Vors Kyniar

Vladric Zharatov's page

73 posts. Alias of c c.


Classes/Levels

Neutral-Good Male Human Swashbuckler3 (RB, RSC) / Bloodrager2 (UB, IR) ¦ HP: 44/44 ¦ AC: 20; TAC: 13; FFAC: 17 ¦ Panache: 3/3 ¦ Fort: +6 Reflx: +7 Will: +4 ¦ Perception: +7 ¦ Charm. Life: 3/3 ¦ CBldrg/DS 7/8

About Vladric Zharatov

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Vladric Zharatov

Human 3rd Level Swashbuckler (Rostland Bravo, "River" Shackles Corsair)/2nd Level Bloodrager (Urban Bloodrager, Id Rager)

Size and Alignment: Medium-sized Humanoid (Human), Neutral-Good

Age, Height, and Weight: 30 years old, 6'2", and 200 lbs.

Init: +2; Senses: Perception +7

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Defense:
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AC: 19, Touch: 12, Flat-Footed: 17

HP: 44 (5 HD; 5d10+8) [12+8+8+8+8]

Fort: +6, Refx: +5, Will: +2 (+4 bloodrage); +3/3x's day=Charmed Life

FCB: +1 Skill per Bloodrager or Swashbuckler level (via Eclectic feat).

Panache: 3

Charmed Life: 3

Armor Proficiency: All Light Armor and Medium Armor. May cast bloodrager spells as psychic spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance.

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Offense:
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Speed: 30' [40 ft. base]

Melee Attack: Mwk Living Steel Aldori Dueling Sword +10 [bab5+str2/dex2+wf1+ss1+mwk1]
Melee Damage: Mwk Living Steel Aldori Dueling Sword (1d8+2+3, Slashing, x2/19-20) [str/dex2+?] [2handed:+3], [PreciseStk:+3], exotic
Bloodrage Melee Attack: Mwk Living Steel Aldori Dueling Sword +12/14 [bab5+str2-4/dex2-4+wf1+ss1+ds2+mwk1]
Bloodrage Melee Damage: Mwk Living Steel Aldori Dueling Sword (2d6+2-4+3, Slashing, x2/19-20)[str/dex2-4+?] [2handed:+3-6], [PreciseStk:+3]

Melee Attack: Aldori Dueling Sword +9 [bab5+str2/dex2+wf1+ss1]
Melee Damage: Aldori Dueling Sword (1d8+2+3, Slashing, x2/19-20) [str/dex2+?] [2handed:+3], [PreciseStk:+3], exotic
Bloodrage Melee Attack: Aldori Dueling Sword +11/13 [bab5+str2-4/dex2-4+wf1+ss1+ds2]
Bloodrage Melee Damage: Aldori Dueling Sword (2d6+2-4+3, Slashing, x2/19-20)[str/dex2-4+?] [2handed:+3-6], [PreciseStk:+3]

Melee Attack: Boarding Pike +7 [bab5+str2]
Melee Damage: Boarding Pike (1d8+3+3, Piercing, x3/20) [brace, reach, two-handed melee], [PreciseStk:+3], simple
Bloodrage Melee Attack: Boarding Pike +9/11 [bab5+str2-4+ds2]
Bloodrage Melee Damage: Boarding Pike (2d6+3-6+3, Piercing, x3/20)[str3-6+?], [PreciseStk:+3]

Melee Attack: Boarding Axe +7 [bab5+str2/dex2]
Melee Damage: Boarding Axe (1d6+2+3, Piercing/Slashing, x3/20) [str/dex2-4+?], [PreciseStk:+3], [light melee], martial
Bloodrage Melee Attack: Boarding Axe +9/11 [bab5+str2-4+ds2]
Bloodrage Melee Damage: Boarding Axe (1d8+2-4+3, Piercing/Slashing, x3/20), [str/dex2-4+?], [PreciseStk:+3]

