Swordpriest

Angelo Carvesan's page

293 posts. Alias of utopia27.


Full Name

Angelo Carvesan

Race

Human (Sarvagan)

Classes/Levels

Bone Oracle 4/Sanctified Rogue 1

Gender

male (HP 27/27 | AC 16 | T 12 | FF 14 | CMD 16 | F +1 | R +5 | W +4 | Init +2 | Per +0)

Size

med

Age

19

Alignment

CN

Deity

Pharasma

Languages

Abyssal, Common, Polyglot

Occupation

mourner

Homepage URL

https://docs.google.com/open?id=0B5yUvlM9DlJfRHhNeXI5WFJrQms

Strength 12
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 11
Charisma 18

About Angelo Carvesan

ANGELO CARVESAN
Male Human (Chelaxian) Oracle (Seeker) 4 Rogue (Sanctified Rogue) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +0

DEFENSE:

AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 27 (5d8)
Fort +1, Ref +5, Will +4
Weakness oracle's curses (haunted)
OFFENSE:

Speed 30 ft.
Melee +1 Shortsword +5 (1d6+2/19-20/x2) and
. . Dagger +4 (1d4+1/19-20/x2)
Ranged Shortbow, Comp. (Str +1) +5 (1d6+1/x3)
Special Attacks sneak attack +1d6
Oracle (Seeker) Spells Known (CL 4):
2 (4/day) Bull's Strength, False Life, Cure Moderate Wounds
1 (7/day) Bane (DC 15), Command (DC 15), Cause Fear (DC 15), Sanctuary (DC 15), Obscuring Mist, Cure Light Wounds
0 (at will) Read Magic, Ghost Sound (DC 14), Detect Magic, Mage Hand, Mending, Guidance, Enhanced Diplomacy, Stabilize
STATISTICS:

Str 12, Dex 14, Con 10, Int 14, Wis 11, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Blood Drinker (Human), Combat Expertise +/-1, Command Undead (7/day) (DC 16), Natural Charmer, Racial Heritage (Dhampir)
Traits Colonial Entitlement (Chelish or colonial Sargavans), Spirit Guide
Skills Acrobatics +1, Bluff +14, Climb +0, Diplomacy +14, Disable Device +10, Escape Artist +1, Fly +1, Heal +8, Intimidate +12, Knowledge (local) +6, Knowledge (religion) +8, Perception +0 (+2 to locate traps), Ride +1, Sense Motive +8, Sleight of Hand +6 (+8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +7 (+11 spells), Stealth +1, Survival +1 (+2 to navigate in the wilderness in Bloodcove, +3 to avoid becoming lost when using this), Swim +0, Use Magic Device +12
Languages Abyssal, Common, Polyglot
SQ mysteries (bones), revelations (undead servitude [dc 16]), seeker lore, silver tongued, trapfinding +2
Combat Gear Potion of cure light wounds (2), Scroll of Cure Light Wounds, Cure Light Wounds, Scroll of Cure Moderate Wounds, Wand of charm person, Healer's kit; Other Gear Masterwork Studded leather armor, Buckler, +1 Shortsword, Arrows (20), Dagger (3), Shortbow, Comp. (Str +1), Handy haversack (29 @ 72.5 lbs), Area map (Bloodcove), Belt pouch (1 @ 2 lbs), Belt pouch (2 @ 0.5 lbs), black duster, leather, vented, masterwork, Canvas (sq. yd.), Chronicler's kit, Compass, Dungeoneering kit, deluxe, Holy symbol, silver (Pharasma), mosquito netting, Noble's outfit (2), Pathfinder's kit, Spell component pouch, Tent, hanging, Thieves' tools, masterwork, Waterskin, Weapon cord, Wrist sheath (empty) (2), 96 GP
TRACKED RESOURCES:

Arrows - 0/20
Command Undead (7/day) (DC 16) - 0/7
Dagger - 0/3
Healer's kit (5/10 uses remaining) - 5/10
Potion of cure light wounds - 1/2
Wand of charm person - 0/50
SPECIAL ABILITIES:

Area map (Bloodcove) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Blood Drinker (Human) +1 CON checks and saves and 5 temp hp per 3 levels after drinking blood of chosen creature.
Colonial Entitlement (Chelish or colonial Sargavans) Gain a +2 trait bonus to Intimidate checks against Mwangi.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Command Undead (7/day) (DC 16) Channel energy can take control of undead.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Natural Charmer Take 20 on Charisma checks to charm, convince, or seduce humanoids who are friendly.
Racial Heritage (Dhampir) You count as another race for the purpose of prerequisites.
Scroll of Cure Light Wounds, Cure Light Wounds Add this item to create a scroll with spells on it.
Scroll of Cure Moderate Wounds Add this item to create a scroll with spells on it.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Weapon cord Attached weapon can be recovered as a swift action.
Background:

Angelo Carvesan was the younger son of a younger son, born and raised in the backwater province of Sargava. It was never clear whether his mother was exiled to a backwater province as a punishment, or if she rebelled after being shipped off to marry into a cadet branch of the house. Of his several siblings, however, Angelo is definitely an outlier. With his burning eyes, smoldering good looks, and coal-black hair he takes after his mother, but neither mother nor father have quite the predatory cast of features nor the extraordinary grace of Angelo.
As a loose end to the fraying colonial rule of Sargavan, Angelo congragated with a dissolute group of other younger inheritors of tarnished empire. They drank and reveled their way through their early youth, and explored dark corners of the old-line Chelaxian culture and cults. They tormented the staff and the natives. They shocked their elders and alarmed their peers.
All would have proceeded on the schedule for rebelious youth, if Angelo and his crowd had not dipped into the tribal ceremonies of the Bekyar. In seeking out the perverse and rebelious, they delved into the exotically blasphemous. As inheritors of Chelaxian culture, there was a somewhat lowered barrier to delving into demonic worship - for such was the Bekyar ceremonies. During a ceremony devoted to Zura, a demoness vampire member of the Bekyar pantheon, Angelo tasted living blood. At the moment the blood passed his lips, he understood his isolation and wildness. He locked eyes with the Bekyar priest, and terrible knoweledge passed between them.

From that day forward, Angelo shocked and alarmed his peers as much as anyone in society. He discovered a streak of cruelty and bloodlust he hadn't known he possessed. Angelo drifted for a time. He was drawn into more Bekyar cult activities. And he began to frighten himself.

Angelo sought answers to his inherently supernatural quandry in the various churches of Eleder, and found shelter and comfort in the much-neglected shrine of Pharasma. Though Angelo continued to cut a rake's swath throuh Sarvagian society, he focused more and more readily on the supernatural and divine offices of the Lady of Graves.

Again, the scheduling of mellowed (though now creepy) rebellious youth might have taken its course. In later times, Angelo came to understand that fate intervened in the course of his life again. One of the increasingly frequent and violent native uprisings flared up, and caught Angelo in its gyrations. Angelo reacted violently and viciously to a band of rioting Zenj. In repressing native revolt, Eleder was no starnger to atrocities, however bathing and drinking the blood of rioting natives exceeded the tolerances and norms of a hardened society.

Angelo went to ground. He learned that he was being hunted, being sought. The shrine of Pharasma was turned inside out looking for him, and the priests offered no shelter. Angelo went on the lamb. With no support, no experience, and few assets beyond charm, good looks, and a blood-soaked blade, he dug into the desparate fringes of Sargavian society.

Truth be told, Angelo was not very good at living underground. It did not suit his temperament, his upbringing, or his training. But he survived around the fringes, until his name was not spit as an epithet on every tongue. After several months, Angelo contacted his mother, and prevailed on her to clear his name. She made arrangements, and the authorities relented - under the condition that he remove himself for no less than a year and a day.

