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About Szymon WojcikAge 120 Height 4-ft, 4-in Weight 155 lb.
APPEARANCE: The most striking feature of this blonde dwarf is his haunted eyes. He wears splint armor, an open-faced helmet, and a weapons’ belt carrying a warhammer, handaxe, and dagger. In his left, he carries a metal shield emblazoned with a silver anvil wreathed in blue flame. He shoulders a backpack, quiver, and light crossbow.
PERSONALITY: Personality trait Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideal: People. I'm committed to the people I care about, not to ideals. Bond: Nothing is more important than the other members of my family. Flaw: In fact, the world does revolve around me.
BACKGROUND:
Twenty years ago, Nikostratos Skyminer was once in possession of the rarest treasure in Thylea: a truly happy life. He had a loving wife, beautiful children, and lived in a great house in the city of Mytros.
Then one day, everything changed. With the strongest godly lineage from the dragonlords, he had just been elected by his peers of city leaders to become the next ruler of Mytros. Niko returned home to find his house cold and empty. His friends, neighbors, and even Queen Vallus had no memory of him and the Skyminer family, as if they had never existed. Instead, his rival Acastus had been elected king of Mytros He was thrown out of the palace and every other area restricted to the aristocracy of Mytros. For a while, he struggled against insanity. Eventually, he found focus in his mind and heart through the faith of his forefathers in Volkan. He concluded that his reality had broken, and he resolved to find his family, by repairing it at whatever the cost. He will travel to the ends of the earth and fight the gods themselves if needed. He’ll do whatever it takes to bring back the people he loves, even if everyone thinks he's crazy. Haunted One Heroic Tasks:
Race Hill Dwarf
Initiative +0 Senses Darkvision, Perception +3 ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Dwarven ==ABILITIES ==
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Blessing of the Forge. At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a long rest. Channel Divinity. At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
- Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Channel Divinity: Artisan's Blessing. Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. Feature = Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. ==SPELL CASTING ==
Cantrips (3): Guidance (aVS) , Mending (1minVSM) , Sacred Flame (aVS) , Domain: Identify* (1minVSMpearl), Searing Smite (bVc), Heat Metal (aVSMc), Magic Weapon (bVSc), Prepared (Wis +level = 6): Bless (aVSMc), Cure Wounds (aVS), Healing Word (bV), Detect Magic* (aVSc), Spiritual Weapon (bVS), Lesser Restoration (aVS), Ritual Casting (*): You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. == EQUIPMENT ==
Explorer’s backpack – 5 lb.
Load: Carrying Capacity: Str x15 = 210 lb. CHANGES IN WEALTH: Creation Expenses
Expenses since creation Income Cash on Hand ADVANCEMENT:
4th - Resilient (Con) RUMORS:
1. Kaia You've heard she was a dangerous raider even as a child, and that she killed her first man at the age of six. 2. Kaia You've also heard that she might in actuallity be a changling, swapped for a human baby in the crib. 3. Novyn You've also heard of this Novyn... a bastard who doesn't love anyone or anything... including herself. APPEARANCE: Szymon Wojcik has casual, scoundrel good looks. He stands a little over six feet tall with a lean, whipcord muscular frame. His straight brown hair is well-barbered to chin length with a complementing goatee. His clothes are always perfectly tailored and currently fashionable. He wears breastplate armor and an Aldori dueling sword. PERSONALITY: Neutral Male Human (Taldan)
Szymon Wojcik is an optimist and a survivor. It still amazes him that he survived his childhood, many duels, and most of his adventures. And he continues to look for his lost brother Artur in crowds and dungeons. His initial reaction almost always is to do the right thing, but his brutal pragmatism pushes him to kill potential threats rather than let them live to fight another day. He used to play up the scoundrel image with the ladies, because it worked. But now, he is full-on in love with Tatiana. Class Fighter 6 / Monk (Many Styles & Sacred Mountain) 2 / Mythic Champion 1 Favored Class Fighter Age 32 Height 6-ft, 1-in Weight 190 lb. Hair Brown Eyes Gray Initiative +3; Senses Perception +11, Darkvision 60-ft ==DEFENSE==
