Paracount Julistar

Szymon Wojcik's page

101 posts. Alias of Jubal Breakbottle.


Full Name

Szymon Wojcik (SHē-mōn VOI-chek)

Race

Human

Classes/Levels

Aldori swordlord | HP 105/105 | Hero Points 3 | Mythic 5/5

Stats:
AC 24/16/18 | Fort +11 Ref +10 Will +7 (+2 vs. fear) | Init. +3 | Perception +11, Darkvision 60 ft | CM +11/25 (31 vs. trip & grapple)

Gender

Male

Size

Medium

Age

32

Alignment

Neutral

Languages

Common

Occupation

Aldori swordlord

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 13

About Szymon Wojcik

Age 120 Height 4-ft, 4-in Weight 155 lb.
Hair Blonde Eyes Flint gray

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:
• To be reunited with your family.
• To reclaim your family name and legacy by tracking down your family artifacts. Pick one lesser and one greater family artifact from this list:
›› (Lesser) Ring of Protection: this signet ring was worn by members of your lost family.
›› (Greater) Helm of Brilliance: this crown was worn by your ancestors, who were past rulers of Mytros.

Race Hill Dwarf
Class Forge Cleric 3
Background Courtier
Alignment Neutral Good
Gender Male

Initiative +0 Senses Darkvision, Perception +3

==DEFENSE==
AC 19 (17 armor +2 shield)
HP 30 = 8 +8 +2 3x (+3 Con +1 Hill Dwarf)
Strength +2, Dexterity +0, Constitution +3
Intelligence +0, Wisdom +5, Charisma +2
Armor Splint armor & shield

==OFFENSE==
Speed 25 ft, not reduced by wearing heavy armor.
Melee +1 Warhammer +5 (1d8+3) Bludgeoning, Versatile (1d10)
Melee / Ranged (20/60 ft) Dagger +4 (1d4+2) Piercing, Thrown
Melee / Ranged (20/60 ft) Handaxe +4 (1d6+2) Slashing, Thrown
Ranged (80/320 ft) Light Crossbow +2 (1d8) Piercing
Ranged (60 ft) Sacred Flame +5 (1d8) Radiant
Special Attacks

==STATISTICS==
Str 14, Dex 10, Con 17, Int 10, Wis 16, Cha 10
Proficiency +2

==PROFICIENCIES ==
Forge Cleric – Light, Medium & Heavy armor & Shields
Forge Cleric – Simple Weapons
Forge Cleric – History, Religion, Smith’s tools
Hill Dwarf - battleaxe, handaxe, light hammer, and warhammer.
Hill Dwarf – Mason’s tools
Courtier – Insight, Persuasion
Courtier – Navigator's tools & Herbalism kit

==SKILLS==
+2 History (2 proficiency +0 Int)
+5 Insight (2 proficiency +3 Wis)
+2 Persuasion (2 proficiency +0 Cha)
+2 Religion (2 proficiency +0 Int)

Languages Common, Dwarven

==ABILITIES ==
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

- 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 ==
Spell DC = 13 = 8 +2 proficiency +3 Wis

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 ==
Worn
Amulet Holy Symbol of Volkan (Silver anvil wreathed in blue flame) with an incorporated pearl (100 gp) – 1 lb.
Splint armor – 60 lb.
Shield with holy emblem of Volkan (Silver anvil wreathed in blue flame) – 6 lb.
+1 Warhammer – 2 lb.
Dagger - 1 lb.
Handaxe - 2 lb.
Light Crossbow – 5 lb.
Quiver with 20 bolts – 1.5 lb.
Belt pouch containing 11.37 gp – 1 lb.

Explorer’s backpack – 5 lb.
- Set of fine clothes – 6 lb.
- Bedroll – 7 lb.
- Mess kit – 1 lb.
- Tinderbox – 1 lb.
- 10 days of rations – 10 lb.
- Waterskin – 5 lb.
- Rope, hempen (50 feet) – 10 lb.
- Continual Flame on a stone that secures to the front of his helmet - 1 lb.
- Mason's tools - 8 lb.
- Smith's tools - 8 lb.
- Navigator's tools - 2 lb.
- Herbalist's kit - 3 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:
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.
Neutral Male Human (Taldan)
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==
AC 25, touch 16, flat-footed 19 (+8 armor, +1 natural, +1 trait, +4 dex, +1 dodge)
HP 105 (6d10 +2d8 +16 Con +Toughness +5 Mythic Champion)
Fort +12, Ref +11, Will +5
Armor +2 Breastplate, Medium
Defensive Abilities Bravery (+2 vs. fear effects), Iron Monk (+1 natural armor), Defender of Society (+1 trait bonus to AC), Unforgotten (Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.)
- Crane Style and fighting defensively (-1 attack +4 dodge AC, and deflect one attack with free hand per round)
- Deflect arrows, one attack per round
- Dragon Style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects.