So Angelo took a small care package from his mother, some assistance from the shrine of Pharasma, and advantage of some of his less savory contacts, and made his way up along the coast. He settled in at Bloodcove, where he's been for several months. Angelo keeps a fairly low profile in Bloodcove. He still carouses a bit, but relatively quietly. He picks up work sometimes adventuring, and sometimes burying adventurers (representing for Pharasma). He's avoided his worst impulses (mostly), and stayed away from Chelish or Bekyar cultists. He maintains civil relationships with the mainline temples in the town. So far Angelo has been marking time, but he's reaching the conclusion that a return to Eleder as a hanger-on to his older brothers' estates is not what he's waiting for. It's taken him some time, but now he's realized he's waiting for the next turn of his fate.

Journal:

Angelo Carvesan

Adventure: Date (game world): 01; Date (real world): 2012/08/17
XP Reward: 585 XP; Net Cash: 83 GP 30 SP

A busy day in Bloodcove. While tending shrines and scrounging for some more remunerative work, Angelo encountered "Corvus Albus, holy warrior for the Dawnflower." He walks with her through town, tending contacts as well as shrines. Angelo had a distinct feeling that there was some fate on tap for them for the day.

During their walk, a dragonnel flew over town, creating havoc. Corvus and Angelo sped to encounter it, on the docks as it happens. At the docks, several other adventurers (new to Bloodcove...) were already engaged with the dragonnel. Pitching in (though somewhat belatedly), the entire group slew the dragonnel with little damage to themselves or bystanders.

Angelo and Poulain butchered the carcas. Angelo hawked the beast around town for a total of 500 gp. They had a lovely dinner that evening with a local innkeeper (Murdhein), and received invitations to breakfast with the Admiral and Viceroy of Bloodcove, and one for an early afternoon assignation with the head of the local Pathfinder's guild, Malika Fenn.

-------------------------

Adventure: Date (game world): 03; Date (real world): 2012/10/04
XP Reward: 280 XP; Net Cash:

Swarms of giant ants - lots of ants swarming up out of the roots of trees as we trek through the jungle.

-------------------------

Adventure: Date (game world): 03; Date (real world): 2012/10/04
XP Reward: 800 XP; Net Cash:

Attacked by Cobras in the jungles as we trek out through the jungle. Got bitten a couple of times, lost some constitution. Poulain harvested cobra venom from the bodies, I gathered snakeskin for boots, and snake meat for the stewpot.

-------------------------

Adventure: Date (game world): 02; Date (real world): 2012/10/04
XP Reward: 0 XP; Net Cash: 60 GP

Breakfast with the Admiral and The Gerzogitsa Barzoni.

The Gerzogitsa hands each of you an envelope and then she coughs.
Mrs. Barzoni stands at the head of the table. "Inside your envelopes is a piece of chalk and instructions for passing messages in different parts of the Expanse, where my workers have quick access and are able to pass the messages to me magically."
"In essence, keeping the balance in the Expanse is our goal. Money inflow, outflow and maintaining political balance is key. The Pirates want to move in on our territory, the Sargavans want to maintain us as a buffer and Cheliax, well, the want to conquer us. Luckily for us they do not have that kind of sway anymore. We are concerned with a brewing conflict between the Pathfinders and Aspis Consortium and we want to minimize or prevent it from happening. Any information will be most helpful to the cause. But I've got a mission for you. If you are interested."

'I heard your pirate friend woke up with his throat cut' (that being Pirate Robert, an initial party participant).

~~~~

On the topic - 20% finder's fee on lost goods recovered:
She knocks on the door a guard opens and she says, Get me colony letterhead, my husband's signature and the wax and seal of the Castellany, Admiralty, Now!"
"Da Madame Gerzogitsa!!" Just a sidebar, she prefers to be referred by her title in her native tongue which is Ustalavian(Russian)
After about five minutes the man returns with the supplies and puts them on the table. She then takes a quill and writes on the letterhead, folds the paper and seals it with both the seal of the Castellany and Admiralty and then places it in an envelope and repeats the double seal.
Here you go! Anything else you need or other questions?"

~~~~

Lunch with Malika Fenn, head of the local Pathfinders' Lodge. She was a bit needy, and the party parted from her on uncertain (though not unfriendly) terms.