Melee Attack: Bayonet +7 [bab5+str2]
Melee Damage: Bayonet (1d6+3, Piercing, x2/20) [str3-6+?] [two-handed melee], [PreciseStk:+3], simple
Bloodrage Melee Attack: Bayonet +9/11 [bab5+str2-4+ds2]
Bloodrage Melee Damage: Bayonet (1d8+3-6+3, Piercing, x2/20), [str3-6+?], [PreciseStk:+3]

Melee Attack: Machete +7 [bab5+str/dex2]
Melee Damage: Machete (1d6+2+3, Slashing, x2/19-20) [str/dex2-4+?], [PreciseStk:+3], [light melee], martial
Bloodrage Melee Attack: Machete +9/11 [bab5+str2-4+ds2]
Bloodrage Melee Damage: Machete (1d8+2-4+3, Slashing, x2/20), [str/dex2-4+?], [PreciseStk:+3]

Melee Attack: Kunai +7 [bab5+str/dex2]
Melee Damage: Kunai (1d4+2+3, Piercing:-1dmg/Bludgeon, x2/20) [str/dex2-4+?], [PreciseStk:+3], [light melee/thrown], simple, 10' range
Bloodrage Melee Attack: Kunai +9/11 [bab5+str/dex2-4+ds2]
Bloodrage Melee Damage: Kunai (1d6+2-4+3melee-only, Piercing:-1dmg/Bludgeon, x2/20), [str/dex2-4+?], [PreciseStk:+3]

Other Melee Attack: Other Melee Weapons +7 [+2 with Bloodrage]
Other Melee Damage: Varies, +2-4 Str dmg+3melee-only [PreciseStk:+3]

Ranged Attack: Underwater Light Crossbow +7 [bab5+dex2]
Ranged Damage: Underwater Light Crossbow (1d8, Piercing, x2/19-20) [dex2-4+?] [ranged, two-handed], simple, 80' range (20' underwater)

Ranged Attack: Ranged Weapons +7
Ranged Damage: Varies, may add +2-4 Str dmg

Special Attacks: Bloodrage (8 rounds/day), Non-lethal with Aldori Dueling Sword (via Mock Gladiator trait)

Weapon Proficiency: All Simple and Martial weapons, plus Aldori Dueling Swords. Aldori Dueling Swords are considered as piercing weapons for Deeds and other Swashbuckler abilities due to Slashing Grace feat.

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Statistics
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Str: 14, +2 [base 14 (5)]; CBldrg: +2=16 Str, +3 or +4=18 Str, +4, Bloodrage Off/On
Dex: 14, +2 [base 14 (5)]; CBldrg: +2=16 Dex, +3 or +4=18 Dex, +4, Bloodrage Off/On
Con: 14, +2 [base 14 (5)]; CBldrg: +2=16 Con, +3 or +4=18 Con, +4, Bloodrage Off/On
Int: 10, +0 [base 10 (0)]
Wis: 12, +1 [base 12 (2)]
Cha: 16, +3 [base 13 +1 4th stat +2 human (3)]

BAB: +5; CMB: +7 [+1sscion=8]; CMD: 19 [+2waster=21]

Feats: 1st: Eclectic, Human Bonus: WF: Aldori Dueling Sword, 3rd: Slashing Grace, Free: Exotic Weapon Proficiency (Aldori Dueling Sword), Free: Skill Focus (Sense Motive), Free: Iron Will [during Bloodrage only], 5th: Natural Ruler, Free: Dazzling Display (Aldori Dueling Sword only; 1 Panache)

Traits: Mock Gladiator: Aldori Dueling Sword (Social), Sword Scion (KM Campaign)

Adventuring Class Skills, 30 [4+Int=0+Skilled=1+FCB=1]:

