Dr. Olmehya Solstarni Wehir of House Raimar

Piotr Vashnikov's page

1 post. Alias of Reckless.


About Piotr Vashnikov

Piotr Vashnikov
Male kasatha gestalt 8: fighter (trench fighter, myrmidon) 8/mystic (Gunsmoke Mystic 8
N Medium humanoid (kasatha)
Init +8; Senses Perception +18

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Defense
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AC 30, touch 20, flat-footed 21 (+5 armor, +1 deflection, +6 Dex, +3 dodge, +1 natural, +4 shield)
hp 104 (8d10+16)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +15 (+2 vs fear and compulsion effects, +2 vs. fear); +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Defensive Abilities arcane defense, elemental glyph

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Offense
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Speed 30 ft.
Melee mwk cold iron socket bayonet (mosin-nagant m1891 rifle) +10/+5 (1d6+1)
Ranged +1 nagant m1895 revolver +18/+13 (1d8+10/×4) or
. . +1 mosin-nagant m1891 rifle +18/+13 (1d10+10/×4)
Special Attacks deeds (heroic recovery, man of action, ready for trouble, unbreakable, utility trick, warrior's determination), grit (7), weapon training (firearms +1[UC])

Myrmidon Maneuvers

Gunsmoke Mystic 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.

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Statistics
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Str 13, Dex 22, Con 10, Int 16, Wis 24, Cha 13

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
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Special Abilities and other unkempt info:

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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.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Animus (2/turn) Gain an Animus pool that you can spend to enhance maneuvers
Arcane Defense +2 (Su) Gain insight bonus to AC/saves vs magic and psionics
Blade Meditation (Su) As a full-round action, expend all your maneuvers and damage melee attackers
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deeds Use Grit to perform special abilities
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Elemental Attunement (Su) A mystic contains incredible elemental power within her body, surging energies that constantly flow through her blood and muscle. Bringing these energies to bear is as easy as breathing for a mystic, shifting the flow of power with the subtle movemen
Elemental Glyph (7 allies, 8 rounds) (Su) As a move action, grant one of several suites of elemental abilities to your allies
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flowing Movements At 1st level, a gunsmoke mystic gains Rapid Reload as a bonus feat, even if she does not meet the prerequisites, and applies that feat to any firearm she wields. At 5th level, a gunsmoke mystic can reload a two-handed firearm as if it were a onehanded firearm, and a one-handed firearm as if it were a hand or light crossbow. At 9th level, a gunsmoke mystic no longer provokes attacks of opportunity when firing or reloading her firearm.
Greater Two-Weapon Fighting [Combat Trick] 2 stamina points to make another attack at -15 after successful third attack.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Two-Weapon Fighting [Combat Trick] 5 stamina points to make an additional AoO attack with off-hand weapon at a -5.
Instant Enlightenment (1/day) (Ex) As a free action, trade one granted maneuver for another that you know
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Multi-Armed (Ex) Has one primary and 3 off hands.
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).
Mystic Artifice (Su) Use a Spellcraft check to substitute for spells when creating magic items
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quick Draw [Combat Trick] Have at least 1 stamina point, can sheathe weapon as a swift action.
Rapid Reload (Rifle, Mosin-Nagant M1891) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload [Combat Trick] 5 stamina points to reduce reload time of a crossbow or firearm by one step. If already a free action, 2 stamina for +1
Shield Focus [Combat Trick] Up to 2 stamina points to increase bonus to shield's AC bonus.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Versatile Training (Weapon Training [Firearms] +1) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use thi
Weapon Focus (Firearms) Choose one weapon group. You become better at using that type of weapon. You gain a +1 bonus on all attack rolls you make using weapons from the selected group.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Firearms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Firearms
Withstand Spell (Su) Use Will in place of Fort/Ref vs spells and psionics, suffer no effect if save normally allows lesser effect

Grit (Ex)
Daring Acts
With the GM’s approval, a myrmidon can regain grit by performing daring acts. As a general rule, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the myrmidon regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
At 1st level, the myrmidon makes his mark upon the world with nerves of steel and superior training. Through determination, verve, or otherwise dumb luck, the myrmidon is capable of forcing incredible feats of daring and skill through their own tenacity. In game terms, grit is a fluctuating measure of a myrmidon’s ability to perform incredible actions in combat. At the start of each day, a myrmidon gains a number of grit points equal to his myrmidon initiation modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his myrmidon initiation modifier (minimum 1), though some feats and magic items may affect this maximum. A myrmidon spends grit to accomplish deeds (see below), and regains grit in the following ways.

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
Myrmidons spend grit points to accomplish deeds. Most deeds grant the myrmidon some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the myrmidon has at least 1 grit point.

