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Sergei von Janderhoff's page

266 posts. Alias of Luke_Parry.


Full Name

Sergei von Janderhoff

Race

Dwarf

Classes/Levels

Fighter (Eldritch Guardian / Mutation Warrior) / Mammoth Shaman (Crystal Tender) 4 (HP 36/36) (AC 21/11/20) (CMD 18) (Fort +7, Ref +3, Will +9) (Init +7) (Perception +13)

Gender

Male

Size

Medium

Age

68

Alignment

Lawful Neutral

Deity

Torag

Location

Trunau

Languages

Common, Dwarven

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 18
Charisma 5

About Sergei von Janderhoff

Appearance:
Sergei dresses in a solid suit of stone plate, proudly emblazoned on the front with a large depiction of Torag's holy symbol. Tall for a Dwarf, he could almost pass for a short human, were it not for the fact that he is as broad and muscular as any dwarf, making him look like a mobile bulwark when he goes anywhere in his armor (which is practically all of the time). Across his back is a nodachi, whilst at his hip is a warhammer; both are engraved with his family's crest, and whilst not the work of a master, both weapons are clearly well cared for.

Sergei also possesses a long, bushy beard, of a fiery red color that puts many who see him in mind of a cascade of living flame, which he chooses to tame by weaving it into a series of plaits, separated by iron beard-rings emblazoned with glowing Dwarven runes. Although he has a fiery temper, and a boisterous laugh, Sergei typically forms fast friendships, and greets foes and betrayals alike with swift destruction.

Background:
Sergei comes from a long line of stalwart mithral miners and gem-cutters, who made a comfortable life in the mines of Janderhoff. Despite being the second of three sons, familial expectations were nonetheless high; Sergei did, after all, have a duty to his brethren, the family name, and to his honored ancestors. Nonetheless, whilst his eldest brother, Dumasten, was handed the reigns of the family business, Sergei was bundled off into Torag's clergy, where he quickly established himself as an eager member of the faith's more militant wing.

Sergei did, however, have a strong streak of wanderlust - he had read stories growing up about the world outside his home's walls, but he had never really experienced it. When it was decided to send a trading delegation to Trunau, he jumped at the opportunity eagerly, reasoning that it would be a good way to get his wanderlust out of his system, and let him settle down to defending hearth and home, like any proper dwarf should.

Initiative: +3 [+1 Dex + 2 Trait]
Senses: 60' Darkvision, Perception +13
Speed: 20 ft (20 ft in Armor)

AC: 21 (10 + 10 (+1 Stone Plate) + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 20 (10 + 10 (+1 Stone Plate))

Hit Points: 36/36 DR: 1/Adamantine

Fort: +7 Ref: +3 Will: +9

+2 racial bonus on saving throws against poison, spells, and spell-like abilities.

+1 bonus on Will saves against fear and mind-affecting effects.

Combat:
Base Atk: +4; CMB: +7; CMD: 18

Melee
Alchemical Silver Warhammer: +7 to Hit; Dmg 1d8+8; crit 20/x3; Type B

+1 Cold Iron Nodachi: +8 to Hit; Dmg 1d10+5; crit 18+/x2; Type P or S

Ranged
Sling: +5 to Hit; Dmg 1d4+3; crit 20/x2; range 50 ft; Type B

Skills:
Skill Points per level: 4 (Class) + 0 (Intelligence)
Acrobatics -5 (+1 Dexterity - 6 ACP)
Appraise +0
Bluff -3
Climb -3 (+3 Strength - 6 ACP)
Craft(Any) +0
Diplomacy +4 (-3 Cha + 4 ranks + 3 class skill)
Disguise -3
Escape Artist -5 (+1 Dexterity - 6 ACP)
Heal +11 (+4 Wis + 4 ranks + 3 class skill)
Intimidate -3
Perception +13 (+4 Wis + 4 ranks + 3 class skill + 2 Alertness)
Ride -5 (+1 Dexterity - 6 ACP)
Sense Motive +6 (+4 Wis + 2 Alertness)
Stealth -5 (+1 Dexterity - 6 ACP)
Survival +11 (+4 Wis + 4 ranks + 3 class skill)
Swim -3 (+3 Strength - 6 ACP)

feats:
1st: Overwhelm*
3rd: Mauler's Endurance
4th (Fighter Bonus): Choir of Blades*
5th: Outflank*
6th (Fighter Bonus): Improved Outflank*
7th: Vital Strike*
8th (Fighter Bonus): Improved Critical (Nodachi)*
9th: Critical Focus*
10th (Fighter Bonus): Coordinated Charge*
11th: Improved Vital Strike* *OR* Spell Sharing
12th (Fighter Bonus): Sickening Critical*
13th: Staggering Critical*
14th (Fighter Bonus): Tiring Critical*
15th: Exhausting Critical*
16th (Fighter Bonus): Greater Vital Strike
17th: Flaying Critical*

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Giant-Blooded:
Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a bluish tinge to your skin, or oversized hands.

Benefit: When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.