+6 Acrobatics (Dex), 1 rank [+Class=3+Dex=2]
+8 Bluff (Cha), 2 ranks [+Class=3+Cha=3]
+6 Climb (Str), 1 rank [+Class=3+Str=2]
+10 Diplomacy (Cha), 4 ranks [+Class=3+Cha=3]
+7 Escape Artist (Dex), 2 ranks [+Class=3+Dex=2]
+10 Intimidate (Cha), 3 ranks [+Class=3+Cha=3+Swagger=1]
+4 Knowledge (Arcana) (Int), 1 rank [+Class=3+Int=0]
+4 Knowledge (Local) (Int), 1 rank [+Class=3+Int=0]
+7 Perception (Wis), 3 ranks [+Class=3+Wis=1]
+6 Ride (Dex), 1 rank [+Class=3+Dex=2]
+10 Sense Motive (Wis), 3 ranks [+Class=3+Wis=1+skfoc=3]
+5 Spellcraft (Int), 2 ranks [+Class=3+Int=0]
+6 Swim (Str), 1 rank [+Class=3+Str=2]

Other Adventuring Skills:

- Disable Device
+3 Disguise
+2 Fly
+3 Heal (Wis), 2 ranks [+Wis=1]
- Knowledge (dungeoneering)
- Knowledge (nature)
- Knowledge (planes)
- Knowledge (religion)
+4 Stealth (Dex), 2 ranks [+Dex=2]
+2 Survival (Wis), 1 rank [+Wis=1]
- Use Magic Device

Background Class Skills, 10 [2 per Level]:

+4 Craft:Shipbuilding (Int), 1 rank
+6 Knowledge (Nobility) (Int), 3 ranks [+Class=3+Int=0]
+4 Linguistics (Int), 1 rank [+Class=3+Int=0]
+8 Perform (Oratory) (Cha), 2 ranks [+Class=3+Cha=3]
+6 Profession (Sailor) (Wis), 1 rank [+Class=3+Wis=1+Swagger=1]
+6 Sleight of Hand (Dex), 1 rank [+Class=3+Dex=2]

Other Background Skills:

+1 Appraise (Int), 1 rank [+Int=0]
+0 Artistry
- Handle Animal
- Knowledge (engineering)
- Knowledge (geography)
- Knowledge (history)
- Lore

Skill Modifiers: -4 ACP, Derring Do deed, 4 ranks in Sense Motive/Diplomacy only during Bloodrage, Skill Focus: Sense Motive, occult skill unlocks (at 4th lvl. Bloodrager), +2 Climb:Wood/Ice (boarding axe), +1 Survival (machete), +1 Intimidate and Prof;Sailor (swagger), books (varies).

Languages: Common, Lingustics=Strix

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Special Abilities
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Bloodrager:

Atavistic Avatar; Dedication (Su): When raging, you count as both a spiritualist and a phantom. An id rager chooses one emotional focus to define his core. At 1st level, he gains Skill Focus as a bonus feat in one skill associated with his atavistic focus (Diplomacy or Sense Motive).

When the id rager enters a bloodrage, he gains additional powers as if he were a phantom with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal.

Controlled Bloodrage (8 rounds/day) (Su): +2/+4 Str, +2/+4 Dex, or +2/+4 Con when enraged. Gain lesser bonus to split as desired, but without normal drawbacks. When an urban bloodrager rages, he does not gain the normal benefits. Instead, he can apply a +4 morale bonus to Constitution, Dexterity, or Strength. This bonus increases to +6 when he gains greater bloodrage and to +8 when he gains mighty bloodrage. He can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage/rage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Dedication:

Skills: The phantom gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.

Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, when the phantom is within its master’s consciousness, it grants the benefits of Iron Will to its master if its master doesn’t have that feat.

Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.

Swashbuckler:

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and can use his Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life, +3 (Ex): At 2nd level, Three times per day as an immediate action before attempting a saving throw, may add Charisma modifier to the result of the save. He must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times he can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Panache, 3 (Ex): At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1); panache cannot go higher than the Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds and regains panache in the following ways:

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, he regains 1 panache 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 swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Aldori Swashbuckler (Ex): A Rostland bravo gains Exotic Weapon Proficiency (Aldori Dueling Sword) as a bonus feat. The Rostland Bravo is not proficient with bucklers, and does not gain Climb or Swim as class skills. This ability alters the swashbuckler’s class skills and armor proficiencies.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, may spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. This after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check; this can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to his Charisma modifier (+3) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If the result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack was parried, provided that creature is within reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points that a deed costs.

