![]() About Piotr VashnikovPiotr Vashnikov
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Myrmidon Maneuvers
Spoiler:
Iron Tortoise Maneuvers 2 enduring shell, 3 burnished shell, Piercing Thunder Maneuvers
Scarlet Throne Maneuvers
Tempest Gale Maneuvers
Gunsmoke Mystic Maneuvers
Spoiler:
Elemental Flux Maneuvers STANCE: 1 elemental nimbus, STANCE: 1 embrace the elements, 1 fluctuation movement, 2 elemental strike, 4 energy hammer, Riven Hourglass Maneuvers
Shattered Mirror Maneuvers
Solar Wind Maneuvers
Veiled Moon Maneuvers
Maneuver Briefs:
1 Curving Ray Shot (Readied, 1/Encounter) (Ex) Strike: Roll Perception check against target's AC, negate cover for this attack.
1 Disarming Shot (Readied, 1/Encounter) (Ex) Make a ranged disarm attempt using Sleight of Hand instead of CMB 1 Distant Gale (Readied, 1/Encounter) (Ex) Ranged attack deals +1 damage per 20ft of distance 1 Elemental Nimbus (Su) Offensive stance that grants variable benefits depending on active element. 1 Embrace the Elements (Su) Defensive stance grants variable benefits depending on active element. 1 Fluctuation Movement (Readied, 1/Encounter) (Su) Grants movement method based on active element. 1 Funhouse Waltz (Readied, 1/Encounter) (Su) Boost – Gain 10 foot bonus to movement speeds, can turn while charging and running. 1 Galebreaker's Stance (Ex) Ignore weather effects and wind wall (and related spells) while in this stance. 1 Ghost Hunting Blow (Readied, 1/Encounter) Your attacks for the round gain the ghost touch property 1 Minute Hand (Readied, 1/Encounter) (Su) Swift-action attack with -2 to hit, +2 damage 1 Oaken Shield (Readied, 1/Encounter) Gain +4 shield bonus vs incoming attack 1 Slipstream Strike (Readied, 1/Encounter) (Ex) Ranged attack ignores cover bonuses to AC 2 Elemental Strike (Readied, 1/Encounter) (Su) Attack does +2d6 damage of your element, extra effect based on element 2 Enduring Shell (Readied, 1/Encounter) (Ex) Add shield bonus to a single Fort or Ref save 2 Feel the Wind (Readied, 1/Encounter) (Ex) Boost: Overcome environmental difficulties for ranged combat. 2 Half-Gone (Readied, 1/Encounter) Become incorporeal vs. incoming attack or spell with a Stealth check 2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does double damage. 3 Burnished Shell (Readied, 1/Encounter) (Ex) Roll BAB + shield bonus vs enemy CL check, success negates targeted spell 3 Cascading Draft (Readied, 1/Encounter) (Ex) Next ranged attack deals +2 damage per 20 ft of distance (max +20) 3 Flickering Defense (Readied, 1/Encounter) (Su) Counter forces attacker to roll twice at -4 and take the worse result 3 Formless Dance (Ex) Gain effects of Blur and See Invisibility spells 3 Solar Reflection (Readied, 1/Encounter) (Ex) Strike: Make a ranged attack at a foe with a +2d6 damage bonus, if this attack is successful you can ricochet the shot to another enemy within 20ft using the same attack roll (no bonus damage). 3 Time Skitter (Readied, 1/Encounter) (Su) Gain haste for rounds equal to your IM 3 Twin Thunder Stance (Ex) Dual-wield 2-hand weapons as if they were 1-hand 4 Energy Hammer (Readied, 1/Encounter) (Su) Attack deals +6d6 damage of your element, can stun foe 4 Fetch’s Wrath (Readied, 1/Encounter) (Su) Strike – Make a melee attack with an additional 4d6 damage, teleport before or after the attack. --------------------
Base Atk +8; CMB +14; CMD 29 Feats Advanced Weapon Training, Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Deceitful, Dodge, Exotic Weapon Proficiency (firearms)[UC], Greater Two-weapon Fighting, Greater Weapon Focus, Gunsmithing[UC], Multiweapon Fighting, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Shield Focus, Weapon Focus, Weapon Specialization Traits black powder fortune, unwelcome business Skills Acrobatics +22, Bluff +10, Climb +5, Craft (alchemy) +14, Diplomacy +5, Disguise +15 (15 when disguised as a Human), Intimidate +5, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (martial) +10, Knowledge (nature) +10, Linguistics +7, Perception +18, Perform (act) +8, Sense Motive +18, Sleight of Hand +22, Spellcraft +7, Stealth +17, Survival +14, Swim +5, Use Magic Device +5 Languages Common, Draconic, English, French, German, Hallit, Kasatha, Russian, Skald, Sphinx SQ agile maneuvers, animus (8), animus flush, animus-charged bullets, animus ammunition, blade meditation, combat