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Jhofre Vascari

Markus Vangazi's page

81 posts. Alias of Humble Sparrow.


Full Name

Markus Vangazi

Race

Human (Telvan)

Classes/Levels

Cavailer (Gendarme) 1

Gender

Male

Size

Medium

Age

21

Alignment

Lawful Neutral

Deity

Church of Levner

Languages

Common (Telvan), Moerdan

Occupation

Knight Errant

Strength 17
Dexterity 13
Constitution 13
Intelligence 13
Wisdom 13
Charisma 13

About Markus Vangazi

Experience: 1400/2000

Senses:
Perception +1
Init +1

Defense:
HP 11 (1d10+1)
AC 17 (+4 armour, +2 shield, +1 Dex), 11 touch , 16 flat-footed
CMD +15 (+1 BAB, +1 Dex, +3 Str)
Fort +3, Ref +1, Will +1

Offense:
Speed: 20 ft (30 ft)
Melee: Longsword +4 (1d8+3, 19-20x2), Lance +4(1d8+3, 20x3), War hammer +4(1d8+3, 20x3), Dagger +4 (1d4+3, 19-20x2)
BAB +1, CMB +4 (+1 BAB,+3 Str)

Class Abilities:
Challenge (Ex) 1/day: As a swift action challenge a target within sight. +1 dmg (+1 hit while mounted) -2 AC except vs. target of challenge.
Mount (Ex): Gain the services of a loyal mount. Treat as a druids animal companion using cavalier levels as druid levels. Does not take penalty to ride checks while astride his mount.

Order of the Sword:
Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.
Challenge: +1 hit to the target of his charge while mounted. The bonus increases by +1 for every four levels the cavalier possesses.
Skills: Gain Knowledge (Nobility) and Knowledge (Religion) as class skills. Add 1/2 of class level to sense motive checks to oppose bluff checks.

Skills:
Points: 6
Diplomacy +1 rank +3 class +1 cha = 5
Handle Animal +1 rank +3 class +1 cha = 5
Knowledge (Nobility) +1 rank +3 class +1 int +1 trait = 6
Knowledge (History) +1 rank +3 class +1 int +1 trait = 6
Ride +1 rank +3 class +1 dex = 5
Sense Motive +1 rank +3 class +1 wis (+1 vs bluff) = 5 (6 vs bluff)
-4 armour check penalty (-2 armour -2 shield)

Feats:
Weapon Proficiency: Simple Weapons
Weapon Proficiency: Martial Weapons
Armour Proficiency: Light, Medium, Heavy, Shields
Mounted Combat (1/round attempt ride check vs opponents attack roll to negate hit vs. mount)
Ride-by Attack (move and attack and move again as part of a standard charge while mounted)
Power Attack (take -1 hit/CMB to gain +2 to dmg rolls/ +3 with two handed weapon/ +1 with off handed weapon)

Traits:
Historian (+1 Knowledge: History, +1 Bardic knowledge, Knowledge: History as a class skill)
Tevlan Noble (+1 Knowledge: Nobility, gain the rights of nobility)

Favoured Class:
+1/4 Banner bonus

Gear:
Armoured Coat (50 gp, 20 lbs)
Heavy Steel Shield (20 gp, 15 lbs)
Dagger (2 gp, 1 lb)
Longsword (15 gp, 4 lbs)
Warhammer (12 gp, 4 lbs)
Lance (10 gp, 10 lbs)
Signet ring (5gp, - lb)
Travelers outfit (-gp, 5 lbs)
Belt pouch (1 gp, 1/2 lb)
Wooden holy symbol, Usin (1 gp, - lb)
Whetstone (2 cp, 1 lb)
Alchemical list (-, - lb)

list:
Ghouls Flesh-The Necrotic flesh of this undead speciees is useful in a number of ways, including their paralytic properties. Most in our region will appear as decayed humans with prounced maws of sharp teeth. Recompense of 70 Crowns.