Eyes of Abendego (Ex): At 3rd level, whenever they have at least 1 panache point, a Shackles corsair can see three times as far as normal in nonmagical fog. In magical fog, they can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter. This deed replaces swashbuckler initiative.

Inevitable Victory (Ex): At 3rd level, the Rostland bravo gains Dazzling Display as a bonus feat and can activate its effect only while wielding an Aldori dueling sword (and must spend 1 panache point to do so). This deed replaces menacing swordplay.

Kip-up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, they can kip-up from prone as a move action without provoking an attack of opportunity. they may kip-up as a swift action instead by spending 1 panache point.

Precise Strike (Ex): At 3rd level, while he has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding their swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in the other hand or use a shield other than a buckler. They can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of them. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double their precise strike’s damage bonus on the next attack. This benefit must be used before the end of their turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swagger (Ex): He gains a +1 bonus on Intimidate checks, and the DC of Intimidate checks made against him increases by 1. Vladric and his allies gain a +1 morale bonus on Profession (sailor) checks. These bonuses and his Intimidate DC increase by 1 for every 4 levels beyond 3rd.

Coins: 8gp 8sp [6000gp-5991gp, 2sp]

Carrying Capacity: (15 Str) 66-133-200/(23 Str)200-400-600

Enc/Wt.: 192.85 lbs.; light load

Magical Gear:

Tengu Drinking Jug (Slot none): 1,000 gp; Weight 2 lbs.
Muleback Cords (Slot shoulder): 1,000 GP; Weight 1/4 lb.
Ioun Torch (Slot none): 75 gp - [in candle lantern]
Glittering Trinket: Belt-Buckle (Slot waist): 120 GP; Weight 1/2 lb.
Goblet of Quenching (Slot none): 180 gp; Weight 1 lb.
Sleeves of Many Garments (Slot wrists): 200 GP Weight 1 lb.
(temp) Potion:CLW 50gp - [in false scabbard]
(temp) Wound Paste (Slot none): 50 gp; Weight 1/2 lb.
(temp) Lesser Talisman: Beneficial Winds (Slot unworn/neck): 50 GP
Campfire Bead (Slot none): 720 GP —
(temp) Scroll: shield (Slot none):25gp - [in spring-loaded scroll-case]
(from the Swag bag) Amulet of Natural Armor +1 (Slot neck)

Weapons and Armor:

Mwk Breastplate, with slumbering modification, 850gp, 35lb; 6ac,3dex,-4acp
Mwk Living steel Aldori Dueling Sword (slash) 820gp; 3lb (wcord1, placed in f-b scabbard)
Light Underwater Crossbow 70gp; 4lb p (wcord2)
10 bolts 1gp; 1lb
Boarding pike 8gp; 9lb (piercing) reach/brace [it and the boarding axe was from his time with the Mivon river patrol.]
Cold Iron Bayonet 5*2=10gp; 1lb (placed in slw sheath)
Alchem. Silver Kunai (piercing at -1 dmg/blunt) 2+20=22gp 2lb
Machete plus Sawback blade (slash) 10+5=15gp; 2lb
(free) Aldori Dueling Sword: 3lb [his first one that lost him the duel in Mivon; maybe got fixed back up after getting sundered?]
Boarding Axe: 6gp; 3lb [it and the boarding pike was from his time with the Mivon river patrol.]

Equipment:

Mwk Backpack [15/23 str] 50 gp 4lb
Flint and steel 1 gp —
Scabbard, false-bottomed 45 gp 1lb. (contains potion of clw)
Tent, small (1 person, 20 min.) 10 gp 5 lbs
Gear maintenance kit 5 gp 2 lbs.
Grappling hook, common 1 gp 4 lbs.
Shovel, folding 10 gp 12 lbs.
Folding pole 2 sp 10 lbs.
2 Waterproof bags 5 sp each .5 (1/2 lb. each)=1
Bedroll 1sp 5lb
Hammer 5 sp 2 lbs.
Blanket 5 sp 3 lbs.
Soap 1 cp 1/2 lb.
String or twine (50 ft.) 1 cp 1/2 lb.
Whetstone 2 cp 1 lb.
Scroll Case, Spring-loaded 5 GP 1lb
Wrist Sheath, Spring-loaded 5 gp 1 lb.
1 Torch 1 cp 1 lb.
1 Candle 1cp -
2 Weapon cords 1 sp each —
Sack 1 sp 1/2 lb.
5 Pitons 1 sp each (1/2 lb. each) 2.5lb
Silk rope (50 ft.) 10 gp 5 lbs.
Candle lantern 5gp 1lb [to house Ioun Torch in]
Potion sponge 2 gp -
Waster (Aldori Dueling Sword): 1gp; 6lb
Breathing Tube: 1gp; 0.1lb.
Stove Can: 10gp; 1lb.
Snuff Box, wooden: 5 gp -