expertise, deadly aim, desert runner, desert stride, dodge, elemental attunement, finesse weapon attack attribute, flowing movements, focused aim, greater two-weapon fighting, greater weapon focus, gun- fu, improved two-weapon fighting, instant enlightenment (1/day), jumper, magical gunsmith, mobility, multi-armed, myrmidon maneuver recovery, mystic artifice, point-blank shot, power attack, precise shot, quick draw, rapid reload, shield focus, stalker, trench warfare, weapon specialization Other Gear mwk mithral chain shirt, mwk mithral heavy steel shield, mosin-nagant m1891 rifle, mwk nagant m1895 revolver, bullet[UC] (230), handaxe, metal cartridge[UC] (230), mwk cold iron socket bayonet (mosin-nagant m1891 rifle), beneficial bandolier[UE], boots of elvenkind, gloves of larceny[UE], handy haversack, muleback cords[APG], bedroll, belt pouch, buttons (0.1 lb), candle (10), candle lamp[UE], cleats[APG], cold weather outfit, cold weather outfit, conditioning oil for leather (0.4 lb), disguise kit, file, small (0.1 lb), flint and steel, folding shovel[UE], grappling hook, gunsmith's kit[UC], hot weather outfit[APG], leather paring knife (0.5 lb), leather straps (0.4 lb), mess kit[UE], metal polish (0.3 lb), poncho[UE], pot, powder horn[UC], scope, sewing needle, signal whistle, silk rope (50 ft.), small tent, snowshoes[APG], soft cloth (0.1 lb) (2), tindertwig (5), torch (10), trail rations (15), waterskin, winter blanket
Special Abilities and other unkempt info:
-------------------- Advanced Weapon Training You are specially trained to use your weapon skills in new ways. Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you have.
Grit (Ex)
Critical Hit: Each time the myrmidon confirms a critical hit while in the heat of combat with a weapon with which he has Weapon Focus or is in a weapon group associated with a discipline he has Discipline Focus for, he regains one grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon’s character level does not restore grit. Killing Blow with a Maneuver: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon he has Weapon Focus with, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the myrmidon’s character level to 0 or fewer hit points does not restore any grit. This ability replaces the bonus feat gained at 2nd level. Deeds
The following is the list of base myrmidon deeds. A myrmidon can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. Unbreakable (Ex): Starting at 1st level, a myrmidon is trained very well to protect himself against the many unnatural elements of this world where he must rely on only his wits and training to protect him from harm. He can spend 1 grit point as an immediate action to gain a +4 circumstance bonus on a single saving throw. Heroic Recovery (Ex): Starting at 1st level, a myrmidon spend 1 grit point as a swift action to recover a single expended maneuver. Man of Action (Ex): Starting at 1st level, a myrmidon can spend 1 grit point as a swift action to gain a circumstance bonus on a single Acrobatics, Climb, or Swim check equal to his class level. Ready for Trouble (Ex): Starting at 3rd level, as long as the myrmidon has at least 1 grit point, he gains a +2 bonus on initiative checks and Will saves to resist compulsion and fear effects. In addition, if his hands are free and unrestrained, he can spend 1 grit point as part of making an initiative check to draw a single non-hidden light or one-handed weapon or to draw and don a shield (except a tower shield). Utility Trick (Ex): Starting at 3rd level, as long as the myrmidon has at least 1 grit point, he can perform any of the following utility tricks. The myrmidon must declare the utility trick he is using before using the ability. Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, the myrmidon can grant 1d6 temporary hit points per three character levels to himself or an adjacent creature as a full-round action. These temporary hit points cannot increase a creature’s hit points beyond its normal maximum, and last for ten minutes. A creature can only only receive the benefits of this ability for one day or until they have received magical healing equal to or greater than the amount of temporary hit points granted by the myrmidon’s field bandage, whichever comes first. This ability also halts a bleeding wound, stopping a creature from taking further bleed damage.
