Colonel Ivan Fyodorovich Karamazov (Judson's Character)
Posted: Sun Jan 04, 2009 6:23 am
Colonel Ivan Fyodorovich Karamazov
LE Human
Scout 4 / Ranger 3 / Marshal 9
Sorcerer 8 / Legionnaire 1 / Tactician 7
HP: 135
AC: 32 (1dex, 3arm, 4shield, 5insight, 9deflection)
BAB: +12
Init: +1
Str: 14 (4equip, 2chemical)
Dex: 12 (2ts, 2chemical)
Con: 18 (6ts, 2equip, 2chemical)
Int: 24 (10pts, 4levels, 4enhance)
Wis: 16 (4pts, 4enhance)
Cha: 22 (10pts, 2inherent, 4enhance)
Taint: 6
Attacks:
Flammenmeer (Large)
AB: +20/+15/+10 (12base, 2str, 3quality, 2enhance, 5insight, 1feat, -4size)
Damage: 12d6+6d6fire+6d6energy+8 (3str, 3quality, 2enhance)
Crit: (17-20) x2
Hardness: 32
Flammenmeer (Medium)
AB: +24/+19/+14 (12base, 2str, 3quality, 2enhance, 5insight, 1feat)
Damage: 6d8+6d6(fire)+6d6(energy)+7 (2str, 3quality, 2enhance)
Crit: (17-20) x2
Hardness: 32
Light Grav Pistol
AB: +27/+22/+17 (12base, 1dex, 3quality, 1enhance, 10insight)
Damage: 9d6
Range Increment: 150ft
Ammo: 20/Clip
Reload Time: Move Action
Maneuvers Readied (3):
Flashing Sun
Iron Heart Surge
Wall of Blades
Stance: Child of Shadow
Command Auras:
Rally Bonus: +19 (6cha, 6command, 5marshal, 2diplo)
Saves:
Fort: +18 (10base, 3con, 5res)
Ref: +21 (10base, 1dex, 5insight, 5res)
Will: +20 (12base, 1wis, 2feat, 5res)
Feats:
Organization: Weapon Focus
Human: Heavy Armor Proficiency
HD1: Combat Expertise
HD3: Worldly Focus
Scout4: Iron Will
HD5: Empower Spell
HD7: Skill Focus (Knowledge [Tactics])
Ranger3: Endurance
HD9: Action Boost
Tactician1: Strategic Guidance
HD11: Item Familiar
HD13: Extraordinary Spell Aim
HD15: Improved Combat Expertise
Skills (238):
Concentration: +22 [16ranks][3class][3abil]
Diplomacy: +23 [16ranks][3class][6abil][-2taint]
Fly: +24 [16ranks][3class][1abil][4org]
Intimidate: +8 [6abil][2taint]
Knowledge (Arcana): +26/+29 [16ranks][3class][7abil]/[3tactician]
Knowledge (Engineering): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowlege (Geography): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowledge (History): +18/+21 [8ranks][3class][7abil]/[3tactician]
Knowledge (Planes): +18/+21 [8ranks][3class][7abil]/[3tactician]
Knowledge (Politics): +26/+29 [16ranks][3class][7abil]/[3tactician]
Knowledge (Psychology): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowledge (Tactics): +53 [16ranks][3class][7abil][8org][10comp][6skill focus][3tactician]
Knowledge (Technology): +26/+29 [16ranks][3class][7abil]/[3tactician]
Linguistics: +21 [14ranks][7abil]
Perception: +32 [16ranks][3class][3abil][10equipment]
Sense Motive: +22 [16ranks][3class][3abil]
Spellcraft: +26 [16ranks][3class][7abil]
Languages (8pts):
Penthiaen Common (1pt)
English (2pts)
German (1pt)
Abyssal (2pts)
Infernal (2pts)
Spells:
Sorcerer Level: 12
CL: 12
DC: 18+spell level
1 (8): True Strike, Feather Fall, Benign Transposition, Ray of Enfeeblement, Nerveskitter
2 (8): See Invisibility, Resist Energy, Mirror Image, Wraithstrike, another
3 (7): Greater Mage Armor, Major Image, Shrink Item, Haste
4 (7): Greater Sure Strike, Greater Deflection, Solid Fog
5 (6): Indomitability, Teleport
6 (4): Antimagic Field
Maneuvers (IL: 10)
Known (6):
Iron Heart Surge
Shadow Blade Technique
Wall of Blades
Distracting Ember
Burning Blade
Flashing Sun
Stances (1):
Child of Shadow
Class Abilities:
Scout:
Skirmish +2d6/+2 AC
Trapfinding
Uncanny Dodge
Fast Movement +10ft
