Adivion Adrissant

Iozef Kolnikov's page

250 posts. Alias of Javell DeLeon.


Full Name

Iozef Kolnikov

Race

Human

Classes/Levels

Cleric of Pharasma (Cloistered) 5

Gender

Male

Size

Med

Age

26

Alignment

NG

Deity

Pharasma

Location

Carrion Hill

Languages

Common, Varisian, Aklo, Necril

Strength 8
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 16
Charisma 15

About Iozef Kolnikov

Iozef 1st(Gestalt):

Iozef Kolnikov

Male human (Varisian) Cleric (Cloistered cleric) of Pharasma 1/Unchained Summoner (Master Summoner) 1/Gestalt
NG Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 10, touch 10, flat-footed 10
hp 10 (1d8+2con)
Fort +4 (+2base/+2con)
Ref +0 (+0base/+0dex)
Will +5 (+2base/+3will) (+2 trait bonus vs. death effects; +2 trait bonus vs. [emotion], [fear], or [pain] spells)
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Offense
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Speed 30 ft.
Melee Quarterstaff -1 (1d6-1)
Special Attacks Channel positive energy 7/day (DC 12, 1d6)
Cleric (Cloistered Cleric) Spells Prepared (CL 1st; concentration +4)
. . 1st—deathwatch[D], comprehend languages
. . 0 (at will)—enhanced diplomacy, purify food and drink (DC 13)
. . D Domain spell; Domain Repose (Souls[APG] subdomain)

--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 14, Wis 16, Cha 15
Base Atk +0; CMB -1; CMD 10
Feats Extra Channel
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Traits
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Darkest before dawn: (Faith) Your devotion sustains you when others would fall to despair. You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw.
Inured to death: (Magic) You have been around death or the undead all of your life; you have become accustomed to its shadowy presence, and are no longer overwhelmed by it. You gain a +2 trait bonus on saving throws against death effects.
Methodical mind ((1)dungeoneering, (2)religion, (3)arcana; (Skl. Fcs.)dungeoneering): (Campaign) When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.

Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).
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Skills 7 rnks
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Diplomacy +6: (+1rnk/+2cha/+3cs)
Heal +9: (+1rnk/+3wis/+3cs/+2tools)
Knowledge (arcana) +8: (+1rnk/+2int/+3cs/+1trait/+1BoK*)
Knowledge (dungeoneering) +8: (+1rnk/+2int/+3cs/+1trait/+1BoK*)
Knowledge (local) +7: (1rnk/+2int/+3cs/+1BoK*)
Knowledge (nature) +3: (+2int/+1BoK*)
Knowledge (planes) +7: (+1rnk/+2int/+3cs/+1BoK*)
Knowledge (religion) +8: (+1rnk/+2int/+3cs/+1trait/+1BoK*)
Spellcraft +0:

-----------------------------------------
Background Skills 3 rnks
-----------------------------------------
Knowledge (Engineering) +3: (+2int/+1BoK*)
Knowledge (Geography) +3: (+2int/+1BoK*)
Knowledge (History) +7: (1rnk/+2int/+3cs/+1BoK*)
Knowledge (Nobility) +3: (+2int/+1BoK*)
Linguistics +0
Profession (Librarian) +7: (1rnk/+3wis/+3cs)
Profession (Scribe) +7: (1rnk/+3wis/+3cs)

*BoK=Breadth of knowledge

Languages Aklo, Common, Necril, Varisian
Gear potion of cure light wounds(x1), potion of protection from evil(x1), healer's kit, quarterstaff, bedroll, blanket, masterwork backpack, trail rations (x4), waterskin (x2), 35 gp, 4 sp
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CLERIC SPECIAL ABILITIES
--------------------------------------------
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain (Souls)
Cleric Channel Positive Energy 1d6 (7/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Touch the Spirit World (1 rds, 6/day) (Su) Allow touched weapon to harm incorporeal targets.
-----------------------------
Souls Subdomain
-----------------------------
Associated Domain: Repose.

Replacement Power: The following granted power replaces the gentle rest power of the Repose domain.

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—antilife shield, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.

