Priest of Pharasma

Drago Zakharov's page

4,172 posts. Alias of Fallen_Mage.

Full Name

Drago Zakharov




Investigator (Psychic Detective) 12/Archmage 3 /\/\ Init: +6 | HP: 76/76 | AC: 21 | FF: 17 | Tch: 17 | Fort: +6 | Ref: +13 | Will: +12 | +2 vs Disease / Mind-Affecting, +4 Ref vs Traps, +4 vs Psychic Spells / SLA | Perc: +17 (+6 vs Traps)








Chaotic Good




Common, Draconic, Elven

Strength 14
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 20

About Drago Zakharov

Vital Stats:

Height: 6' 0"
Weight: 190 lbs
Speed: 30
HP: 73/73
Birth Day: 7th Day of the Blossoming
Eyes: Amethyst
Hair: Dark Grey
Skin: Pale


Charming - You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Killer - You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.


Fort: +6 Ref: +13 Will: +12

+2 vs Disease and Mind-effecting, +4 vs Psychic Spells and Spell-like abilities

Trained Skills:

Acrobatics: +3
Appraise: +2
Bluff: +7 (+1 vs Characters attracted to me)
Climb: +2
Diplomacy: +20 (+1 vs Characters attracted to me)
Disable Device: +26 (w/o tools) +30 (w/ MW Tools)
Disguise: +5
Escape Artist: +3
Fly: +8
Heal: 0
Intimidate: +11
Knowledge (Planes): +16
Knowledge (Religion): +7
Perception: +17 (+6 to locate traps)
Perform (Woodwind): +9
Ride: +3
Sense Motive: +15
Spellcraft: +17
Stealth: +18
Survival: +1
Swim: +2
Use Magic Device: +20


Armor Pro. (Light)
Combat Casting
Eschew Materials
Expanded Phrenic Pool
Extra Mythic Power
Extra Path Ability
Iron Will
Reach Spell
Martial Weapon Pro. (Longsword)
Simple Weapon Pro.

Special Abilities:

Darkvision: 60 ft
Low-Light Vision
Manipulative: +2 Bluff & Perception
Negative Energy Affinity: Heal from Negative Energy, Hurt from Positive
Resist Level Drain: No penalties from Energy Drain effects. Still die if Negative Levels exceed Hit Dice. Levels restored after 24 hours, with no added saves.
Undead Resistance: +2 vs Disease and Mind-affecting

Inspriation (+1d6, 8/day): Gain an inspiration pool equal to 1/2 + Int modifier. As a free action, spend 1 point to add 1d6 to skill check or ability check, including on ones taking 10 or 20. Used only once per check. Can be used on any Knowledge, Linguistics, or Spellcraft without using inspiration, provided he's trained in the skill.

Spend 2 points to use on attack rolls and saving throws. Saving throws are an immediate action instead of a free action.

Trapfinding (+6): An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Can select the Expanded Phrenic Pool feat as a discovery even though he doesn't meet that feat's prerequisites, and he can select an extra phrenic amplification once.

Psychic Meddler (+4, +2): At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects. This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.

Psychic Dabbler (8/day): At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat. This ability replaces the investigator talent gained at 3rd level.

Trap sense (+4): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level)

Studied Combat (+6 for 2 rds): A 4th level, as a move action, add 1/2 investigator level to attack and damage roll against a single enemy. Lasts a number of round equal to Int mod or until damage is dealt with Studied Strike, whichever is first. Bonus damage is precision damage.

Only one target at a time, once creature has become the target, he cannot be again for 24 hours, unless investigator spends 1 point of inspiration and a move action.

Studied Strike (5d6): At 4th level, upon a successful hit on a studied target with melee attack, as a free action you may roll additional damage (1d6 + 1d6 per 2 levels). This is precision damage, creatures immune to sneak attack are also immune to studied strike. Cannot be used on creatures with concealment.

Extra Phrenic Amplification (Talent): Gain additional Phrenic Amplification.

Expanded Inspiration (Talent): Increase Phrenic pool by 2.

Combat Inspiration (Talent): Use only 1 point of inspiration on attacks and saves.

Will of the Dead (Phrenic Amplification): The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Focused Force (Phrenic Amplification): When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can't be amplified in this way.

Mythic Power (Surge 1d6, 11/Day) - Used to power Mythic Abilities. Use 1 point to increase any D20 roll.

Hard to Kill - Auto Stablize and only die at Negative Con x2.

Amazing Initiative - Free Action to spend 1 Mythic Power for extra Standard Action (Can't be used to cast spell).

Recuperation - Fully healed after 8 hours rest. Spend 1 Point and Rest for 1 Hour to restore 1/2 Max HP and all Non-Mythic Class Abilities that have uses per day.

Mage Strike – Swift Action: Spend 1 Mythic Point and a Spell for an extra Melee attack (Attack bonus = Spell Level x 2 and 2d6 Energy Damage/Spell Level)

Energy Conversion - Spend 1 Mythic Point to convert the Energy Type of a spell.

Mythic Spellcasting - Learn a number of Mythic spells equal to Tier and expend Mythic Power to Enhance spells.

Speedy Summons - Summon Spells are Standard Actions and can expend 1 Mythic Power to summon Eidolon as Full-Round Action.