Trackless Step
Ranger:
Favored Enemy: Bonus on attacks, damage, some random skills
Machines: +3
Humans: +4
Sorcerer:
Divine Companion
Legionnaire:
Swift Hunter: Scout, Ranger, Legionnaire levels stack for skirmish and favored enemy purposes
Marshal:
Rank: 6
Command Aura: +4 Bonus
Auras Known (7):
Bombardment Commander: Area attack DCs
Defensive Commander: Dodge AC
Foebane Commander (Machines): Attack and Damage against machines
Maneuvering Commander: Attack and Damage after a 10+ ft move
Melee Commander: Melee Attack Rolls
Ranged Comander: Ranged Attack rolls, DCs for autofire, strafe, volley, etc
Watchful Commander: Perception and Initiative
Inflame: +5 bonus to rally checks, rally as a move or swift action
Coordinate: Aid another and apply bonuses to all allies affected by aura, or aid another to double bonuses of one aura for one round
Tactician:
Strategic Guidance
Art of War: Add 1/2 class level to all knowledge checks that directly relate to military purposes
Tactical Command: Command Aura bonus treated as 2 higher for determining max bonus of Strategic Guidance
Battle Preperation:
While the charisma war leader personally visits the troops to encourage them for upcoming battles, the tactician carefully studies enemy engagement patterns and draft counters that he pass down to the subcommanders. To take advantage of this ability you must spend at least 2d4 hours (heavy DM circumstantial application) studying detailed records of recent enemy activity on the battlefield, then make a knowledge DC20 check based on the enemy creature type. If you succeed, you must take at least one more hour (heavy DM circumstantial application) teaching your findings to subordinate officers under you, who in turn instructs their troops. The effects of battle preparation lasts for one engagement against only the specified (studied) enemy, as the enemy will learn from their mistakes and patch up exposed weaknesses. If no engagements are held within one week the bonuses of battle preparation are lost, although you may take only one hour to retrain your subordinates in your past finding; note that using old findings without periodic re-evaluation may cause past findings to become obsolete.
You may only have one of the three following preparations active at any one point.
The DM may also offer knowledge checks based on a circumstantial type (e.g. geography when fighting in rough terrain, engineering when fighting in urban areas) instead of the normal type or as an aid-other to the normal check.
Tactics - You gain an understanding of the enemy's general combat behaviors and how to counter it. Your subordinate forces gain +1 bonus to attack rolls made against them. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1 (maximum +3 at DC40).
Puissance - You gain knowledge of the enemy's special attacks and weapons, as well as how to defend against them more effectively. Your subordinate forces gain +1 bonus on saving throws against the affected creature's abilities. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1 (maximum +3 at DC40).
Foe - You gain understand of enemy weaknesses in their defense and how to exploit them. Your subordinate forces deal +1d6 points of damage on weapon damage rolls. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1d6 (maximum +3d6 at DC40).
Field Counter: ?
