Valeros

Wojciech Borisovich's page

13 posts. Alias of zeppelinmage.


Full Name

Nicolai "Wojciech" Borisovich

Race

Male | Human | Fighter (Armor Master) 6 | AC 31; T15 FF29 | 57/57 hp

Classes/Levels

Stats:
FRW +7 +3 +2 | Perception +5 | CMD 24 | Init +4 | Shield Bash +11/+6 (1d8+4, x2)

About Wojciech Borisovich

Male Human Fighter (Armor Master) 6
LN Medium
Humanoid (Human)
6'0”, 225 lbs
Hair: Brown
Eyes: Brown

Full Character Sheet

Description: A fit, muscular man, Wojciech cuts an imposing figure. Outside his armor, he is shaped like an upside down triangle. Wide shoulders and unimpressive legs. He sometimes skips leg day. His features are extremely average. Other than his chiseled physique, his face is a little too round, and a little too flat. His armor is kept in gleaming condition. Always scrubbed to a mirror polish, he maintains his equipment well.

Background:
Nicolai Borisovich grew up in a Brevan military family. His father was a soldier, his father's father was a soldier, his brothers were soldiers, and so on. Everyone supported the military in some way. It was almost expected, living in New Stetven, and not noble, nor a merchant, nor a farmer. While it was his expected place in the world, Nicolai enjoyed that life. It was, as they say, in his genes.

He took well to military discipline and training. Always among the strongest, he found he did not enjoy bullying so much as protecting others from bullies. Whenever an altercation occurred as a teen, he would invariably interject his substantial mass in between the combatants to break things up. More than once that earned him a black eye or bruised rib, but he felt it was worth it to prevent harm to others. Even through all of this, he wore an easy smile. That earned him the nickname of Wojciech.

His ultimate goal was to join the Stetven Shield, the capitol's elite guard unit. To that end, he trained hard, learning all he could, and building his own strength and skill so he could wear the armor and shield of that unit with practiced ease. It took years, but eventually he was sworn into the unit and issued his plate armor. It was the greatest day of Nicolai's life.

One of the hallmarks of elite military units was the politics. You had to play the game to get anything from basic supplies to promotions. It seemed the higher one got in rank, the more they needed their ass kissed. Nicolai didn't care for it. He felt his service spoke for itself. But time and again, he would be passed over for promotion, or given the assignments nobody wanted. In short, he was becoming disillusioned. But he would still serve his country.

Then the incident that defined the second half of his life occurred. He was given orders to report to the smallest and least active city gates for a three day stint of checking papers and basically being a deterrent. It would have been an extremely boring and unfulfilling post. On his way to report, he heard a scream. Choosing to disobey his orders, he turned from the path to investigate.

It wasn't as dramatic as one might think. A merchant girl was being accosted by three thugs. They weren't even that dangerous, excepting the one who was brandishing a knife at the girl. Nicolai stepped in right away, putting himself between the knifeman and the girl, just like he had always done. Immediately the thugs ran off, not wanting to tangle with a guard. When Nicolai checked in on the girl, he realized he knew her. Heidi was the same age as he, and had grown up not far from he had. Their childhoods had commingled; they ran in the same circles. But as they got older and started jobs, they drifted apart.

But now, meeting as young adults, it was as if no time had passed at all. They fell into easy conversation. Nicolai bought her lunch, and they made plans to meet up again. It wasn't until the noon chime that Nicolai realized he was very late.

Nicolai didn't play the game, so his superiors didn't care for him much. At least, he was the least liked out of his unit. Now, an opportunity was handed to them. Nicolai took the chewing out like a stoic statue. He expected it, so it didn't phase him at all. What did phase him was the demand that he resign. "This is no place for the likes of you," "You aren't worthy to wear that," and so on. When the officer was done, Nicolai didn't give him an answer. He just turned and walked out. While his superiors didn't care for Nicolai, his fellow soldiers did. The demands for them to arrest Nicolai went unheeded (Oh, I just missed him, sorry).

Nicolai's decision to leave was a rash one. He could have possibly convinced Heidi to go with him. But they had just reconnected, and he didn't want to risk her future. He left a brief note for her, but without details so anyone reading it couldn't follow.

It wasn't easy losing his tail; Brevic authorities wanted him for disobeying orders, insubordination, conduct unbecoming, and at this point, grand theft of over 10,000 gold worth of military arms and armament; his issued equipment that he never turned in. He was persona non-grata in the entire country, and he had to go. He figured his best bet was to go south through the Stolen Lands where authority wasn't nearly as strict. Doffing his armor, trimming his hair, and dressing as a farm worker, he carried his belongings in a large basket. He hopped on the first carriage south and was soon out of New Stetven.

