K'nyaz Dyetskovo's page

136 posts. Alias of Troy Malovich.

Full Name

K'nyaz Dyetskovo




Conjurer 2 (AC/Mage Armor: 15/19 [T: 13 FF: 12/16] | HP: 17/24 | F+1, R+3, W+3 (+5 vs. Illusions) | Init: +3 |Perc: +2/+4 [Voroan: +9])




Med, 6', 190 lbs



Special Abilities

Summoner's Charm, Acid Dart (7/8), +1 on saves vs. Divine spells


Lawful Good




Common (Taldan), Abyssal, Infernal, Celestial, Draconic, Elven, Dwarven, Hallit

Strength 12
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 11
Charisma 8

About K'nyaz Dyetskovo

AC:15 (19 w/Mage Armor)
Touch:13 Flat:12 (16 w/Mage Armor)
CMD: 15

HP: 17/24 (Dead at -12)

BAB: +1
CMB: +2
Fort: +1
Ref: +3
Will: +3 (+5 vs Illusions)

Init: +3
Speed: 30'

Racial traits:
Type: outsider with the native subtype.
Speed: Base speed of 30 feet.
Fiendish Resistance: Have cold resistance 5, electricity resistance 5, and fire resistance 5.
Vestigial Wings: Possess a pair of undersized wings. These wings are leathery, like those of a bat. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks.
Claws: Exhibit dangerous claws that each deal 1d4 points of damage.
Darkvision: Can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Has long, flexible tail that can be used to carry items. While he cannot wield weapons with the tail, he can use it to retrieve small, stowed objects carried on his persons as a swift action.

Class Features:
Arcane School (Conjuration): Receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Opposition schools (Enchantment/Necromancy): A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. Takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Scribe Scroll (Class bonus): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Alertness (with Voroan): You get a +2 bonus on Perception and Sense Motive skill checks.
Armor of the Pit: You gain a +2 natural armor bonus.

Campaign - Exchange Agent: To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language. Linguistics, you gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
History of Heresy: As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.
Hedge Magician: Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.

Basic Attacks:
Quarterstaff: +2, 1d6+1 damage, crit x2, blunt
Dagger: +2, 1d4+1 damage, crit 19-20/x2, pierce or slash
Claws (2): +2, 1d4+1 damage, crit x2, pierce/slash

Skills (*trained):
+2 insight bonus to all with the shard
+3 Acrobatics
+12 Appraise*
-1 Bluff
+1 Climb
+4 Craft
-1 Diplomacy
-1 Disguise
+3 Escape Artist
+7 Fly
+0 Heal
-1 Intimidate
+10 Knowledge (Arcana)**
+10 Knowledge (History)**
+10 Knowledge (Nature)**
+10 Knowledge (Planes)**
+10 Knowledge (Religion)**
+10 Linguistics**
+0/+2 Perception (with Familiar)
-1 Perform
+3 Ride
+0/+2 Sense Motive (with Familiar)
+10 Spellcraft**
+3 Stealth
+0 Survival
+1 Swim

Spells/Day: 5/0th, 4/1st
Concentration: +7
0th - Acid Splash, Arcane Mark, Breeze, Dancing Lights, Detect Magic, Detect Poison, Drench, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra , Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Spark
1st - Alarm, Burning Hands, Comprehend Languages, Enlarge Person, Feather Fall, Hydraulic Push, Mage Armor, Magic Missle, Summon Monster I
Spells Prepared:
0th - DC 15 Detect Magic, Light, Message, Ray of Frost, Read Magic
1st - DC 16 Hydraulic Push, Mage Armor (x2) [1 used], Summon Monster I

Encumbrance: 20/43 lbs
Scholar's Outfit
Quarterstaff [4 lbs]
Dagger [1 lb]
Spellbook [3 lbs]
Spell Component Pouch [2 lbs]
Journal [1 lb]
Ink (2 vials)[-]
Inkpen [-]
Scroll Case (2) [1 lb]
Backpack [2 lbs]
Belt Pouches (2) [1 lbs]
Bedroll [5 lbs]
Scroll of Comprehend Languages (2)

GP: 614
SP: 9
CP: 3

Voroan, Raven familiar:
Male Raven
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 12 (1d8-1)
Fort +1, Ref +4, Will +5
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven) +5 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Perception), Weapon Finesse
Tricks Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Fetch [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +2 (-6 jump), Appraise -1, Fly +6, Knowledge (arcana) +0, Knowledge (history) +0, Knowledge (nature) +0, Knowledge (planes) +0, Knowledge (religion) +0, Linguistics +0, Perception +9, Spellcraft +0, Stealth +10
Languages Celestial
SQ attack any target [trick], cinderbrave [trick], fetch [trick], improved evasion, seek [trick], stay [trick]
Other Gear You have no money!
Special Abilities
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.


Not finished.