Items:
Military Implants (Magical Component: +4 mental) (10,000)
Imperial Combat Uniform
EMSG
4x EMSG Power Packs
Infantry Gravitonic System
Light Grav Pistol (+3 Mastercraft)
2 Grav Pistol Cartridges
Headband of Knowledge: (+10 to Knowledge (Engineering, Geography, Psychology, Tactics)) (40,000)
Ring of Shield and Sustenance (6,500)
Cloak of Resistance +5 (25,000)
Spell Storing Crystals:
48x L5
500gp
Flammenmeer
Item Familiar
Imperium Buster Blade
+2 Sizing Enhancement
+2 Focus
Cartridge Loader (up to 12 cartridges, use 1 as a swift, 2 as standard, holds energy for 1 minute, max of 12 spell levels stored)
Item Familiar Abilities:
Improved Sapience
Cast Invested Spells
Int: 12
Wis: 12
Cha: 16
Invested: All spell slots except one on each level
History:
The Karamazov family were Archeronians from the province of Kharva. Ivan's father, Fyodor Karamazov, was a prestigious Air Dragon Knight and a Kharvan noble. When the orcs invaded Archeron, Fyodor arranged for his pregnant wife Katerina to be sent to friends of his in Naralan, the one nation that remained largely untouched by the war, rather than risking them going with the mass exodus of civilians to the coast and islands. Fyodor was killed in the battle of Trelling, leaving Katerina a sizeable fortune, safe and secure in Naralan from the war that ravaged Archeron.
However, the demonic rift that opened in Naralan changed all that. The nation was obliterated by hordes of demons and horribly scarred by demonic power. The gnomes that Katerina had been staying with were slaughtered, Katerina herself sustaining terrible injuries before managing to teleport away. Although she avoided death, the demonic wounds refused to heal. Katerina fled the war-torn Naralan, making it to Misalen before collapsing. The priests found her and managed to heal the tainted wounds, although they were unable to completely excise the lingering taint of evil.
When Katerina's son Ivan was born, he was obviously corrupted by the demonic energies that had ravaged her body. His pale skin had several strange, intricate black patterns seemingly burnt into it, and his eyes were a smoldering red. Fearing retribution from the intolerant priests, Katerina fled again, this time taking her infant son to Norinth. To avoid the pervasive hatred of southerners there, she quickly took a job as a magical researcher for the Imperials, leaving Penthiae entirely for Astraea.
As Ivan grew up, he displayed a considerable talent for magic, his mother's abilities augmented by the demonic taint within him. Eager to integrate his family entirely into Imperial society, he enrolled in the Imperial Academy at age 15. Although not a terribly skilled fighter, he was a good leader and a skilled strategist, and graduated with decent standing in his class, and was assigned to the Magi company of the 77th Field Brigade. He proved himself to be extremely efficient, a good leader, planner, and strategist, and quickly rose through the ranks, eventually becoming Captain of the Magi company, then commander of the Central Battalion.
While in a meeting with the general staff of the 77th Brigade, the elven insurgents launched a devastating attack, meant to obliterate the 77th's upper echelons of command. Ivan was caught in the middle of it, but was able to hold off several elven assault magi for almost a minute until reinforcement arrived and the elves were forced to retreat, saving the lives of several fellow officers. After the attack, Ivan was promoted to Colonel and put in command of the entire brigade.
Description/Personality:
Ivan is a very pale man with black hair and deep red that sometimes appear to glow unnaturally. The strange black patterns that are branded into his skin are usually covered by his uniform. Although he is a generally quiet person, his forceful presence dominates the room, and people instinctively pay close attention when he talks. Ivan is somewhat cold and brusque with outsiders, and never very friendly except with his very close friends, of whom he has few. Despite this, he is well respected by his men.
Interests and Hobbies:
Ivan enjoys playing the latest and most advanced video games, and watching old movies and TV shows from Earth. He especially enjoys anime, and often spends a great deal of time trawling through old archives and databases looking for shows that were preserved. He often has an unhealthy obsession with the lower planes, their denizens, and their magic, and he spends a lot of his free time researching those topics.
