![]()
About Sergei von JanderhoffAppearance:
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]
AC: 21 (10 + 10 (+1 Stone Plate) + 1 Dex)
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
+1 Cold Iron Nodachi: +8 to Hit; Dmg 1d10+5; crit 18+/x2; Type P or S Ranged
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:
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):
Steel Will (Ex):
Mutagen (Su):
(+4 Str, -2 Int, +2 NA) Spirit (Su):
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):
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:
Hex:
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):
Scion of the Stones (Ex):
This alters spirit animal. Reciprocal Resonance (Su):
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:
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)
Spring-loaded Wrist Sheath #2 (5gp)
Backpack (2gp)
Belt Pouch (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
OFFENSE
STATISTICS
SPECIAL ABILITIES
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):
Battle Form (Su):
This ability replaces deliver touch spells. |