 19 (3d10+3)
Fort +2, Ref +5, Will +5
Defensive Abilities incorporeal
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Offense
--------------------
Speed 30 ft.
Melee 2 slams +5 (1d6+2)
--------------------
Statistics
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Str —, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Antagonize[UM], Iron Will, Skill Focus (Disable Device)
Skills Bluff +6, Diplomacy +8, Disable Device +9, Sense Motive +6, Stealth +6
Languages Common
SQ dutiful strike, incorporeal
Other Gear thieves' tools
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Darkvision (60 feet) You can see in the dark (black and white only).
Dutiful Strike (Su) Gain attack and dam bonus vs. last foe who attacks master up to 1 minute.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Incorporeal (Su) Incorporeal, but cannot harm corporeal foes unless delivering touch spell.

Background:

Piotr and Ann.

Siblings. Half ones at least.
The brother was a hairy ginger, broad shouldered and steady as a one could be. Four years the senior, he had to become the parent of the household way too early in life.
The sister took after their mother, who was a stunning woman with a broken mind, shattered by the gift of being able to see into the minds of her fellow man... something no one should be forced to do. The sister, once again, was a darkly beautiful young woman with a twisted sense of humor, a keen intellect, and just enough of her mother's power to remain sane.
Piotr embraced order, since to him he had no choice, finding odd jobs, making sure food was bought, rent was paid, so on and so forth. Ann embraced chaos, running in the night with gangs, stealing to make their meager finances manageable.
Different as night and day, though they were always all each other really had. Accepting the others 'flawed' outlook on life no matter how much they disagreed.
Life changed the night Mom died. Screaming in terror for hours, tearing at her eyes, beating her ears to stop hearing the whispers. A name is all they could understand, one neither of them could ever forget.
The siblings split then. Piotr joined the town guard. Ann blended into the night. First of the month, every month, they ate breakfast together. Piotr going to work, Ann coming home from her own. Til one day she didn't show.
He found her bleeding in an alley. Seven stab wounds in her gut, somehow still alive, weeping in her own angry terror, whispering the same name as their mother.
She had sought out the power behind that name. Courted cults, stole from necromancers, and dealt with things best left alone. When she finally found what she wanted, a deal was made, Power for her soul once she died. A long life of power in exchange damnation sounds great to a barely adult. But it was minutes that she received.
The sharp end of the ritual blade, in her back, then around her body like belt loops. Seven in all. How did she live in time for her brother to find her, dragging her bleeding body into the light of that morning. Will and fury. Will and fury.
It allowed her to hold on to Piotr even after death. When her soul should have been dragged into hell, she managed to hold on to the only rock her life had ever known. Her bother. And he would not let her go, no matter whether she deserved the fate or not.

Appearance/Personality:

A broad shouldered young man with a sour face topped with dark rust colored hair and smattered with similar stubble. Not the well kept clean cut lad who joined the guard a few years back. His eyes are darker, harder, and drift to the side as if he's listening to someone next to him.
He can be friendly, even smiles now and again, but the sour frown is what is remembered.