Living Amber Ooze Sample-This parasite is a similar colour to Mead or Beer, and seeks to seffuse itself through the flesh of a sentient entity. It's common environment is to hide within similarly coloured liquids that might be consumed, though there have been reports of wild varieties. The required sample cannot be dead. Recompense of 80 Crowns

Living Green Slime Sample-Simply put, this substance is green, grows like mad, and is highly acidic. Avoid physical contact. Collection in a stone or glass container is recommended. Recompense of 160 Crowns.

Werewolf Corpse-We have valid proof of the existence of the Lycanthrope. Other authorities have more information on it than we do, suffice to say we would also pay to observe the medical condition of anyone injured by such a create. Recompense of 160 Crowns or possibly more.

Living Gray Ooze Sample-It's name is pretty descriptive. It looks like a pool of stone, and is highly acidic. Living samples only. Recompense of 350 Crowns

Wyvern Poison-While mystaken by the common folk for 'dragons', this animal is hardly that creature of Myth. Possessing only two wings, two legs and a tail, it possesses a deadly venom in it's tail. Recompense of 400 Crowns per poison sack.

Living Brown Pudding Sample-Not the kind eaten during the Winter festivals. This creatures consumes all around it until it grows large enough to split into multiple copies of itself. It is possible, while utilizing weapons that cut or impale to caush it to split itself into multiple portions. It excudes a powerful acid that disolve organic matter, but should be ineffective against stone or metal. Recompense of 700 Crowns for living sample only.

Black Dragon Scales-There are no Dragons in this region, local legend not withstanding. However, there may have been such creatures at some point, provided they are not entirely mythical. The reported properties of their skin is enough that I include this possibility, alchemical tests will be done before reward is given however! Recompense of 5 Crowns per pound.

Black Dragon Heart-Included by fancy. As said, the probability of these creatures having ever been real is somewhat remote. The legendary properties of such a thing's heart, and indeed other organs is legendary itself. Recompense to be discussed.

Blue or Green Lotus-These are actually the same plant at different stages of their life cycle. They exist deep within the swamp and float atop open pools of water, either either Green, or later Blue flower petals.(a small drawing is included here). The green stage is poisonous, while the blue stage is narcotic. Ideally it should be collected with great care. Recompense of 20 Crowns per recovered flower.

Blood Flower-We've only seen a few examples of this flower(again here is a small drawing). They congregate in places where somebody has died, and have bright red flowers. Reportedly they have narcotic effects on people and can actually cause death, though reports on how this happens is varied. Regardless I would be especially careful of seeing locations with large collections of these flowers. They may produce some sort of paralytic, or simply congregate around the feeding grounds of other creatures. Recompense of 20 Crowns per dozen flowers.


Hireling, untrained (1 sp/day, -)

Total weight: 60.5 lbs

Carried by Porter
Courtiers outfit (30 gp, 6 lbs)
Cooking kit (1 gp, 2 lbs)
Shaving kit (15 sp, 1/2 lb)
Ink (8 gp,- lb)
Paper, 3 sheets (4 sp each, - lb)
Ink pen (1 sp, - lb)
Sealing wax (1 gp, 1 lb)
Flint and steel (1 gp, - lb)
Water skin (1 gp, 4lbs)
Trail rations, 2 days (5 sp each, 1 lb each)
Bed roll (1 sp, 5 lbs)
Torch, 5 (1 cp each, 1 lb each)

Total Weight: 25.5 lbs

GP: 0
SP: 0
CP: 0

Carrying Capacity: Light--up to 86 lbs ; Medium-- 87-173 lbs; Heavy-- 174-260 lbs

Mount:

Argentus (a pure white coloured Courser)
N Large animal
Init: +1 (+1 dex)
Senses: low-light vision, scent, Perception +6
AC: 14 touch:10 flatfooted:9(+1 dex, -1 size, +4 natural)
HP: 13 (2d8+4)
Fort +5 (+2 con, +3 class) Ref +4 (+1 dex, +3 class) Will +1(+1 wis, +0 class)
Speed: 50ft
Base Attack: +1 Attacks: bite +4 (1d4+3), 2 hooves -1 (1d6+1) CMB: +4 (+3 str, +1 BAB) CMD: +15 (+3 str, +1 dex, +1 BAB) (+4 vs trip)
STR 16 DEX 13 CON 15 INT 2 WIS 12 CHA 6
Special Qualities: link
Feats: Light armor, Run
Skills: perception +5 (+3 class +1 wis +1 rank) Acrobatics +5 (+3 class +1 dex +1 rank)
Tricks: attack, come, defend, down, track, seek, stay
Equipment: Military saddle (20 gp, 30 lbs), Bit and bridle (2 gp, 1 lb), saddle bags (4 gp, 8 lbs), Feed, 3 days(5 cp each, 10 lbs each)
Light--up to 228 lbs ; Medium-- 229-459 lbs; Heavy-- 460-690 lbs

Appearance::

Markus is hansom in a way that many nobles are. A sturdy and imposing man he stands at 6’1” tall with raven black hair and blue eyes. He often tries to look stern and stoic, believing that it makes him look more knightly and older. Dressed in the green and gold of his house over which he bears a polished armoured coat embroidered with his family’s sigil (griffon). Markus’s always tries to keep himself well groomed and clean, his equipment in proper shape and his weapons sharp.

Personality::

Markus values honour and his code above all others, wearing it like armour. The burden of it often weights him down however and his youth and impetuousness often get his better judgement. He believes that the codes and virtues of knighthood are things that all men can aspire to and often measures others according to this code. He has respect for authority and of his betters; he expects the same respect from those below him. He finds great solace in the church and its practices and often says a pray to honor the gods and ask for their guidance. He treats his faithful mount Argentus as a brother in arms and speaks to him almost as if he expects a reply.

Background::

Born the seventh son to the house of Vangazi, Fathered by Lord Andris Vangazi. Markus was born to a large noble family he received very little attention from his birth parents. Instead was raised by a variety of castle staff from clergy and stable masters to librarians and weapon masters. He spent his early years dividing his time between the histories of great warriors, and training for a future in knighthood, as well as his regular duties as a noble of Telvan.
Upon reaching an age appropriate for squiring he was matched to assist an aging former champion whose families were bonded through marriage. He minded his duties well enough, although he soon grew weary of the truth of the modern knight. Between the drinking, carousing, and false praise at the courts his dream of being a knight worthy of the histories seemed more and more distant. The greatest joy came when the tournaments came to season, the spectacle and the pageantry allowed him to lose himself in the games of war. At the games honouring the Day of the sun the knight, having drunk his fill of wine (as was his way) was dismounted with a powerful blow that led to his immediate demise.
Having not yet proved himself worthy of knighthood, and too old to go through the tribulations of squiring for another knight he gathered what money he could from his family to muster worthy armour and the accompaniments of a proper knight. So that he might prove himself in the tournaments, and bring honour to his family name. Markus’s dream of honour and glory soon fell flat as he lost 13 of his last 15 matches. Being under equipped and ill trained he soon fell into obscurity in the jousting circuit. After squandering much of his families already strained coffers he was commanded to return home.
Under the advice of Markus’s brothers and uncles, Lord Vangazi gave him the choice of representing his house in a diplomatic fashion or else be cut off from the support of his house and be left to fend for himself in world. Fearing a life of rotting in the courts, holding the hands of bickering nobles, he chose to forge his own path. Gathering what he could, he armed himself with what was left of his gear weapons and armour. Retaining the services of the only servant he could afford himself, a simple porter named Oscar. He set forth to the only place he could think of that could use a brave warrior of the old ways, the borders of the Kingdoms of the Kef. Seeking to prove himself in combat worthy of knighthood, or at the very least earn enough money to represent himself in the summer jousts.


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