Books and Papers: (wproof bag1)

Chronicler’s kit 40 gp 4.5 lbs.
Heritage book: 50 gp 2 lbs.
Book of Letters: 50 GP 3 lbs.
Sealing wax 1 gp 1 lb.
Stationery 1 gp —
Scrivener’s kit: 2gp; 1lb.

Clothing and Accessories: (wproof bag2)

Decorative trim [10 gp] —
Signet ring 5 gp —
Noble’s Outfit 75 GP 10 lbs.
Shaving kit 15 gp 1/2 lb.
Grooming kit 1 gp 2 lbs
Poncho 5 sp 2 lbs.
Cologne 5 gp —
(free) Explorer’s Outfit 8 lbs.
Bandolier 5 sp -

Food and Drink: (sack)

Mess kit 2 sp 1 lb.
Pitcher 2 cp 5 lbs.
3 Mug/tankard 2 cp each 1 lb. each=3
Waterskin 1 gp 4 lbs
Powder 1 cp 1/2 lb
1 trail rations 5sp 1lb
Coffee, exotic 3 cp 1/2 lb.
Milk, powdered 1 sp 1 lb.
2 Wandermeal (per day) 1 cp 1/2 lb.=1
[Bottle] Wine, fine 10 gp 1.5 lbs.

Alchemicals:

Alchemical grease: 5 gp 1 lb.
Alchemical solvent: 20 gp .5 lb.
Vermin repellent: 5gp -
Holyweapon balm, 30gp, .5lb
flask of alchemist’s fire, 20gp 1lb
Antiplague 50 -
Antitoxin 50 -
Trollstyptic: 100 -
Night tea 1 sp —
Bachelor snuff 1 gp —
Alchm. Kindness: 1gp -

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Background:
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(tba; in flux...)

Vladric will still be some sort of nobleman type with proficiency in the Aldori Dueling Blade and he'll definitely be human. Maybe instead of being from Brevoy, he could be from the River Kingdom of Mivon (I'll have to pull up the River Kingdoms sourcebook for that) with the intention of reuniting Mivon with the rest of Brevoy now that those lousy Chorals are gone?

Although he has very little familiarity with firearms, once Vladric learns a bit more about them (from Jenya and/or Vallen), he'll be quite interested in them for their potential to become viable anti-draconic weapons (yeah, as a part of an estranged Aldori franchise, he's still a bit sore about those dragons!).

Vladric wouldn't be above having a friendly (but strictly professional) drink with the individual members of his party; more to learn about his prior predecessors before him (Cassandra, Jenya, Vallen) but also to get a feel for their motives and such. The ones that don't have any or are also newly arrived as he (Ilystria)... if they've got something of interest about them, he wouldn't mind learning a bit more about them/"shooting the bull with", as it were.

Maybe Vladric, in his youth, got too full of himself after spending too much time in Rostland, Brevoy as a Bravo and had gotten trounced in a public duel in Mivon with his terms of loss resulting in Vladric having to spend some time doing public service by guarding the local waterways from river pirates.

When he lost that duel in Mivon and had to serve his time in the local Mivon River Patrol under the terms of his loss (made by the victor of that duel on the spot rather than the customary death or disfigurement), Vladric had to turn over his sundered blade to the victor; he was given a new blade of living steel after his service plus his old blade- now repaired; as a reminder of his initial loss. He learned a bit more in the use of the blade from that victor of the duel (undefined new mentor now?).

