Izinio

Nikita Volkov's page

91 posts. Organized Play character for ‘Eκάτη.


Race

m LG human Paladin 7 | HP 60/60 | AC 13 T 13 FF 10 | CMD 22 | F+12 R+12 W+10 [+2 vs illusions] | Init +4 | Perc +0 |

Classes/Levels

LoH 7/7 | Bond 0/1 | Smite 3/3

About Nikita Volkov

Advancement:

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342384-9
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0 - 150
1 - 1500, 3 XP, 4 PP [Return of the Runelords 1]
2 - 1500, 3 XP, 4 PP [Return of the Runelords 2]
2 - 3750, 3 XP, 4 PP [Return of the Runelords 3]
4 - 3750, 3 XP, 4 PP [Return of the Runelords 4]
5 - 6,500, 3 XP, 4 PP [Return of the Runelords 5]
6 - 6,500, 3 XP, 4 PP [Return of the Runelords 6]
7 - 2253, 1 XP, 2 PP [#9-09: Beyond the Halflight Path]
8 - 3975, 1 XP, 2 PP [#6-03: The Technic Siege]
9 - 29844, 0.5 XP, 1 PP [#0-07: Among the Living] (Slow)

Gp 28728, 21 xp, 29 pp


Description:

Boons:

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TEMPLE OF GENERAL OF VENGEANCE
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Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal to make Day Job rolls. Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
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Bot Me:

Nikita does not try to conserve Smite Evil, as he can exchange two LoH for a bonus Smite Evil. Usually only the weakest or perhaps not evil enemies are not honored to become the object of his Smite Evil :)

[dice=Revolver + Deadly Aim]1d20 + 9; 1d8 + 7[/dice] [ooc]- vs [b]touch AC[/b[/ooc
[dice=Revolver + Deadly Aim]1d20 + 4; 1d8 + 7[/dice] [ooc]- vs [b]touch AC[/b[/ooc

[dice=Revolver + Deadly Aim + Flaming]1d20 + 9; 1d8 + 7 + 1d6[/dice] [ooc]- vs [b]touch AC[/b[/ooc
[dice=Revolver + Deadly Aim + Flaming]]1d20 + 4; 1d8 + 7 + 1d6[/dice] [ooc]- vs [b]touch AC[/b[/ooc

[dice=Revolver + Deadly Aim + Smite]1d20 + 9 + 4; 1d8 + 7 + 7[/dice] [ooc]- vs [b]touch AC[/b[/ooc
[dice=Revolver + Deadly Aim + Smite]1d20 + 4 + 4; 1d8 + 7 + 7[/dice] [ooc]- vs [b]touch AC[/b[/ooc

[dice=Bastard Sword + Power Attack + Smite]1d20 + 9 + 4; 1d10 + 7 + 7[/dice] [ooc](one hand grip)[/ooc
[dice=Bastard Sword + Power Attack + Smite]1d20 + 4 + 4; 1d10 + 7 + 7[/dice] [ooc](one hand grip)[/ooc


Code:

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The paladins of Ragathiel are shining beacons of furious resolve on the battlefield, and they are careful stewards of valor everywhere. These paladins disproportionately come from cultures that are typically hostile to paladin training, including those of half-orcs, hobgoblins, Gebbites, and the Nidalese. The tenets of Ragathiel’s paladins include the following affirmations.

* I will avenge evil wrought upon the innocent.
* I will not give my word lightly, but once it is given, I will uphold a promise until my last breath.
* Those proven guilty must be punished for their crimes. I will not turn a blind eye to wrongdoing.
* Rage is a virtue and a strength only when focused against the deserving. * I will never seek disproportionate retribution.
* Redemption finds hearts from even the cruelest origins. I will strive not to act upon prejudice against fellow mortals based on race or origin.

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M LG Human Paladin of Vengeance VII | Init +4; Perc +0
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Str 14 (+2) | Deх 16 (+3) | Con 14 (+2) | Int 12 (+1) | Wis 10 | Cha 18 (+4)
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DEFENSE
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AC 20, touch 13, flat-footed 17 (+7 armor +3 dex)
hp 60 (7d10 +14 con)
Fort +12, Ref +10, Will +10 [+2 vs illusions]
Resistance Acid 1, Cold 1, Fire 1
Immune Fear, Disease | Special Talisman of FoM
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OFFENSE
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Base Atk +7/+2 CMB +10, CMD 22
Speed 30 ft.
Melee +1 Bastard Sword [PA] +9/+4 (1d10+7 or 1d10+10; 19-20x2; S)
Ranged +1 Revolver [DA] +9/+4 (1d8+5; 20x4; P/B)
Special Channel Energy (3d6; DC17 W), Divine Bond (+1; 7 min; 1/day), Lay on Hands (swift; 3d6; 7/day), Smite Evil (+4/+7; 3/day)
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Skills Arcana +3, Craft (Alchemy) +2, Diplomacy +14, Engineering +12, Handle Animal +8, Heal +12, Ride +7, Sense Motive +10 [+2 vs evil creature’s bluff]
Languages Celestial, Russian, Taldan
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SPECIAL
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Divine Bond (Su): At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability

Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Mercy: Diseased (the paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level), Sickened (The target is no longer sickened).

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Traits: Mathematical Prodigy, Redeemed by Ragathiel
Race: Imposter-Wary, Military Tradition
Class: Oath of Vengeance / Tempered Champion (FCB +4 sp, +3 resist)
Feats: Exotic Weapon Prof (Bastard Sword, Firearms), Gunsmithing, Rapid Reload, Deadly Aim, Power Attack, Weapon Focus (Bastard)
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EQUIPMENT
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Dusty Rose Prism (Cracked) Ioun Stone (500) + Wayfinder (500)
(+1 competence bonus on initiative; +1 insight bonus on CMB)

Portrait Book - 10
Manacles [2M, 1S] - 45
Grappling hook - 1
Bandolier [2] - 1

Air crystals [2] - 100
Antiplague [2] - 100
Antitoxin [2] - 100

Wand of CLW - 2pp
Wand of Endure Elements - 2pp

Cloak of Resistance +1 - 1000

Belt of Dex +2 - 4000
Headband of Cha +2 - 4000

+1 Revolver - 6000
+1 Bastard - 2035
+1 Mithral Agile Breastplate - 4200
[ACP-1; 0 for climb & jump]

Outfit, Courtier’s + Jewelry - 80
Outfit, Cold & Hot - 8 & F
Outfit, Traveler’s - 1
Kit, Gunsmith’s - 15
Kit, Paladin’s - 11
Kit, Healer's - 50

Powder + Bullet [57/100] - 1100
Alchemist's Fire [5/5] - 100

gp 7987 pp 19
(temple 4 pp)

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ADVANCED FIREARMS
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1: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

2: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action

3: Advanced firearms can misfire, but when they do, they only gain the broken condition. A further misfire does not cause advanced firearms to explode.