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Hellknight

Krovax Draverian's page

314 posts. Alias of Thron.


About Krovax Draverian

Krovax Draverian
Male Death Knight Undead Lord/Antipaladin of Zon-Kuthon 6
Age 32
LE Medium Undead
Init +1; Senses: Darkvision 60'; Perception +5
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DEFENSE
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AC 26, touch 12, flat-footed 25 (+1 dex, +10 armor, +4 Natural, +1 RoP)
HP 88 (6d10 + 36 Cha + 6 Favored + 6 Toughness)
DR: 15/bludgeoning and magic
SR: 22
Fort +18, Ref +10, Will +14
Channel Resistance: +4
Immunity: Cold and Electricity
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OFFENSE
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Speed 30 ft.
Melee +13/+8 Greatsword (2d6 + 10, 19-20/x2)
Ranged +8/+3 Composite Longbow (1d8 + 4, x3, 110 ft)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Aura, Orisons, Detect Good, Unholy Resilience, Aura of Cowardice, Plague Bringer, Cruelty (Sickened, Dazed), Fiendish Boon (Weapon)
Smite Good: +6 Attack, +6 Damage, +6 AC, 2/day
Touch of Corruption: 3d6 damage to living, healing to undead, Sickened, Dazed, 9/day
Channel Negative Energy (Antipaladin): 3d6, 2 uses Touch, DC: 19
Channel Negative Energy (Undead Lord): 3d6, 9/day, DC: 19
Channel Smite: +3d6 damage, DC: 19
Infuse Weapon: +3d6 damage, DC: 19, 9/day
Corpse Companion: 6 HD Total
Command Undead: 8/10 HD controlled, DC: 19
Animate Dead: 10/40 HD controlled
DK Command Undead: 0/12 HD Controlled, DC: 19

Fear Aura (Su): Creatures of less than 5 HD in a 10-foot radius that look at the death knight must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the death knight’s Hit Dice. A creature that successfully saves cannot be affected again by the same death knight’s aura for one day. This is a mind-affecting fear effect and is Charisma-based. DC: 19?

Command Undead (Su): A death knight can, as a standard action, attempt to control an undead creature within 60 feet. The undead must succeed on a Will save or fall under command of the death knight. For unintelligent undead, this command is permanent. Intelligent undead can make a new save once a week to break the control. A creature that successfully saves cannot be affected again by the same death knight’s command undead for one day. A death knight may control a number of undead whose Hit Dice total no more than twice the death knight’s own Hit Dice. It can release commanded undead at any time in order to command another undead. A death knight cannot command an undead that’s Hit Dice is higher than its own.

Infuse Weapon (Su): A death knight can channel negative energy through its weapon. A number of times per day equal to 3 + its Charisma modifier, a death knight can deal extra damage on a successful weapon attack. This damage is negative energy damage and is equal to1d6 points of damage plus 1d6 points of damage for every two Hit Dice the death knight has beyond the first (2d6 at 3rd, 3d6 at 5th, and so on). A successful Will save reduces the damage by half.

Undead Subdomain

Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (3). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5).

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st— cause fear , 2nd— ghoul touch , 3rd— animate dead , 4th— enervation, 5th— slay living , 6th— create undead , 7th— destruction , 8th— create greater undead , 9th— energy drain.
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SPELLS
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Spell-Like Abilities
At will—darkness, desecrate, detect good, detect magic, see invisibility;
1/day—animate dead, blasphemy, protection from good, symbol of pain

Undead Lord
0, DC 12: Detect Magic, Light, Guidance, Spark
1, DC 13: *Cause Fear, Divine Favor, Inflict Light Wounds x2, Bless
2, DC 14: *Ghoul Touch, Bull's Strength x2, Darkness, Zone of Truth
3, DC 15: *Animate Dead, Invisibility Purge, Inflict Serious Wounds

Antipaladin
1, DC 15: Doom x2
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STATISTICS
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Str 22, Dex 12, Con -, Int 10, Wis 16, Cha 22
Base Atk +6/+1; CMB +11 (misc mods); CMD 22

Traits:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Natural-Born Leader: You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Feats:
Bonus: Command Undead
1: Channel Smite
3: Spell Focus (Necromancy)
5: Undead Master
Racial: Toughness