Once he was confident the coast was clear a few days later, Nicolai, now going by his old nickname Wojciech, started to put a plan together. He needed to get as far from Brevoy as he could. The west coast looked promising, with lots of trading cities and opportunities for a skilled warrior. Besides, he already knew Varisian from traders and travelers he'd met. But he'd need to make a stop first.

In Absalom, Wojciech found a blacksmith to anonymize his gear. It took nearly his entire life savings for the man to look the other way at obvious Brevic military hardware, but in the end he was successful. Now it looked like any other, and Nicolai could wear it again. Offering his services as a caravan guard, Wojciech worked his way westward. Eventually he'd reach the coast where he'd try to set new roots.

Senses:
Perception +5
Initiative +4

DEFENSE:
AC: 31, touch 15, flat-footed 29
+2 AC vs critical hit confirmation
DR: 3/-
Armor: +2 Full Plate, Heavy Steel Shield +1 of Bashing, Ring of Protection +1, Amulet of Natural Armor +1
Hp: 57/57
Saves: Fort +7, Ref +3, Will +2
CMD: 24

OFFENSE:
Speed 20 ft
Melee: Shield Bash +11/+6 (1d8+4/20/x2/B)
+1 Gladius +11 (1d8+3/19-20/x2/S)
* Free Bull Rush using attack roll as Maneuver check
* TWF: -2 to all attacks
Ranged: Light Crossbow +8/+3 (1d8/19-20/x2/P)

Space 5 Reach 5
BAB +6
CMB +10

Ability Scores:
STR 19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 13 (+1)
WIS 10 (+0)
CHA 10 (+0)

Racial Features:
Ability Scores: +2 Strength.
Type: Humanoid of the Human subtype.
Size: Medium
Base Speed: 30 ft
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features:
Fighter (Armor Master):
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Deflective Shield (Ex)
At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery.

Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.

Armored Defense (Ex)
At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless. This ability replaces weapon training 1 and 3, and armor mastery.

Feats:

Two-Weapon Fighting (Combat)
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Shield Focus (Combat)
Increase the AC bonus granted by any shield you are using by 1.

Improved Shield Bash (Combat)
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Armor Focus (Combat) [Full Plate]
Select one type of armor, such as chain shirt or splint mail. The AC bonus granted by the selected armor increases by 1.

Shield Specialization (Combat) [Heavy]
Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.

Advanced Armor Training (Combat)
Select one advanced armor training option.
Armor Specialization (Ex) [Full Plate]: The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor.

Shield Slam (Combat)
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Weapon Focus (Combat) [Heavy Shield]
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Skills:
Skill Points
Fighter: (2 + 1 (INT) +1 (Human) = 4) x 6 (Level) = 24
Background Skill Points 2 x 6 (Level) = 12
Class Skill; Untrained; (b) = Background Skill * = ACP -3

Acrobatics DEX +2*
(b)Appraise INT +1
Bluff CHA +0
Climb STR +10*
(b)Craft INT +1
Diplomacy CHA +0
Disable Device DEX +2*
Disguise CHA +0
Escape Artist DEX +2*
Fly DEX +2*
(b)Handle Animal CHA +4
Heal WIS +0
Intimidate CHA +0
Knowledge: arcana INT +1
Knowledge: dungeoneering INT +7
(b)Knowledge: engineering[i] INT +10
(b)Knowledge: geography INT +1
(b)Knowledge: history INT +1
Knowledge: local INT +1
Knowledge: nature INT +1
Knowledge: nobility INT +1
Knowledge: planes INT +1
Knowledge: religion INT +1
(b)Linguistics INT +1
Perception WIS +5
(b)Perform CHA +0
[i](b)Profession: Soldier
WIS +9
Ride DEX +9*
Sense Motive WIS +0
(b)Sleight of Hand DEX* +2*
Spellcraft INT +1
Stealth DEX +2*
Survival WIS +10
Swim STR +8*
Use Magic Device CHA +0

Languages:
Common, Varisian

Gear:
Worn:
Full Plate +2 (armor)
Heavy Steel Shield +1 of Bashing (shield)
Ring of Protection +1 (ring)
Amulet of Natural Armor +1 (neck)
Gladius +1
Light Crossbow
Bolts x20

Belt Pouches:
Potion of Blur

Backpack:
Fighter's Kit

Valuables:
119g 0s 0c