--------------------------------------------------------------------
SUMMONER(UNCHAINED) SPECIAL ABILITIES
--------------------------------------------------------------------

Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +3)
. . 7/day—summoning mastery
Unchained summoner (Master Summoner) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—ant haul, mage armor
. . 0 (at will)—detect magic, light, mending, read magic

Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Summoning Mastery I (7/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally.

Assistant
Male biped
N Medium outsider (psychopomp)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 6 (1d10+1)
Fort +3 (+2base/+1con)
Ref +1 (+0base/+1dex)
Will +2 (+2base/+0will)
Immune death effects, disease, poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +4 (1d4+3), slam +4 (1d8+3)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Improved Natural Armor
----------------------
Skills
----------------------
Acrobatics +5: (+1rnk/+1dex/+3cs)
Climb +7: (+1rnk/+3str/+3cs)
Perception +4: (+1rnk/+3cs)
Sense Motive +4: (+1rnk/+3cs)
Languages Common
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Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.

Iozef Kolnikov:

HP's: 28/28

Channel Energy (7/7)

Iozef Kolnikov
Male Human (Varisian) Cleric (Cloistered Cleric) 5
LN Medium Humanoid (human)
Init +1; Senses Perception +11
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DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 28 (5d8)
Fort +7: (+4base/+0con/+1cloak/+2feat)
Ref +3: (+1base/+1dex/+1cloak)
Will +9: (+4base/+4wis/+1cloak) +2 vs. symbols, glyphs or writings
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OFFENSE
--------------------
Spd 30 ft.
Melee Darkwood Quarterstaff +4 (1d6/20/x2)
Cleric (Cloistered Cleric) Spells Known (CL 7)

4 (1/day) Blessing of Fervor (DC 18), Death Ward(D)
3 (2/day) Speak with Dead(D) (DC 17), Blood Rage, Silverlight (DC 17)
2 (3/day) Gentle Repose(D) (DC 16), Bear's Endurance, Protection from Evil, Communal; Weapon of Awe
1 (4/day) Remove Sickness (DC 15), Bless, Deathwatch(D), Ray of Sickening (DC 15), Shield of Faith
0 (at will) Read Magic, Detect Magic, Guidance

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STATISTICS
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Str 10, Dex 12, Con 11, Int 14, Wis 18(+1@4th), Cha 14
Base Atk +3 CMB +5; CMD 16
Feats Alertness, Dilettante, Extra Channel, Great Fortitude, Scribe Scroll, Selective Channeling
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Skills: 40rnks
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Diplomacy +10: (+2chr/+5rnks/+3cs)
Heal +8: (+4wis/+1rnk/+3cs/+2tools)
Knowledge (Arcana) +13: (+2int/+4rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Dungeoneering) +13: (+2int/+4rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Local) +12: (+2int/+2rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Nature) +10: (+2int/+1rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Planes) +10: (+2int/+1rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Religion) +15: (+2int/+5rnks/+3cs/+2 Dilettante feat/+2BoK*)
Perception +11: (+4wis/+5rnks/+2feat)
Sense Motive +14: (+4wis/+5rnks/+3cs/+2feat)
Spellcraft +6: (+2int/+1rnks/+3cs)

--------------------------------
Background Skills
--------------------------------

Knowledge (Engineering) +11: (+2int/+1rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Geography) +15: (+2int/+5rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (History) +15: (+2int/+5rnks/+3cs/+2 Dilettante feat/+2BoK*)
Knowledge (Nobility) +11: (+2int/+1rnks/+3cs/+2 Dilettante feat/+2BoK*)
Linguistics +7: (+2int/+2rnk/+3cs)
Profession (Librarian) +8: (+4wis/+1rnks/+3cs)
Profession (Scribe) +8: (+4wis/+1rnks/+3cs)