Skills: 10 Ranks
Ride: +5 (5 Ranks, 1 Dex, 3 Class, -4 ACP)
Diplomacy: +8 (1 Ranks, 4 Cha, 3 Class)
Intimidate: +16 (1 Ranks, 4 Cha, 3 Class, 8 Racial)
Knowledge (Religion): +4 (1 Rank, 0 Int, 3 Class)
Sense Motive: +6 (1 Rank, 2 Wis, 3 Class)
Perception: +16 (3 Ranks, 2 Wis, 8 Racial, 3 Class)

Racial Modifiers:
+2 Strength, +2 Charisma

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Heal and Knowledge (Planes) checks.

Spell-Like Ability: Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Common, Celestial
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GEAR/POSSESSIONS
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Location: On Persons
+1 Full Plate Armor
+1 Greatsword
Masterwork Composite (+4) Longbow
Arrows (20)
Belt of Giant Strength (+2)
Cloak of Resistance +1
Brooch of Shielding
Silver Holy Symbol
Signet Ring
Ring of Climbing
Ring of Protection +1
Chime of Opening (6)
Silver Raven Figurine of Wondrous Power

Handy Haversack
(Center Portion, 38/80 lbs.)
-Bedroll
-Blanket
-50' Silk Rope
-Small Tent
-Waterskin
-Whetstone
(Left Side Pocket, 1/20 lbs.)
-Ink
-Paper (10)
-Sealing Wax
(Right Side Pocket, 8/20 lbs.)
-Masterwork Manacles
-5 lbs. Silver Dust
-Vial of Unholy Water
-4,000 gp worth of Onyx

On Skeleton Mount:
Exotic Military Saddle
Saddlebags
Parade Barding

Carrying Capacity Light: 0-100 lbs. Medium: 101–200 lbs. Heavy: 201–300 lbs.
Money: 530 GP, 87 SP, 97 CP
Total Weight: 72 lbs.
===================================================

Undead Mount:

A death knight of 9th level or less gains the service of an undead mount. If this mount is destroyed, the death knight can summon a new one after one week.

N Large undead
Init +8; Senses low-light vision, scent; Perception +9

DEFENSE

AC 19, touch 13, flat-footed 15 (+2 armor, +4 Dex, +4 natural, –1 size)
hp 27 (5d8+5)
Fort +9; Ref +8; Will +4
Defensive Abilities evasion; Immune undead traits

OFFENSE

Speed 50 ft.
Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 21, Dex 19, Con —, Int 2, Wis 17, Cha 13
Base Atk +3; CMB +9; CMD 23 (27 vs. trip)
Feats Armor Proficiency (light), Endurance, Improved Initiative, RunB
Skills Intimidate +5, Perception +9
SQ link, tricks (combat trained; attack, come, defend, down, guard, heel, stay, seek)

Corpse Companion, Atraxis:

Skeletal Troll
NE Large Undead
Init +6; Senses darkvision 60 ft. Perception +8
DEFENSE

AC 20, touch 12, flat-footed 18; (+6 Armor, +3 Dex, +2 natural, –1 size)
hp 30 (6d8); DR 5/Bludgeoning, Immunity to Cold
Fort +2, Ref +5, Will +3
OFFENSE

Speed 30 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 21, Dex 16, Con -, Int -, Wis 10, Cha 10
Base Atk +4; CMB +10; CMD 23
Feats Improved Initiative
Gear: Large Breastplate

Undead Pool:
18x Bloody Human Skeletons

13:
XP 200
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

Defense
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural, +2 Shield)
hp 6 (1d8+2); fast healing 1
Fort +2, Ref +2, Will +2
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits

Offense
Speed 30 ft.
Melee MWK Longsword +3 (1d8+2)

Statistics
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear: MWK Four-Mirror Armor, MWK Heavy Steel Shield, MWK Longsword

5:
XP 200
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

Defense
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural, +2 Shield)
hp 6 (1d8+2); fast healing 1
Fort +2, Ref +2, Will +2
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits

Offense
Speed 30 ft.
Melee +1 Longsword +3 (1d8+3)

Statistics
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear: MWK Four-Mirror Armor, MWK Heavy Steel Shield, +1 Longsword


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