LE Human
Scout 4 / Ranger 3 / Marshal 9
Sorcerer 8 / Legionnaire 1 / Tactician 7
HP: 135
AC: 32 (1dex, 3arm, 4shield, 5insight, 9deflection)
BAB: +12
Init: +1
Str: 14 (4equip, 2chemical)
Dex: 12 (2ts, 2chemical)
Con: 18 (6ts, 2equip, 2chemical)
Int: 24 (10pts, 4levels, 4enhance)
Wis: 16 (4pts, 4enhance)
Cha: 22 (10pts, 2inherent, 4enhance)
Taint: 6
Attacks:
Flammenmeer (Large)
AB: +20/+15/+10 (12base, 2str, 3quality, 2enhance, 5insight, 1feat, -4size)
Damage: 12d6+6d6fire+6d6energy+8 (3str, 3quality, 2enhance)
Crit: (17-20) x2
Hardness: 32
Flammenmeer (Medium)
AB: +24/+19/+14 (12base, 2str, 3quality, 2enhance, 5insight, 1feat)
Damage: 6d8+6d6(fire)+6d6(energy)+7 (2str, 3quality, 2enhance)
Crit: (17-20) x2
Hardness: 32
Light Grav Pistol
AB: +27/+22/+17 (12base, 1dex, 3quality, 1enhance, 10insight)
Damage: 9d6
Range Increment: 150ft
Ammo: 20/Clip
Reload Time: Move Action
Maneuvers Readied (3):
Flashing Sun
Iron Heart Surge
Wall of Blades
Stance: Child of Shadow
Command Auras:
Rally Bonus: +19 (6cha, 6command, 5marshal, 2diplo)
Saves:
Fort: +18 (10base, 3con, 5res)
Ref: +21 (10base, 1dex, 5insight, 5res)
Will: +20 (12base, 1wis, 2feat, 5res)
Feats:
Organization: Weapon Focus
Human: Heavy Armor Proficiency
HD1: Combat Expertise
HD3: Worldly Focus
Scout4: Iron Will
HD5: Empower Spell
HD7: Skill Focus (Knowledge [Tactics])
Ranger3: Endurance
HD9: Action Boost
Tactician1: Strategic Guidance
HD11: Item Familiar
HD13: Extraordinary Spell Aim
HD15: Improved Combat Expertise
Skills (238):
Concentration: +22 [16ranks][3class][3abil]
Diplomacy: +23 [16ranks][3class][6abil][-2taint]
Fly: +24 [16ranks][3class][1abil][4org]
Intimidate: +8 [6abil][2taint]
Knowledge (Arcana): +26/+29 [16ranks][3class][7abil]/[3tactician]
Knowledge (Engineering): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowlege (Geography): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowledge (History): +18/+21 [8ranks][3class][7abil]/[3tactician]
Knowledge (Planes): +18/+21 [8ranks][3class][7abil]/[3tactician]
Knowledge (Politics): +26/+29 [16ranks][3class][7abil]/[3tactician]
Knowledge (Psychology): +36/+39 [16ranks][3class][7abil][10comp]/[3tactician]
Knowledge (Tactics): +53 [16ranks][3class][7abil][8org][10comp][6skill focus][3tactician]
Knowledge (Technology): +26/+29 [16ranks][3class][7abil]/[3tactician]
Linguistics: +21 [14ranks][7abil]
Perception: +32 [16ranks][3class][3abil][10equipment]
Sense Motive: +22 [16ranks][3class][3abil]
Spellcraft: +26 [16ranks][3class][7abil]
Languages (8pts):
Penthiaen Common (1pt)
English (2pts)
German (1pt)
Abyssal (2pts)
Infernal (2pts)
Spells:
Sorcerer Level: 12
CL: 12
DC: 18+spell level
1 (8): True Strike, Feather Fall, Benign Transposition, Ray of Enfeeblement, Nerveskitter
2 (8): See Invisibility, Resist Energy, Mirror Image, Wraithstrike, another
3 (7): Greater Mage Armor, Major Image, Shrink Item, Haste
4 (7): Greater Sure Strike, Greater Deflection, Solid Fog
5 (6): Indomitability, Teleport
6 (4): Antimagic Field
Maneuvers (IL: 10)
Known (6):
Iron Heart Surge
Shadow Blade Technique
Wall of Blades
Distracting Ember
Burning Blade
Flashing Sun
Stances (1):
Child of Shadow
Class Abilities:
Scout:
Skirmish +2d6/+2 AC
Trapfinding
Uncanny Dodge
Fast Movement +10ft
Trackless Step
Ranger:
Favored Enemy: Bonus on attacks, damage, some random skills
