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Krovax Draverian's page

309 posts. Alias of Thron.

About Krovax Draverian

Krovax Draverian
Male Angel-Blooded Aasimar (Aasimar) Undead Lord/Antipaladin of Zon-Kuthon 5
Age 32
LE Medium Outsider (Native)
Init +1; Senses: Darkvision 60'; Perception +5
AC 20, touch 11, flat-footed 19 (+1 dex, +9 armor)
HP 58 (6d10 + 12 Con + 6 Favored)
Fort +12, Ref +8, Will +12
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Speed 30 ft.
Melee +11/+6 Greatsword (2d6 + 6, 19-20/x2)
Ranged +8/+3 Composite Longbow (1d8 + 4, x3, 110 ft)
Space 5 ft., Reach 5 ft.
Aura, Orisons, Detect Good, Unholy Resilience, Aura of Cowardice, Plague Bringer, Cruelty (Sickened, Dazed), Fiendish Boon (Weapon)
Smite Good: +4 Attack, +5 Damage, +4 AC, 2/day
Touch of Corruption: 3d6 damage to living, healing to undead, Sickened, Dazed, 7/day
Channel Negative Energy (Antipaladin): 3d6, 2 uses Touch, DC: 17
Channel Negative Energy (Undead Lord): 3d6, 7/day, DC: 17
Channel Smite: +3d6 damage, DC: 17
Corpse Companion: 6 HD Total
Command Undead: 6/10 HD controlled, DC: 17
Animate Dead: 8/40 HD controlled

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.
Undead Lord
0, DC 12: Detect Magic, Light, Guidance, Spark
1, DC 13: *Cause Fear, Magic Weapon, Cure Light Wounds x2, Bless
2, DC 14: *Ghoul Touch, Lesser Restoration x3 x2, Zone of Truth
3, DC 15: *Animate Dead, Invisibility Purge, Cure Serious Wounds

1, DC 15: Magic Weapon x2
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 18
Base Atk +6/+1; CMB +9 (misc mods); CMD 20

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.

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

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

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
Location: On Persons
Masterwork Full Plate Armor
Masterwork Greatsword
Masterwork Composite (+4) Longbow
Arrows (20)
Belt of Giant Strength (+2)
Cloak of Resistance +1
Silver Holy Symbol
Signet Ring
(+1 Small Dagger)
(scroll of continual flame)
(wand of dominate person, CL 10th, 3 charges) (worth 1,800 gp?)
Potion of Cure Moderate Wounds
Handy Haversack
(Center Portion, 38/80 lbs.)
-50' Silk Rope
-Small Tent
(Left Side Pocket, 1/20 lbs.)
-Paper (10)
-Sealing Wax
(Right Side Pocket, 8/20 lbs.)
-Masterwork Manacles
-5 lbs. Silver Dust
-Vial of Unholy Water
-0 gp worth of Onyx

(two sets of studded leather armor, a masterwork chain shirt, 4 daggers, a masterwork short sword, mwk light crossbow)

On Skeleton Lion:
Exotic Military Saddle
Parade Barding

On Rudo:
+1 Mace
Composite Shortbow (+1 Strength bonus) and 15 arrows

Carrying Capacity Light: 0-100 lbs. Medium: 101–200 lbs. Heavy: 201–300 lbs.
Money: 412 GP, 3 SP, 9 CP
Total Weight: 72 lbs.

Corpse Companion, Atraxis:

Skeletal Lion
E Large Animal
Init +8; Senses darkvision 60', undead; Perception +0

AC 21, touch 13, flat-footed 17 (+4 Dex, +5 natural, –1 size, +3 Armor)
hp 25 (5d8+0)
DR: 5/bludgeoning
Fort +3, Ref +5, Will +4

Speed 40 ft.
Melee bite +7 (1d8+5), 2 claws +7 (1d6+5)
Space 10 ft.; Reach 5 ft.

Str 21, Dex 19, Con -, Int -, Wis 10, Cha 10
Base Atk +3; CMB +9; CMD 23 (27 vs. trip)
Feats: Improved Initiative

Animate Dead Pool:
8x Bloody Human Skeletons

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