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.
Makeshift Tool: Should he need a tool in a combat situation, the myrmidon makes due with his weapons. He is not penalized for not having a proper tool when making skill checks in combat.
Improvise Weapon: The myrmidon can use objects not intended to be normal weapons or cobble together something that can be used as a weapon. He only takes a –2 penalty while wielding improvised weapons, rather than –4.
Warrior’s Determination (Ex): The myrmidon gains an uncanny ability to force himself through many hardships and keep on going through his superior training and experience. Starting at 6th level, he can spend 1 grit point as an immediate action to negate a single condition currently affecting him until the end of the encounter, at which point it returns as if its duration had not been interrupted. The myrmidon can activate this ability even if he would not normally be able to act because of the condition in question. A myrmidon can use this ability multiple times in an encounter, spending 1 grit point and negating a single condition each time he does.

At 6th level, the myrmidon can temporarily negate the fatigued, shaken, or sickened conditions using this ability.
At 10th level, a myrmidon can temporarily negate the dazed or staggered conditions, or ignore the effects of a disease (including ability damage he may have taken from the disease) using this ability.
At 14th level, a myrmidon can temporarily negate the exhausted, frightened, or nauseated 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.
Weapon and Armor Proficiency
A gunsmoke mystic is proficient with all simple weapons and with firearms. She is also proficient with light armor and bucklers.

This ability replaces the mystic’s standard weapon and armor proficiencies.

Maneuvers
The disciplines available to a gunsmoke mystic are Elemental Flux, Riven Hourglass, Shattered Mirror, Solar Wind, Tempest Gale, and Veiled Moon. In addition, she always treats firearms as discipline weapons for the disciplines available to her as a gunsmoke mystic. A gunsmoke mystic gains Sleight of Hand as a class skill. She otherwise learns, readies, and initiates maneuvers as a standard mystic.

This ability alters maneuvers.

Magical Gunsmith
At 1st level, a gunsmoke mystic gains her choice of a musket or a pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunsmoke mystic also gains Gunsmithing as a bonus feat, and can upgrade this gun to masterwork quality for 300gp and one day of work, as if she were a gunslinger.

Animus Ammunition (Su)
At 1st level, a gunsmoke mystic learns how to form her animus into ammunition for a firearm. As a free action that does not provoke attacks of opportunity, the gunsmoke mystic can spend one point of animus per piece of ammunition created to reload an empty firearm on her person, filling the gun with with semi-real bullets or pellets and powder. These bullets or pellets are treated as mundane steel with no special abilities or properties, and after one of these bullets or pellets are used for an attack, it vanishes. However, due to the ephemeral nature of these pieces of ammunition, the gunsmoke mystic reduces the misfire value of the firearm by 1 (to a minimum of 1) while making attacks with her semi-real bullets. Firearms with multiple barrels or chambers (such as with a pepperbox or a revolver) must spend one animus per barrel or chamber being loaded (the gunsmoke mystic does not have to load a firearm to full capacity if she chooses). The gunsmoke mystic does not need to have a free hand to reload her firearms, she only needs to be touching the firearm to do so.

If the firearm loaded with this ammunition has magical properties, these properties are bestowed upon the ammunition as normal.

The Way of the Gun
Gunsmoke mystics form a strong bond with their firearms, perfecting various methods of channeling animus through their shots.

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
Gun-fu (Ex): Starting at 2nd level, a gunsmoke mystic can use the butt or handle of her firearm as a light melee weapon (regardless of what sort of firearm it is). One-handed firearms deal 1d6 points of damage (1d4 if wielded by a Small creature), and two-handed firearms deal 1d10 points of damage (1d8 if wielded by a Small creature). Regardless of the gunsmoke mystic’s size, she threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
While wielding a firearm, the gunsmoke mystic threatens adjacent squares as normal for a melee weapon, and can use the butt or handle of her firearm to make attacks of opportunity. The gunsmoke mystic can attack with the gun in melee or fire it at range interchangeably, even within the same full-attack action (although she still provokes attacks of opportunity if she makes ranged attacks while threatened). In addition, if the firearm she wields has an enhancement bonus, that bonus applies to her melee attacks with the firearm.
Animus-Charged Bullets (Su): Starting at 3rd level, a gunsmoke mystic may spend one point of animus as a free action to add her gunsmoke mystic initiation modifier to damage rolls with firearms for one round. The gunsmoke mystic can only use this ability once per round.
Focused Aim (Su): Starting at 7th level, a gunsmoke mystic can take a move action to increase the accuracy of a firearm. After doing so, that firearm’s range increment increases by 20 feet for her next attack with it. This ability stacks with all other bonuses to the firearm’s range increment.
Ricochet Shot (Su): Starting at 12th level, when initiating a ranged strike with a single target, the gunsmoke mystic may spend a number of points of animus equal to the level of that strike to target an additional enemy within 20 feet of the initial target. If she does so, she effectively initiates the strike twice, once against each target. The gunsmoke mystic can only use this ability once per round.
Martial Reloading (Su): Starting at 17th level, whenever the gunsmoke mystic initiates a maneuver with her firearm, she may freely reload the shots used as part of that maneuver as if she had used the animus ammunition class feature, at no animus cost to her.
This ability replaces bonus feats.

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!

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Piotr's second death happened on the planet Akiton, aka the Red Planet, where Imesha, as the Black Rider of Baba Yaga, set into motion a plot by the Hag Queen to slow the planet's rotation, assuring the foretold rise of the Winterlands polar ice caps.

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.