Machines: +3
Humans: +4
Sorcerer:
Divine Companion
Legionnaire:
Swift Hunter: Scout, Ranger, Legionnaire levels stack for skirmish and favored enemy purposes
Marshal:
Rank: 6
Command Aura: +4 Bonus
Auras Known (7):
Bombardment Commander: Area attack DCs
Defensive Commander: Dodge AC
Foebane Commander (Machines): Attack and Damage against machines
Maneuvering Commander: Attack and Damage after a 10+ ft move
Melee Commander: Melee Attack Rolls
Ranged Comander: Ranged Attack rolls, DCs for autofire, strafe, volley, etc
Watchful Commander: Perception and Initiative
Inflame: +5 bonus to rally checks, rally as a move or swift action
Coordinate: Aid another and apply bonuses to all allies affected by aura, or aid another to double bonuses of one aura for one round
Tactician:
Strategic Guidance
Art of War: Add 1/2 class level to all knowledge checks that directly relate to military purposes
Tactical Command: Command Aura bonus treated as 2 higher for determining max bonus of Strategic Guidance
Battle Preperation:
While the charisma war leader personally visits the troops to encourage them for upcoming battles, the tactician carefully studies enemy engagement patterns and draft counters that he pass down to the subcommanders. To take advantage of this ability you must spend at least 2d4 hours (heavy DM circumstantial application) studying detailed records of recent enemy activity on the battlefield, then make a knowledge DC20 check based on the enemy creature type. If you succeed, you must take at least one more hour (heavy DM circumstantial application) teaching your findings to subordinate officers under you, who in turn instructs their troops. The effects of battle preparation lasts for one engagement against only the specified (studied) enemy, as the enemy will learn from their mistakes and patch up exposed weaknesses. If no engagements are held within one week the bonuses of battle preparation are lost, although you may take only one hour to retrain your subordinates in your past finding; note that using old findings without periodic re-evaluation may cause past findings to become obsolete.
You may only have one of the three following preparations active at any one point.
The DM may also offer knowledge checks based on a circumstantial type (e.g. geography when fighting in rough terrain, engineering when fighting in urban areas) instead of the normal type or as an aid-other to the normal check.
Tactics - You gain an understanding of the enemy's general combat behaviors and how to counter it. Your subordinate forces gain +1 bonus to attack rolls made against them. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1 (maximum +3 at DC40).
Puissance - You gain knowledge of the enemy's special attacks and weapons, as well as how to defend against them more effectively. Your subordinate forces gain +1 bonus on saving throws against the affected creature's abilities. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1 (maximum +3 at DC40).
Foe - You gain understand of enemy weaknesses in their defense and how to exploit them. Your subordinate forces deal +1d6 points of damage on weapon damage rolls. For each 10 points you succeed on your Knowledge check by, this bonus increases by +1d6 (maximum +3d6 at DC40).
Field Counter: ?
