Drinking & Dragons

Difference between revisions of "IK:Kazimir Volev"

From Drinking and Dragons
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  Marshall: Good Fort & Will
  Marshal: Good Fort & Will
  Warmage: Good Will
  Warmage: Good Will


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'''Abilities''' Str 9 -1| Dex 14 +1 | Con 12 +1 | Int 14 +2 | Wis 13 +1 | Cha 14 +2 <br/>
'''Abilities''' Str 9 -1| Dex 14 +1 | Con 12 +1 | Int 14 +2 | Wis 13 +1 | Cha 14 +2 <br/>
'''Feats''' Point Blank Shot; Precise Shot; Skill Focus (Diplomacy)<sup>Marshall</sup>; Arcane Disciple (War Doman)<sup>CD</sup>; Skill Focus (Concentration)<sup>Daryl</sup><br/>
'''Feats''' Point Blank Shot; Precise Shot; Skill Focus (Diplomacy)<sup>Marshal</sup>; Arcane Disciple (War Doman)<sup>CD</sup>; Skill Focus (Concentration)<sup>Daryl</sup><br/>
'''Skills''' Concentration +12; Diplomacy +8; Intimidate +5; Sense Motive +4; Knowledge (Tactics) +5; Knowledge (Religion) +6; Ride +5; Profession (Military) +4; Spellcraft +10<br />
'''Skills''' Concentration +12; Diplomacy +8; Intimidate +5; Sense Motive +4; Knowledge (Tactics) +5; Knowledge (Religion) +6; Ride +5; Profession (Military) +4; Spellcraft +10<br />
'''Languages:''' Khadoran (native); Cygnaran; three more  
'''Languages:''' Khadoran (native); Cygnaran; two more  
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           3 ranks in 8 skills = -24
           3 ranks in 8 skills = -24
             Dip, Intim, Listen, Spot, Sense, K-tactics, K-rel, ride
             Dip, Intim, Listen, Spot, Sense, K-tactics, K-rel, ride
           Cygnarian, three more languages (already speaks Khardoran)
           Cygnaran, two more languages (already speaks Khardoran)


  Warmage: (2+int[2]+hu[1])*4 = 20
  Warmage: (2+int[2]+hu[1])*4 = 20

Revision as of 12:41, 7 June 2008

Kazimir Volev ECL5

NG Medium human
Morrowan
Aura Allies within 60' gain +2 Reflex
Init +0; Senses: Listen/Spot +4


AC: 20; Touch: 12; Flat-footed: 18
(+2 dex; +5 chain; +3 greatcoat)
HP: 13+4d6 (1d8+4d6+5)
DR: 5/Bludgeoning
Fort: +4, Ref +2, Will +5
+2 Reflex with Aura


Speed: 30'
Melee: Touch +1
Ranged: Touch +4 (+5 within 30')
Space: 5'; Reach: 5'; BAB: +2; Grapple: +1


Warmage Spells CL4 DC 12+lvl
Close 35' [7] Medium 140' Long 560'
Warmage Edge +2 dmg

  • 2nd (4)
    • Acid Arrow: Ranged touch, Long, 2d4 damage for 2 rounds.
    • Continual Flame: 50gp
    • Fireburst SpC: Adjacent subjects take 1d8/level fire damage.
    • Fire Trap: Opened object deals 1d4+4 fire (Reflex half) in 5' burst.
    • Flaming Sphere: Medium range, 4 rnds; 5' sphere, move 30', 2d6 fire (Reflex none); move action to control
    • Ice Knife SpC: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft. radius burst.
    • Pyrotechnics: Turns fire into blinding light or choking smoke.
    • Scorching Ray: Close; Ranged touch


Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
    • Shatter: Sonic vibration damages objects or crystalline creatures.
    • Whirling Blade F, SpC: Hurled slashing weapon magically attacks all foes in 60-ft. line.
    • Ray of IceAdv Learning, SpC
    • Spiritual Weapon 1/dayDomain: Magical weapon attacks on its own.
  • 1st (7)
    • Accuracy SpC: Doubles weapon’s range increment.
    • Blades of Fire SpC: Your melee weapons deal +1d6 fire damage for 1 round. Note: Level changed to 1st in SpC.
    • Burning Hands: 1d4/level fire damage (max 5d4).
    • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    • Fist of Stone SpC: Gain +6 Str and natural slam attack.
    • Hail of Stone M,SpC: Rain of stone deals 1d4/level damage (max 5d4).
    • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    • Orb of Acid, Lesser SpC: Ranged touch; 1d8 acid + 1d8/two levels beyond 1st (max 5d8).
    • Orb of Cold, Lesser SpC: Ranged touch; 1d8 cold + 1d8/two levels beyond 1st (max 5d8).
    • Orb of Electricity, Lesser SpC: Ranged touch; 1d8 elec. + 1d8/two levels beyond 1st (max 5d8).
    • Orb of Fire, Lesser SpC: Ranged touch; 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
    • Orb of Sound, Lesser SpC: Ranged touch; 1d6 damage + 1d6/two levels beyond 1st (max 5d6).
    • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
    • True Strike: +20 on your next attack roll.
    • Magic Weapon 1/dayDomain: Weapon gains +1 bonus.
  • 0th (6)
    • Acid Splash: Orb deals 1d3 acid damage.
    • Disrupt Undead: Deals 1d6 damage to one undead.
    • Light: Object shines like a torch.
    • Ray of Frost: Ray deals 1d3 cold damage.
    • Caltrops SpC: Creates caltrops in 5'x5' square, +5' sq. per two levels beyond 1st (max 5).
    • Electric Jolt SpC: Ranged touch attack deals 1d3 electricity damage.
    • Sonic Snap SpC: Subject takes 1 point of sonic damage and is deafened for 1 round.
    • Launch Bolt SpC: Launches a crossbow bolt up to 80'.
    • Launch Item SpC: Hurls fine item up to medium range.

Abilities Str 9 -1| Dex 14 +1 | Con 12 +1 | Int 14 +2 | Wis 13 +1 | Cha 14 +2
Feats Point Blank Shot; Precise Shot; Skill Focus (Diplomacy)Marshal; Arcane Disciple (War Doman)CD; Skill Focus (Concentration)Daryl
Skills Concentration +12; Diplomacy +8; Intimidate +5; Sense Motive +4; Knowledge (Tactics) +5; Knowledge (Religion) +6; Ride +5; Profession (Military) +4; Spellcraft +10
Languages: Khadoran (native); Cygnaran; two more


Gear 2,250 gp

Armored Greatcoat+1 1075 gp, +3 AC -1 chk Chain Armor +1 1100 gp, +5 AC -2 chk Short Sword 10gp 2# 2,185 gp spent. Remainder on typical adventurer gear (rope, food, etc)