Added2018: One possible scenario is that the undefined new mentor wore something (like a decorative pauldron perhaps?) made of Living steel; those the mentor deems "worthy" receives a gifted weapon forged from the living steel from that very pauldron (or something similar)? This could explain his main weapon.

Vladric may also change his extra linguistics language from Draconic (since it had already been taken by a few others) to Strix instead.

Added2018: Maybe of some very distant family relations to the Khavortorovs of Brevoy (a knightly house mentioned in Knights of the Inner Sea player companion)? If not actually related, possibly have some sort of connection to be determined later?

Khavortorovs:
knightly family: Khavortorov
motto: We Won’t Be Saddled
Country: Brevoy
Heraldry: White dragon with a helmet embedded in its chest
Expertise: Aldori dueling sword, dueling cloak
description: Masters of battle, both on the field and at court, the Khavortorovs
are known for their short tempers. Since the disappearance of their
lieges, the Rogarvia family, the Khavortorovs have found themselves
on uncertain ground, and now seek to establish a name for
themselves among Brevoy’s other great houses.

Added2018: The "Mivon River Patrol", whether it exists in actual game-canon or not, is a creation of mine to help explain the Shackles Corsair archetype for my character.

Added2018: Considering that Mivon calls its' public, official duels, "a list of Suitors", Vladric definitely could be called a "failed Suitor". For his part, Vladric would've been definitely been forced to kneel down in surrender upon blade-point after his loss (with a broken blade) with his fate to be determined by the victor of the duel in front of the gathered crowd of onlookers after making (and loosing) his challenge to the unnamed mentor.

Added/Revised Descrip2018: Standing at 6'2" in height and 200 2xx? lbs. in weight, Vladric resembles his avatar choice, which in turn, reminds me somehow of the late Peter O'Toole with his iconic sandy blond haired movie-star role appearances. That he was also 6'2" in real-life (no weight was ever given) is also icing on the cake.

AddedFeb2018: Vladric's mentor has been revealed as Grand Dame Eowyn Alderthane ("the Twice Named", never to be openly mentioned in her presence outside of a sanctioned duel) of Mivon's House of Aivragor, itself split off from House Rogarvia of Brevoy.

The elderly matron of this house had followed in the family tradition of not only giving up their rightful noble surname but had to further give up their rightfully earned surname of Aldori due to pressure from Brevoy as well.

The Mivon River Patrol was her pet project to make the houses of Mivon less dependent upon the League of Merchants. The Mivon River Patrol was ostensibly allied with the League of Merchants but both groups had often worked at cross-purposes against one another.

Added/RevisedFeb2018: Had his duel (and subsequent loss) with Grand Dame Eowyn Alderthane at the age of 23 plus his induction to the Mivon River Patrol project- meant to demonstrate to the League of Merchants that while the noble houses of Mivon were somewhat beholden to the league, those same houses weren't, by no means, dependent upon the League. The Mivon River Patrol project was disbanded about lasted a good 6 to 7 years ago before finally being disbanded (timeframe tbd) due to certain political pressure from certain elements within the Mivoni government. Also inspired by Peter O'Toole's IMDB info; he started in 1956 with TV acting then eventually landed his breakout role in "Lawrence of Arabia" in 1962 (not seen yet, probably only seen "My Favorite Year" as something with him in a starring role). ;)

Added/considerations,Sept2018: "Pacifists" in Mivon=Those noble-born who are perfectly capable of governing but do not have the ability to duel/fight, even with magical assistance; possible (yet unused) background element? Another possible background element: Mivon's "Noble/Lost/Doomed Cause"=blame it all on Choral (Those who would ultimately become Mivon had all these elaborate long-term plans within plans and alliances to fight Choral's forces but rug was pulled out from under them when Choral was content with just Brevoy/not expanding past that plus Brevoy's abject surrender was last straw for Mivon)?

Oct2018; having neither the inclination nor skill or gift in either the arcane or divine arts, Vladric turned to occultism to help augment his fighting process.