==OFFENSE==
Speed 30 ft/x4 (Armor Training 1)
Melee +1 Keen Aldori dueling sword +15 (1d8+8) 17-20/x2
Melee +1 unarmed +12 (1d6+7) 20/x2
Melee Masterwork Cold iron morningstar +12 (1d8+4) 20/x2
Ranged +1 composite (+4) longbow +12 (1d8+5) 20/x3
Offensive Abilities
- Full attack (-5 second attack)
- Two Weapon Fighting (-2 attack for two attacks)
- Crane Riposte (AOO with Crane Wings deflection)
- Stunning Fist (DC 13, 2 per day)
- Mythic Power Attack (-2 attack +6 damage. When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.)
- Dragon Style, You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

==STATISTICS==
Str 17 (19), Dex 16 (18), Con 14, Int 10, Wis 10, Cha 13
BAB +7, CMB +11 (+1 with dueling sword), CMD 25 (+6 vs. grapple & trip from favored class; +1 vs. disarm & sunder with heavy blades)

FEATS
Fighter – Armor Proficiency (Light, Medium & Heavy)
Fighter – Shield Proficiency (all including tower)
Fighter – Weapon Proficiencies (Simple & Martial)
Human – Dodge
Story – Unforgotten
1st – Power Attack
Fighter (1st bonus) – Weapon Focus (Aldori dueling sword)
Fighter (2nd bonus) – Two Weapon Fighting
3rd – Crane Style
Monk – Improved Unarmed Strike
Monk – Stunning Fist
Monk (1st bonus) – Crane Wings
Monk (2nd bonus) – Crane Riposte
Monk (2nd Sacred Mountain) – Toughness
5th – Deflect Arrows
7th – Leadership
Fighter (4th bonus) – Weapon Specialization (Aldori dueling sword)
Mythic Champion 1 – Power Attack (Mythic)
Fighter (6th bonus) – Dragon Style
Story (bonus) - Improved Disarm

TRAITS
1. Sword Scion You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
2. Defender of the Society You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

SKILLS 6x (2 +1 Human) + 2x (4 +1 Human) = 28 ranks
(3) Acrobatics* +9/+7
(1) Climb* +7/+5
(1) Handle Animal +5
(8) Intimidate +12
(8) Perception +11
(1) Ride* +7/+5
(5) Stealth* +11
(1) Swim* +7/+5
*Armor Check Penalty -2, +1 Breastplate & Armor Training 1

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 (2018/5 silver) – 3 lb.
(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
Currency 322 gp
(1 gp) Grooming kit – 2 lb.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
(9 gp) Fighter’s kit – 29 lb.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
(40 gp) Rope, silk (200 ft.) – 20 lb.

Personal Load 55.5 lb.
Personal Carrying Capacity 153 lb. and less for Medium encumbrance

(300 gp) Horse, heavy (combat-trained)
(250 gp) Masterwork Parade Barding
(16 gp) Riding kit

MOUNT:

Heavy Horse named Hunter
Neutral Male Large Animal
Initiative +4; Senses Perception +8, Low-light vision

==DEFENSE==
AC 18, touch 13, flat-footed 14 (+3 armor +2 natural armor +4 dex -1 size)
HP 19 (2d8+10)
Fort +8, Ref +7, Will +3
Armor Masterwork Parade Barding
Special Defenses

==OFFENSE==
Speed 50 ft./x4
Melee Bite +5 (1d4+5) 20/x2
Melee (2) Hooves +5 (1d6+5) 20/x2

==STATISTICS==
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
BAB +0, CMB +7, CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8

==COMBAT TRAINING==
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel:
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Come (DC 15) The animal comes to you, even if it normally would not do so.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20) The animal stays in place and prevents others from approaching.
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.

==EQUIPMENT==
(250 gp) Masterwork Parade Barding – 40 lb.
(16 gp) Riding kit – 54 lb.
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.

190 lb. – Szymon
55.5 lb. – Personal equipment
94 lb. – Horse equipment
339.5 lb. = Current Load

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.