Racial Abilities:
Favored Class Bonus:
+4/4 Natural Armor to Spirit Animal
Slow and Steady:
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision:
Dwarves can see in the dark up to 60 feet. See Vision and Light.
Defensive Training:
Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed:
Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hatred:
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy:
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning:
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word 'dwarven' in its name as a martial weapon.

Class Features:
Familiar (Ex):
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. This ability replaces the bonus feat gained at 1st level.

Share Training (Ex):
At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn’t have to meet the feat’s prerequisites, but at the GM’s discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian’s pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn’t have any limbs capable of properly handling them. This ability replaces the bonus feat gained at 2nd level.

Steel Will (Ex):
At 2nd level, the eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels beyond 2nd. This ability replaces bravery.

Mutagen (Su):
At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability (Advanced Player’s Guide 28), using his fighter level as his alchemist level. This ability replaces armor training 1.

(+4 Str, -2 Int, +2 NA)

Spirit (Su):
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic:
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).

Hex:
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

See the Shaman Hexes section for a full list of Hexes from all sources.

Wandering Spirit (Su):
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Scion of the Stones (Ex):
A crystal tender forms a mystic connection with the precious stones and gems she has sworn to protect. Her spirit animal always appears to be composed of a crystalline substance and gains a +2 bonus to its natural armor. Her spirit animal is treated as an outsider with both the earth and native subtypes, and counts as a crystalline creature for the purposes of spells and abilities. The unique nature of her spirit animal increases the cost of replacing it to 750 gp per shaman level.

This alters spirit animal.

Reciprocal Resonance (Su):
At 4th level, a crystal tender learns to form a temporary bond with a spirit of crystal. When selecting her wandering spirit, she can forgo gaining a spirit ability to instead grant herself and her spirit animal DR 1/adamantine as long as they’re within 10 feet of one another. While benefiting from this ability, the crystal tender’s skin takes on a crystalline sheen. The DR gained from this ability increases to 2/ adamantine at 8th level, 3/adamantine at 12th level, 4/adamantine at 16th level, and 5/adamantine at 20th level.

This alters wandering spirit.

Hexes:

Evil Eye (Su) - 2nd:
The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Witch Hex - Slumber (Su) - 4th:
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spells:
Orisons (4): Create Water, Mending, Purify Food and Drink, Read Magic
1st (3+1): Bless, Comprehend Languages, Cure Light Wounds, Remove Fear
2nd (2+1): Barkskin x2, Lesser Restoration

Spirit Magic (Mammoth, Flame):
1st: Enlarge Person *OR* Burning Hands
2nd: Bull's Strength *OR* Resist Energy

Equipment:

Explorer's Outfit ** (+1 Resistance Bonus)
Stone Plate (1800gp) ** (+1 Armor Bonus)
Alchemical Silver Warhammer (102gp)
Cold Iron Nodachi (120gp) ** (+1 Weapon Bonus)

Spring-loaded Wrist Sheath #1 (5gp)
- Smelling Salts (25gp)

Spring-loaded Wrist Sheath #2 (5gp)
- Potion of CLW (50gp)

Backpack (2gp)
Bedroll (0.1gp)
Crowbar (2gp)
Grappling Hook (1gp)
100' Hemp Rope (2gp)
Hammer (0.5gp)
Piton [x10] (1gp)
10' Pole (0.05gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Chalk [x3] (0.03gp)
Iron Vial [x3] (0.3gp)
Flint and Steel (1gp)

Darkleaf Cloth Leather Lamellar Barding (870gp)

Coin = 12gp, 0sp, 0cp

Archibald Rubble, Mauler Familiar (Compsognathus):
N Medium Outsider(Earth, Native)
Init +5; Senses: Low-light vision, scent; Perception +8

DEFENSE
AC: 22, Touch: 11, Flat-footed: 21 (+5 (Darkleaf Cloth Leather Lamellar Barding), +1 Dex, +6 Natural)
hp: 18+8 = 26/26 DR: 1/Adamantine
Fort: +7, Ref: +4, Will: +5

OFFENSE
Speed 40 ft., Swim 20 ft.
Melee bite +8 (1d6+4 plus Poison)

STATISTICS
Str 17, Dex 13, Con 14, Int 6, Wis 11, Cha 5
BAB +4; CMB +7; CMD 18
Feats: Improved Initiative
Skills: Acrobatics +1, Bluff +1, Climb +3, Diplomacy +2, Escape Artist +1, Heal +4, Intimidate -2, Perception +7, Perform -2, Sense Motive +0, Stealth +1, Survival +7, Swim +11
Equipment: Darkleaf Cloth Leather Lamellar Barding

SPECIAL ABILITIES
Poison (Ex):
Bite—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells:
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Bond Forged in Blood (Su):
A mauler isn't impressed by fancy words—only furious battle. A mauler can't speak, even if it's a type of creature that normally could.

At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round.

This ability replaces speak with master and speak with animals of its kind.

Increased Strength (Ex):
At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su):
At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size).

This ability replaces deliver touch spells.