At 6th level, the myrmidon can temporarily negate the fatigued, shaken, or sickened conditions using this ability.
There are some mystics that have become entranced by the sharp crack of gunfire and the smell of black powder. These mystics seek to incorporate firearms into their fighting style and infuse their powers into their weapon.
This ability replaces the mystic’s standard weapon and armor proficiencies. Maneuvers
This ability alters maneuvers. Magical Gunsmith
Animus Ammunition (Su)
If the firearm loaded with this ammunition has magical properties, these properties are bestowed upon the ammunition as normal. The Way of the Gun
Animus Flush (Su): Starting at 1st level, a gunsmoke mystic can use her animus to flush out her firearm after a misfire. As a move action, she can spend one point of animus to remove the broken condition from a single firearm she is currently wielding. This ability can only repair a firearm that gained the broken condition as a result of a firearm misfire; if the gun was otherwise damaged, it does nothing
This ability replaces withstand spell and quell magic. Piotr's Life and Death, First Time Around (Caution: Some Reign of Winter Spoilers):
Idara was not the first generational ship to flee Kasath's dying ecosystem. Thousands of years earlier, a relatively small generation ship called the Idoma left to scout the universe and find a new place called home. This ship was flung far from its original course, flung through a strange dimension, and, under enormous pressure, forced to crash upon a small blue-green planet orbiting a yellow sun. Very few of the crew survived the crash. Additionally, the dimensional rift had permanently shorted out the ship's equipment, leaving the surviving kasatha very little means of protection and survival. Making matters worse, the ship had crashed into a remote and bitter cold part of the planet. Struggling to survive and make it to civilization, the remaining kasatha were decimated by the cold. Less than two dozen kathas made the trip to a small village on the frozen wilderness' edge. The strange, pale, pink creatures in the village were confused and angered by the kasathas' appearance, and reacted with violence. By the end of the night, only four kasathas remained in the village, every human fighting to their last breath against the so-called invaders. The kasatha took all they could carry that they needed from the village, burned their dead, and left the villagers for the crows. Travelling by dark of night, they made their way until they found someplace warm enough- if barely, and formed a hidden enclave. One of the surviving kasatha was Piotr's mother, Tarla. Piotr was born in the spring, in the month the humans call May. Piotr's mother and the other three members of the enclave taught him from a very young age how to hide, how to fool the humans into thinking he was one of them, and how to build and use their weapons. They wrapped his head in tight bonds from the time he was a baby, and his head was mishappen because of this shorter, squatter, not a proper kasathan head at all. He suffered from headaches and chills in the cold environs, but his suffering only made him stronger. When Piotr's parents passed away, he was still quite young, but they had taught him enough to survive. He was born with another name, but by the time he was an adult, he couldn't remember it. He took a name that fit in with the local humans. He learned their language and customs. Then, the Great War came. Piotr fought alongside his countrymen, meeting other soldiers from around the planet, sharing in a comradery he hadn't known in peace time. He managed to maintain his disguise and kept from serious injury to avoid notice. Until he met Grigori Rasputin. The canny monk saw through his disguise, threatening exposure to blackmail him into service and servitude. So it was that Piotr came under the power of the mad monk. When the revolutionists killed Rasputin, Piotr thought he might finally be free, but quickly came to realize the foolishness of that assumption. For Grigori Rasputin was not such an easy man to kill. Piotr was brought to Rasputin's Akuvskaya Prison Camp, serving as one of its many guards. He presumed he would die there, in service to the seemingly immortal madman. But then, heroes from Golarion arrived via Baba Yaga's Dancing Hut. All of Piotr's childhood tales of stars beyond sol came flooding back to the kasatha and he took a chance, revealing himself to the adventurers and begging them to take him with them and let him help them overthrow Rasputin for good. The final battle against Rasputin was fierce and frenzied, and Piotr came close to dying several times, but Imesha, an aasimar priestess, kept him from passing that day. Unfortunately, the same could not be said for Alden, a warrior and companion of Imesha's. As he died from fatal wounds, energy drain, and poisons, Alden passed the mantle of Baba Yaga's Red Horseman to Piotr, who was ready to leave Earth behind without regret. He never made it farther than Baba Yaga's Hut, or more precisely, her Cauldron within the extradimensional space within the hut, where he dies fighting Queen Elvanna of Irrisen. His last words were "What do you mean, you're out of healing spells?"
