Count Strahd Von Zarvoich

Kardav Vincov's page

79 posts. Alias of Balancer.


Full Name

Kardav Vincov

Race

Dhampir

Classes/Levels

Warpriest 10

Gender

M

Age

132

Alignment

CG

Deity

Desna

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 24

About Kardav Vincov

HP 82
BAB +7/+2
Fort +12 Ref +9 Will +13
+2 vs Disease and Mind Effecting
CMD 12
Init +3

Defence
AC 22 T 13 FF 19
(+1 vs attacks against the neck)
Str 8 Int 10
Dex 16 Wis 10
Con 12 (14) Cha 20 (24)

Offence:
Starknife +1,Bane(Undead), Holy
+15/+15/+10 (x3, 20ft)
1d10+10
Offhand 1d10+6

Feats:

Weapon Focus (Starknife)
Toughness
Divine Fighting Technique (Way of the Shooting star)
Two Weapon Fighting
Quick Draw
Weapon Focus, Greater
Weapon Specialization
Craft Magic Arms/Armor
Craft Wonderous Items

Traits:

Undead Slayer (Race)
- +1 On Attacks and Damage vs Undead

Spark of Creation
- +1 on Craft Checks, the cost of creating magic items is reduced by 5%.

Spells Per Day:

0-5
1-6
2-5
3-4
4-1

Possessions:

Holy symbol, gold
Holy symbol, tattoo (Right hand, back)
Starknife +1,Bane(Undead), Holy
Starknife +1,Bane(Undead), Holy
Mithral Breastplate +2
Neck Guard
Amulet of Natural Armor +1
Headband of Alluring Charisma +4
Cloak of Resistance +3
Eyes of the Eagle
Boots of Cat
Belt of Mighty Constitution +2
Pearl of Power I (2)
Wanderer's Scarf
Outfit, Travelers

Spring Loaded Wrist Sheath
-Wand of Inflict Light Wounds 4 Charges used

Handy Haversack
-Travelers Any Tool
-Bedroll
-Blanket
-Tent, Small
-Waterskin
-Whisky, Oldlaw (2)
-Rope, Silk (100ft)
-Grappling Hook
-Compass
-Map (Ustalav)
-Fishing Tackel
-Kit, Shaving
-Holy, Text (cheap)
-Coffee, common (4 lbs)
-Milk, powdered (2 lbs)
-Chocolate (2 lbs)
-Coffee pot
-Cup
-Pot, iron
-Soap (2 lbs)
-Tobacco (2 lbs)
-Tindertwig (20)
-Flint and Steel
-Air crystals (2)
-Holy Water (10)
Scroll:
-Know the Enemy (4)
-Carrion Compass CL6 (1)
-Invisibility purge 5min 25ft radius (2)
-Inflict Moderate Wounds 2d8+3 (2)

295GP 40SP 36CP

Skills:

Perception 10+3+2+5= +20
Spellcraft 9+3= +12
Sense motive 4+3+3= +10
Knowledge Religion 4+3= +7
Survival 1+3+3= +6
Disguise 1+7= +8
Acrobatics 1+3= +4

Class abilities:

Sacred Weapon (Su)
-Chosen Weapon advances in damage dice (1d10)
-Swift action, for a number of rounds equal to Warpriest level add a +2 Enhancement bonus to weapon or add brilliant energy, defending, disruption, flaming, frost, shock, keen, ghost touch, holy, anarchic and vicious for an equivalent cost in bonus. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive

-If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round).

Fervor (Su)
-This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. (8)
-By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
-As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy (Su)
-Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures.
-The amount of damage dealt or healed is equal to the amount listed in the fervor ability.
- Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor (Su)
-At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level).
-The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

Blessings (Su):

A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

Liberation Blessing

Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious.

Freedom's Shout (major): At 10th level, as a swift action you can emit a 30-foot aura that affects all allies with the liberation blessing described above. This effect lasts for 1 round.

Travel Blessing

Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Dimensional Hop (major): At 10th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn't provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional creature this distance costs 1 more use.)

Racial Traits:

Defense Racial Traits

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Magical Racial Traits

Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Senses Racial Traits

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Weakness Racial Traits

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Appearance and Personality:

Kardav is a strikingly handsome man with a natural grace of movement, vibrant orange eyes and an almost deathly pale complexion that speaks volumes of his undead heritage. His natural charm and unearthly handsomeness gives him an air of smug confidence that he wears like a badge.

Behind his good cheer is a hard core of cynicism born from years of mistrust at the hands of the people he works to protect. Having become more mercenary in his later years he still finds that he can't help but do the right thing when it matters. His time as a wanderer has dulled his respect for authority and he is often viewed as difficult to corral under any but the most dire circumstances. However he is known to uphold contracts and is loath to break his word.

Kardav is a wandering warpriest of Desna from the sullen lands of Ustalav, growing up his undead heritage earned him scorn and distrust from his community planting a seed of discontent in his heart. As he grew older his discontent turned to wanderlust and he took the road alongside a priest of Desna who was passing through.

As the years went by Kardav became a close friend of the priest who took him under his wing and taught him of Desna and trained the young man in the styles and tradition of the God. For a while they adventured together, wandering the land as the will of Desna dictated. When the priest retired from life on the road Kardav continued, wishing his friend well in his twilight years. Amassing a reputation as a slayer of undead and trustworthy figure Kardav has found that the stigma of his youth, while not forgotten, has lessened. Folk still hide their children at his coming but they deal honestly with him, and for his part he enjoys the path his life has taken him.

With portents of the Whispering Tyrant's return growing stronger Kardav has found his path now leads into the unhallowed halls of the Gallowspire. Finding himself uniquely qualified to deal with the journey Kardav has offered his services to the quest. Anything to ensure the people of his homeland do not again suffer the tyranny that has already broke his land once.