IK:Kazimir Volev
Kazimir Volev ECL5
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)
- Accuracy CA: One projectile weapon or four thrown weapons have their crit range doubled for 40 min.
- 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: 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; 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; 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)