Piotr's Lives and Deaths, Round Two:
But that wasn't the only time Piotr died. By that time, Imesha was powerful enough in her faith to be able to bring him back to life. It was in this way that he finally escaped his Earth-bound life and came to Golarion. And it was on Golarion, in this second life, that he helped install a new Queen of Irrisen, Rasputin's very own grand-daughter Anastasia. He and Anastasia learned of this new world in each others' company, with the occasional supervisory visit from Imesha. Piotr's life seemed to find some balance and rare happiness, despite all the whispers behind his back- and sometimes right in front of him. Imesha had gone on to even greater adventures across the planes in service of Baba Yaga as part of a bargain she had struck with the hag, but refused to talk about. These missions began to change Imesha, darkening her in ways subtle and unseen. She began to see Piotr's resurrection not as something she did out of guilt, but rather as a favor he needed to repay. So one dark winter night in the middle of Golarion's summer (Irrisen, for all its other charms, was still always in winter), Imesha came to call upon that favore, and that is when Piotr met his second death. He doesn't remember this death nearly as clearly as his first, but he remembers burning waves of fire all around and thinking "Finally, I am warm! ---------------------
Imesha and Piotr and a few other companions dragged into the adventure by the Imesha as the Black Rider made several raids on ancient witchwyrd enclaves that were still manipulating the primarily shobhad societies, keeping them violent and independent of each other. Rather than seeking to shut down these enclaves, however, Baba Yaga's plan involved controlling them by means of selective assassination. Imesha's job as herald was to eliminate certain witchwyrd leaders, under the false notion implanted by Baba Yaga that doing so would free the shobhad from their mental shackles. Piotr, his mind clear from Baba Yaga's influence, saw the changes in Imesha and how she was being used by the Hag Queen, yet found himself unsure how to clear up his friend's vision of the events as they unfolded. Rather than directly confronting her, he spent the days of camping in Baba Yaga's Hut waxing philosophical, trying to bring her around to her old ways of thinking through conversations. Rather than convince Imesha to revert back to her old self, however, her poisoned mind saw him as challenging her morality and leadership. Challenges she did not take kindly towards. So, when fighting a group of witchwyrds lobbing fire magic drew the gunslinger in close one of her targets, she used her magics to expose all the black powder usually stored in Piotr's dimensional storage just as another fireball hit. The resulting explosion and fire is what killed Piotr for the second time, at the hands of the witchwyrd, but with a bit of help from his old friend Imesha.
Appearance and Personality:
Piotr often appears as a haggard, thin, long-bearded and grey-pallored man with a slightly large head in a world war one era Russian uniform with a flowing trenchcoat. When not in disguise, however, his kasathan features are more prominently noticeable, what with the four arms, lack of a nose, and hairless, misshapen head. Unlike most kasatha, his head is shorter and squatter, more human-shaped, although still a bit larger and longer than a human's. He is shorter than most kasatha thanks to his suffering as a child with frequent malnutrition and colder than acceptable climate. His reborn self is still packed for the war he died fighting, loaded for bear against any environs he might have travelled to in the Hut. Piotr has a somewhat Russian fatalistic outlook on life, happiest when he has something to complain about. He is more comfortable in small groups than larger society, and forms bonds with fellow combatants readily. He has a bit of trouble fitting in with society because he's never really been in one he belonged to. That said, through years of painstaking practice, he has learned how to compensate by pretending to be someone he is not. Piotr has a wry sense of humor, dry sarcasm being his specialty.
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