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New page: <big>Originally built as a cohort for Caitlyn.</big> == Kazimir Volev ECL5 == Warmage 4/Marshall 1<br/> NG Medium human<br/> Morrowan<br/> '''Aura''' Allies within...
 
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Short Sword 10gp 2#
Short Sword 10gp 2#
2,185 gp spent. Remainder on typical adventurer gear (rope, food, etc)
2,185 gp spent. Remainder on typical adventurer gear (rope, food, etc)
[[Category:Wizardoest:Character Build]]

Latest revision as of 08:30, 31 December 2009

Originally built as a cohort for Caitlyn.

Kazimir Volev ECL5

Warmage 4/Marshall 1
NG Medium human
Morrowan
Aura Allies within 60' gain +2 Reflex
Init +0; Senses: Listen/Spot +6


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: 10' burst from you, 4d8 Fire (Reflex half)
    • 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: Long Ranged Touch with a +8, 2d8 Cold (No Save) and 2 Dex dmg (Fort Neg). On a miss, it goes random (see Missing with a Thrown Weapon, PHB 158) and does 1d8 Cold (Reflex half)
    • Pyrotechnics: Turns fire into blinding light or choking smoke.
    • Scorching Ray: Close; Ranged touch for 4d6 Fire (No Save)
    • Shatter: Area of weak objects; destroy one object of up to 40lbs (Will Neg); deal 4d6 dmg (Fort half) to a construct.
    • Whirling Blade SpC: 60' line, slashing weapons attacks (BAB + Chr = attack)
    • Ray of IceAdv Learning SpC: Close; 2d6 Cold (No Save) and frozen to ground (Reflex Neg; cannot move, no Dex bonus, -2 on attack rolls; DC18 Strength chk or 15 dmg to ice)
    • Spiritual Weapon 1/dayDomain: Attacks target (BAB + Wis = attack) for 1d8+1
  • 1st (7)
    • Blades of Fire SpC: Your melee weapons (up to two that you are holding) deal +1d8 fire damage for 1 round.
    • Burning Hands: 15' cone, 4d4 Fire (Reflex half)
    • Chill Touch: Four touch attacks for 1d6 Cold (No Save) and 1 Str dmg (Fort Neg)
    • Fist of Stone SpC: +6 Str, slam attack 1d6 (-5 used as 2ndary)
    • Hail of Stone SpC: 5gp; 5' radius, 4d4 dmg (No Save)
    • Magic Missile: two missiles 2d4+2 dmg
    • Lesser Orb of Acid|Cold|Elec|Fire SpC: Ranged touch; 3d8 dmg (No Save)
    • Lesser Orb of Sound SpC: Ranged touch; 3d6 Sonic (No Save)
    • Shocking Grasp: Touch (+3 vs metal), 4d6 Elec (No Save)
    • True Strike: +20 on your next attack roll.
    • Magic Weapon 1/dayDomain: +1 enhancement bonus for 4 minutes.
  • 0th (6)
    • Acid Splash: Close; Ranged Touch for 1d3 Acid (No Save)
    • Disrupt Undead: Close; Ranged Touch does 1d6 dmg to undead (No Save)
    • Light: 20' radius; 40 minutes
    • Ray of Frost: Close; Ranged Touch for 1d3 Cold (No Save)
    • Caltrops SpC: Creates caltrops in two 5' squares. Passing thru (without moving at half speed) or fighting in grants them an attack at +1 vs AC without shield, deflection, and armor bonuses and deals 1 dmg and half speed until healed (No Save).
    • Electric Jolt SpC: Close; Ranged Touch for 1d3 Elec (No Save)
    • Sonic Snap SpC: Close; 1 Sonic (No Save) and deafened (Will Neg)
    • 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; AlertnessDaryl
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; four 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)