Items:
Military Implants (Magical Component: +4 mental) (10,000)
Imperial Combat Uniform
EMSG
4x EMSG Power Packs
Infantry Gravitonic System
Light Grav Pistol (+3 Mastercraft)
2 Grav Pistol Cartridges
Headband of Knowledge: (+10 to Knowledge (Engineering, Geography, Psychology, Tactics)) (40,000)
Ring of Shield and Sustenance (6,500)
Cloak of Resistance +5 (25,000)
Spell Storing Crystals:
48x L5
500gp
Flammenmeer
Item Familiar
Imperium Buster Blade
+2 Sizing Enhancement
+2 Focus
Cartridge Loader (up to 12 cartridges, use 1 as a swift, 2 as standard, holds energy for 1 minute, max of 12 spell levels stored)
Item Familiar Abilities:
Improved Sapience
Cast Invested Spells
Int: 12
Wis: 12
Cha: 16
Invested: All spell slots except one on each level
History:
The Karamazov family were Archeronians from the province of Kharva. Ivan's father, Fyodor Karamazov, was a prestigious Air Dragon Knight and a Kharvan noble. When the orcs invaded Archeron, Fyodor arranged for his pregnant wife Katerina to be sent to friends of his in Naralan, the one nation that remained largely untouched by the war, rather than risking them going with the mass exodus of civilians to the coast and islands. Fyodor was killed in the battle of Trelling, leaving Katerina a sizeable fortune, safe and secure in Naralan from the war that ravaged Archeron.
However, the demonic rift that opened in Naralan changed all that. The nation was obliterated by hordes of demons and horribly scarred by demonic power. The gnomes that Katerina had been staying with were slaughtered, Katerina herself sustaining terrible injuries before managing to teleport away. Although she avoided death, the demonic wounds refused to heal. Katerina fled the war-torn Naralan, making it to Misalen before collapsing. The priests found her and managed to heal the tainted wounds, although they were unable to completely excise the lingering taint of evil.
When Katerina's son Ivan was born, he was obviously corrupted by the demonic energies that had ravaged her body. His pale skin had several strange, intricate black patterns seemingly burnt into it, and his eyes were a smoldering red. Fearing retribution from the intolerant priests, Katerina fled again, this time taking her infant son to Norinth. To avoid the pervasive hatred of southerners there, she quickly took a job as a magical researcher for the Imperials, leaving Penthiae entirely for Astraea.
As Ivan grew up, he displayed a considerable talent for magic, his mother's abilities augmented by the demonic taint within him. Eager to integrate his family entirely into Imperial society, he enrolled in the Imperial Academy at age 15. Although not a terribly skilled fighter, he was a good leader and a skilled strategist, and graduated with decent standing in his class, and was assigned to the Magi company of the 77th Field Brigade. He proved himself to be extremely efficient, a good leader, planner, and strategist, and quickly rose through the ranks, eventually becoming Captain of the Magi company, then commander of the Central Battalion.
While in a meeting with the general staff of the 77th Brigade, the elven insurgents launched a devastating attack, meant to obliterate the 77th's upper echelons of command. Ivan was caught in the middle of it, but was able to hold off several elven assault magi for almost a minute until reinforcement arrived and the elves were forced to retreat, saving the lives of several fellow officers. After the attack, Ivan was promoted to Colonel and put in command of the entire brigade.
Description/Personality:
Ivan is a very pale man with black hair and deep red that sometimes appear to glow unnaturally. The strange black patterns that are branded into his skin are usually covered by his uniform. Although he is a generally quiet person, his forceful presence dominates the room, and people instinctively pay close attention when he talks. Ivan is somewhat cold and brusque with outsiders, and never very friendly except with his very close friends, of whom he has few. Despite this, he is well respected by his men.
Interests and Hobbies:
Ivan enjoys playing the latest and most advanced video games, and watching old movies and TV shows from Earth. He especially enjoys anime, and often spends a great deal of time trawling through old archives and databases looking for shows that were preserved. He often has an unhealthy obsession with the lower planes, their denizens, and their magic, and he spends a lot of his free time researching those topics.