==OFFENSE==
==STATISTICS==
FEATS
TRAITS
SKILLS 6x (2 +1 Human) + 2x (4 +1 Human) = 28 ranks
LanguagesCommon EXTRAORDINARY, SUPERNATURAL & SPELL-LIKE ABILITIES Weapon Training(Ex) Heavy blades +1. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su) 5 per day. Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su) +1d6. You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Pierce the Darkness (Sp) You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet. Sudden Attack (Ex) As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction. EQUIPMENT: Gear
Worn (100 gp) Signet ring (10,000 gp) Belt of Physical Might (+2 Str & Dex) – 1 lb. (belt slot) (4,000 gp) Amulet of Mighty Fists +1 (neck slot) (8,320 gp) +1 Countering, Keen Aldori dueling sword, which is engraved with the name Radostný and is supposedly one of Sirian Aldori's swords – 3 lb. (2,000 gp) Handy Haversack – 5 lb. (no slot) (4,350 gp) +2 Breastplate – 25 lb. (chest slot) (4,000 gp) Cloak of Resistance +2 – 1 lb. (shoulders slot) (200 gp) Sleeves of Many Garments – 1 lb. (wrist slot) (900 gp) Cap of Light (head slot) (5 gp) Pickpocket’s outfit – 3 lb. (316 gp) Masterwork Cold iron morningstar – 6 lb. (2,800 gp) +1 composite (+4) longbow – 3 lb. (2 gp) flight arrows ( (2 gp) blunt arrows (20/5 silver) – 3 lb. (5 gp) silver weapon blanche used on 10 arrows (61 gp) durable adamantine arrow (1) (1 gp) Grappling arrow (1) – ½ lb. Handy Haversack
Personal Load 55.5 lb.
(300 gp) Horse, heavy (combat-trained)
MOUNT: Heavy Horse named Hunter Neutral Male Large Animal Initiative +4; Senses Perception +8, Low-light vision ==DEFENSE==
==OFFENSE==
==STATISTICS==
==COMBAT TRAINING==
==EQUIPMENT==
190 lb. – Szymon
Carrying Capacity 468 – 932 lb. Medium Load BACKGROUND: Szymon Wojcik grew up in Restov. His father was a soldier and guard, his mother a cook at a poor inn. His only surviving sibling, an older brother, was his constant companion and primary instigator. The Wojcik boys were recognized wannabe street toughs and Aldori swordlords. Their gang emulated the swordlords mythology in their titles and fictional missions. Eventually, they adopted a master who taught the art of Aldori sword-fighting. They watched his house and protected it from other gangs. They started doing work around the house removing garbage, making minor repairs, and delivering gifts of foodstuffs that were on five-finger discount. The master finally relented and allowed them inside to make minor repairs and errands. The kids thought they were in heaven watching, listening, and repeating everything. Their father attempted to apprentice them several times, but they always returned to the fighting master. His brother was the first to leave. Artur joined an adventuring party to explore the River Kingdoms. He returned with enough for his parents to buy a new house. After six visits spending treasure and telling tales, he never returned. Szymon has never forgotten. He continues to look for Artur in crowds of new towns and dungeons. After adventurers ranging Golarion, Szymon continues to return to Restov. He stays at his parents large townhouse for which he paid with adventuring loot and carouses at his father’s high-end tavern that he opened for his early retirement. Szymon played up the image of the scoundrel with the ladies, because it worked. On his last visit, he met Tatiana. But this time, he was in love and all that that entails. Tatiana is an angel, technically an aasimar. She believes that she is the progeny of the Lady of Luck and devoutly follows her. She was the one who convinced Szymon to take the settlement job, so they could see if their love was strong enough to survive.
ADVANCEMENT: 8th – Fighter 6, Dragon Style, +1 Str, favored +1 CMD 9th – Dragon Ferocity, Deflect Arrows (mythic) 10th – Combat Style Mastery 11th – POSTING HABITS:
During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone. |