Legendary Weapon - Gain a Legendary Item

Spells Known:

Psychic Detective – Spell DC 12 + Spell Level, Caster 12, vs SR +12, Conc +14, Tch Melee +11, Tch Range +12
0 (DC 12) - Arcane Mark, Detect Magic, Mage Hand, Prestidigitation, Resistance, Telekinetic Projectile
1 (DC 13 | 6/day) - Ear-Piercing Scream, Jump, Magic Missile, Shield, Stunning Barrier, Vanish
2 (DC 14 | 5/day) - Daze Monster, Invisibility (Mythic), Levitate, Mirror Image, Sonic Scream
3 (DC 15 | 4/day) – Dispel Magic (Mythic), Fly, Force Punch, Vampiric Touch
4 (DC 16 | 4/day) – Black Tentacles (Mythic), Control Summoned Creature, Mind Thrust IV, Telekinesis


AC: 21 | 17 Tch | 17 FF
Attack Bonus: +9/+4
Melee: +11/+6
Ranged: +12/+7
CMB: +11
CMD: 28 | 24 FF

Darkwood Light Crossbow (P) - Ranged +13 | 1d8 | Crit 19-20/x2 | 80 Ft
Sword of Inner Fire (S) - Melee +12/+7 | 1d8+3 Plus 1d6 Fire | Crit 19-20/x2 +1d10 Fire

+1 Shocking Silver Longsword (S) - Melee +12/+7 | 1d8+3 Plus 1d6 Shock | Crit 19-20/x2 | Bypass DR/Silver, Legendary

Legendary Abilities - Legendary Power (2/day), Legendary Surge (+1d6 to Attack rolls and Combat Maneuver Checks), Mythic Bond
Upgradable - 8 hour Ritual + 1/2 Gold cost of the difference between current and desired upgrade.
Intelligent - Ego 8, Senses 30 Ft, Speech (Common, Draconic), Int 12, Wis 12, Cha 12, Heat Metal (CL 6, DC 15, 3/Day), Pierce Disguise (CL 6, DC 16, 3/Day)
Skills - Appraise: +1, Bluff +1, Diplomacy +1, Disguise +1, Heal +1, Intimidate +1, Perception +1, Sense Motive +1, Survival +1

Equipment and Possessions:

>>Light Load: 0 - 66
Medium Load: 67 - 133
Heavy Load: 134 - 200

MW Backpack - Bedroll, Chalandra's Journals
Belt Pouch - Tindertwig x100
Belt Pouch - Bandages of ISW (CL 11)
Scroll Case - Dispel Magic, Teleport
Spell Component Pouch
Traveller's Outfit

+2 Leather Armor
Amulet of Channeled Life
Cloak of Resistance +2
Ring of Protection +3 (Deflection Bonus)
Ring of Undetectable Alignment
Wand of IMW (CL 3)

Money: 266 GP | 3 SP | 5 Copper


Drago Skorzeny is not your average being. His birth took place in a heavily fortified tower hidden deep in the vast wilderness of Talathel, during one of the most powerful storms seen in decades. However, that was not the unusual part. What separated his birth from most mortal’s, was the fact that his mother, was a vampire. She had some months earlier, seduced some poor young traveller in the woods and promptly drained him dry after the deed was done. She raised the child as any mother might, save for the fact that she fed him Elven blood instead of milk. As Drago grew older, he began to show signs of eldritch power. Seeing the signs, his mother began to school him in their use.

Then the day came for Drago to make his first kill. His mother sent him out into the woods to find a victim. And find one he did, a young Elven maiden by the name of Aliethia. Startled at first, the woman raised her dagger, but was soon captivated by his charms and allowed him to kiss her. Once he bit into her neck though, she quickly stabbed him in the side. This caused him to shriek that caused her to drop the dagger and cover her ears. It did little good, for she soon died from the scream. Clutching his side, Drago realized that it was not healing like his mother said it would. Quickly, the young man disposed of the body, but kept the dagger, and went home to the tower. After explaining what happened, his mother flew into a rage and back-handed him so hard he flew several feet backwards.

”WEAKLING,” she screamed, ”I should have known better than to believe you were a full-fledged vampire. You are a taint upon our bloodline, GET OUT!”

He retreated into his room and rubbed his cheek where she struck him, the rage slowly building. Drago then broke off a chair leg and began whittling. The next morning, he snuck into his mother’s windowless room and opened the lid to her casket. While she slept, he raised the stake over his head and plunged it through her heart with all of his might. After letting out a loud hiss, she fell limp, but Drago knew she could be brought back if the stake were removed. So he picked up her body and brought it to the roof of the tower, where the sunlight disintegrated her remains to dust. The young man then gathered some supplies and burned down the tower.

While heading to the nearest town, he stopped to rest for the night. But he got little rest, for he heard his mother within his mind.

Did you honestly think you could get rid of me that easily? Ha, you’re an even bigger fool that I thought. Now I am with you wherever you go, you cannot hide from your own mind.

Over the next few years, Drago wandered from place to place, until he ended up in Icathia. While there he visited the headquarters of The Icathian Explorer’s League. Seeing many of the wonders they had on display, he inquired about applying for a position. As it so happened, they had several openings. After joining the league they gave him some commission money and informed him of an expedition to the island of Zahvroma. Excited, he left to buy more supplies.

This is exactly what I needed in my life, at the moment, he thought to himself.

Sword of Inner Fire:
A wielder of at least 3rd tier can absorb the sword of inner fire into her body as a swift action, and call it back to hand with another swift action. While the sword is stored in this way, her eyes burn with orange flame and she gains a +5 deflection bonus to AC and a +2 luck bonus on all saving throws.

Tracked Resources:

Inspiration: 8/8
Bolts 90/108
Mythic Power 11/11
Tindertwig 100/100
Wand of IMW 39/50
Bandages of ISW 6/10
Legendary Item Power: 2/2
Phrenic Pool: 8/8
Spells Cast: Mirror Image, Telekinesis

Spell emotion:

Force Spells - Anger
Telekinetic Spells - Fear
Protection = Love
Mental Attack = Domination
Illusion\Alter Vision = Curiosity
Sonic Spells = Sadness
Summon Spells = Arrogance
Universal = Euphoria and Fear