*BoK=Breadth of knowledge

Languages Aklo, Azlanti, Common, Necril, Varisian
SQ Aura (Ex), Breadth of Knowledge +3, Channel Positive Energy 4d6 (7/day) (DC 14) (Su), Cleric (Cloistered Cleric) Domain: Souls, Pharasma, Ioun Torch, Ring of Sustenance, Ring of the Sublime, Spontaneous Casting, Touch the Spirit World (7 rounds) (7/day) (Su), Verbal Instruction (1 allies) (Ex), Well-Read (Ex)
Combat Gear
Darkwood Quarterstaff: (640g)
Mithral Chain Shirt: (1100g)
Other Gear
Backpack, Masterwork (16 @ 4lbs): (50g)
Cloak of Resistance, +1: (1000g)
Healer's kit (10 uses): (50g)
Holy symbol, silver: Pharasma: (25g)
Ioun Torch: (75g)
Journal: (10g)
Pantograph: (50g)
Pearl of Power, 1st Level (x2): (2000g)
Potion of Endure elements (x2): (100g)
Potion of Shield of Faith +2 (x6): (300g)
Ring of the Sublime: (2000g)
Ring of Sustenance: (2500g)
Wand of Cure Light Wounds: (36 charges) (750g)
Potions of CMW (x2)
Potion of Restoration, lesser (x1)

Total = 9950g

Money = 190g
Weight = 25.5 lbs.; Light = 38lbs
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SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Breadth of Knowledge +3 At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.
Channel Positive Energy 3d6 (7/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Cloistered Cleric) Domain: Souls, Pharasma Associated Domain: Repose

Souls Subdomain
Associated Domain: Repose.

Replacement Power: The following granted power replaces the gentle rest power of the Repose domain.

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—speak with dead, 6th—antilife shield, 9th—trap the soul.

Dilettante
Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on)
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Ring of the Sublime When worn, the ring of the sublime grants a +4 save bonus vs fear effects.
Scholar: Knowledge (Religion), Knowledge (Dungeoneering)
Benefit: Pick any two Knowledge skills. You gain a +2 bonus on these two skills. If you have 10 or more ranks in one of these Knowledge skills, the bonus increases to +4 for that skill.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch the Spirit World (7 rounds) (7/day) (Su) With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Verbal Instruction (2 allies) (Ex) At 3rd level, a cloistered cleric can use the aid another action to assist an ally within 30 feet on a skill or ability check. The ally must be able to hear and understand the cleric's instructions. For every three class levels beyond 3rd, the cloistered cleric can instruct one additional ally. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.
Well-Read (Ex) At 2nd level, a cloistered cleric gains a +2 bonus on skill checks, caster level checks, and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings.

Background:

Iozef Kolnikov was born and raised in Carrion Hill. Growing up, he showed a great deal of promise with the ability to retain knowledge, which would in turn, lead him to the man he becomes. Well, that and an incident that occured when he was but a boy. His mother was bearing his sister, Iolana, and during it all, Iozef nearly lost his mother during the process. If it weren't for the midwife, she would have surely perished.

Iozef knew then what his calling was to be.

Being the studious fellow he was, his parents had scrimped and saved for several years so they could send him to a school of higher learning. Once accomplished, they sent him to University of Lepidstadt where he could further his education. Living his whole life in Carrion Hill, being sent off was quite the experience. Having always lived at home with his family, he had no idea what to expect. But it was for a greater purpose, so he was ready. He would take advantage and learn all he could on death, and how various cultures would celebrate it.

After returning home and settling back in, he made his way to the temple of Pharasma and was taken in as an acolyte. After a short time--being as well learned as Iozef is--he was given a position within the hall of records.

Iozef mostly keeps to himself, but when he manages trips into town, he makes it a point to stop and see Arlend Hyve. He found the man to be an interesting conversationalist. Arlend's boundless knowledge of Ustalav has always piqued Iozef's interest.

Along with his trips into town from time to time, Iozef would occasionally run into Old Man Marshan who always had a tale to offer. Iozef found him somewhat annoying, but refused to be rude and would halt whatever errand he was running and listen. He never realized one man could go on so many grand adventures. And as much of a hindrance it was to have to stop and listen, Iozef couldn't help but wonder if such tales were true.

He would also make it a point of visiting Rupman Myre as well and informing of what information was acquired about his ancestors. The man was determined to know if his family line could be traced back to the Ustav lineage and he figured Iozef was the one to ask. No matter how many times Iozef had come back with a response of: "Nothing yet.", Rupman was determined he was related somehow. Iozef didn't mind though, if it's one thing he enjoyed more than anything it was delving into records.

Iozef is 6'1", 175lbs, and is 26 years old. Moderately tall and lanky, he is straightfoward, brusk, yet respectful.

More info and the 10 questions:

Iozef growing up lived a life of ridicule due to the simple fact he was 'different' from his peers. All his life he has suffered through it, through harassment, through the cruelty of others and eventually drew a cold resolve to it all. So what does a man do who has no friends? No allies? No one to aid him during times of trouble? He spends time in study of a different type magic - arcane to be exact - and learns to weave it. With the idea that he will just 'create' his own allies to aid him versus those who would continue to ridicule him.

What emotion best describes your character? He's almost emotionless to be honest. He's straightforward. Blunt. Maybe comes across as uptight. Doesn't really smile much if at all.
What emotion does your character evoke in others? Generally speaking I would say "Man this dude's weird/a loser/get a life" type emotion. Whatever that is. :P
What does your character need most? To succeed. Growing up being picked on and humiliated has driven him since he was a child.
What is your character’s goal in life? To succeed. To be better than what he was or what everyone perceives him to be(as far as he's concerned anyway). (For someone who desires so much knowledge, I'm not sure he realizes how this goal is pretty much unattainable. I mean, can you honestly believe at some point in your life that you've won? I guess he can, who knows. *shrugs*)
How does your character believe this goal can be accomplished? By acquiring more knowledge to defeat his enemies! Which one might argue could very well be everyone. Well, if you were to listen to his take on it. The more the knowledge the better he becomes. The better he becomes the greater he is than those that mocked him. (Kind of sad really. Let it go for crying out loud! I mean, seriously).
Where did your character come from? Ustalav. Carrion hill to be exact.
When did you grow up? However old you'd have to be when you realize you are practically shunned by everyone for the simple fact you aren't "like everyone else".
What values does your character hold? He values knowledge above all I would say. But proper etiquette is also an absolute must. With Pharasma as his patron, undead are an abomination. Raising someone from the dead to return back to life is acceptable within reason; but not raising dead as undead. He does find himself somewhat fascinated by death itself but only for scientific purposes and nothing more. Mock and ridicule are also unacceptable for obvious reasons. (But don't be surprised if he tends to do it but in a far more subtle manner than what he grew up with) :)
How does your character dress? Proper. He prefers to be properly dressed and clean at all times. It's absolutely imperative. Clean shaven. His avatar pic represents him well.
What are your character’s means? He has a little bit of money. He does work for a living at the Hall of records. It's not much but it's enough for him.

Dice:

[dice=Diplomacy]1d20+11[/dice]
[dice=Heal]1d20+8[/dice]
[dice=Knowledge (Arcana)]1d20+15[/dice]
[dice=Knowledge (Dungeoneering)]1d20+17[/dice]
[dice=Knowledge (Engineering)]1d20+11[/dice]
[dice=Knowledge (Geography)]1d20 + 15[/dice]
[dice=Knowledge (History)] [dice]1d20+15[/dice]
[dice=Knowledge (Local)]1d20+12[/dice]
[dice=Knowledge (Nature)]1d20+12[/dice]
[dice=Knowledge (Nobility)]1d20+12[/dice]
[dice=Knowledge (Planes)]1d20+11[/dice]
[dice=Knowledge (Religion)]1d20+17[/dice]
[dice=Linguistics]1d20+6[/dice]
[dice=Perception]1d20+12[/dice]
[dice=Sense Motive]1d20+15[/dice]
[dice=Spellcraft]1d20+6[/dice]

[dice=Fort]1d20+8[/dice]
[dice=Ref]1d20+4[/dice]
[dice=Will]1d20+10[/dice]

[dice=Initiative]1d20+1[/dice]
[dice=Channel Energy]4d6[/dice]
[dice=CLW]1d8+5[/dice]
[dice=CMW]2d8+7[/dice]
[dice=CSW]3d8+7[/dice]
[dice=Wand of CLW]1d8+1[/dice]

Scribe Scroll

Creating Scrolls

Item Creation