Lieutentant Pavo Voc

Kazimir Vasilovich's page

688 posts. Alias of El Ronza.


Full Name

Kazimir Vasilovich

Classes/Levels

Male human Paladin (shining knight of Erastil) 2 / Bloodrager (Celestial) 1 | AC 19, T 10, FF 19 | hp 7/34 | Fort +9, Ref +3, Will +5 | CMD 18 | Initiative +1 | Perception +0 | Smite Evil 0/1 | Lay on Hands 1/3 | Bloodrage rounds 3/6

Size

Medium

Age

20

Special Abilities

Detect Evil at will, Smite Evil 1/day

Alignment

Lawful good

Deity

Erastil

Location

The Greenbelt

Languages

Common

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 11
Charisma 15

About Kazimir Vasilovich

Kazimir Vasilovich
Male human (Taldan) bloodrager 1/paladin (shining knight) 2 (Pathfinder Player Companion: Familiar Folio 10, 16, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Player's Guide 117)
LG Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 34 (3d10+7)
Fort +9, Ref +3, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee battleaxe +6 (1d8+3/×3) or
. . lance +6 (1d8+4/×3) or
. . mwk battleaxe +7 (1d8+3/×3) or
. . morningstar +6 (1d8+3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks bloodrage (6 rounds/day), smite evil 1/day (+2 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 11, Cha 15
Base Atk +3; CMB +6; CMD 18
Feats Mounted Combat, Power Attack, Ride-by Attack
Traits noble born - orlovsky, patient optimist
Skills Acrobatics -7 (-11 to jump), Craft (leather) +5, Diplomacy +9 (+11 to influence hostile or unfriendly creatures), Handle Animal +8, Intimidate +6, Knowledge (religion) +4, Profession (farmer) +4, Ride -1, Sense Motive +4, Swim -1
Languages Common
SQ divine guidance, heavenly touch, lay on hands 3/day (1d6), share will
Combat Gear oil of bless weapon, potion of cure light wounds; Other Gear full plate, hide armor, heavy wooden shield, battleaxe, crossbow bolts (10), lance, light crossbow, morningstar, mwk battleaxe, backpack, belt pouch, flint and steel, holy symbol, antler (erastil) (worth 1 gp), holy text[UE], ink, inkpen, paper (10), torch (5), light horse (combat trained), bedroll, bit and bridle, blanket, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 14 gp, 9 sp
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Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Heavenly Touch (Fast Healing 1, 2 rounds, 5/day) (Su) Familiar can touch creature to grant it fast healing while touching it.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.

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Edel
Female hawk (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +14
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 17 (1d8)
Fort +5, Ref +5, Will +5
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +8 (1d4-2)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
. . At will—divine guidance
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Statistics
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 12
Feats Weapon Finesse
[b]Tricks
Come, Fetch, Guard, Seek, Stay, Watch
Skills Acrobatics +3 (-5 to jump), Diplomacy +1, Fly +7, Handle Animal +1, Intimidate -1, Perception +14, Ride +6, Sense Motive +6, Swim +7; Racial Modifiers +8 Perception
SQ come, fetch, guard, improved evasion, seek, share will, stay, watch
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Special Abilities
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Come [Trick] The animal will come to you on command.
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Fetch [Trick] The animal will get a specific object.
Flight (60 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Stay [Trick] The animal will stay where it is.
Watch [Trick] Stands watch over designated area.

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Surefoot
Male horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bedroll, bit and bridle, blanket[APG], hemp rope (50 ft.), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (5), trail rations (5), waterskin
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Backstory:

The farming communities of Rostland are close-knit and simple, and the last place one would expect to find a holy warrior. Indeed, Kazimir Vasilovich, eldest of three sons and two daughters, never expected the path that called to him - he expected to spend his life listening to his grandmother's sermons on Erastil, helping his father on the farm, and to eventually inherit a good amount of it, before passing it on to his own children. He was an energetic child, an eager youth, and eventually, the likable young man he's known as today.

But the gods work in mysterious ways, and the Elk-Father's sights are long.

By the time he was eight, Kazimir was showing an extraordinary affinity for the draft horses used by he community, all bright eyes and wide smiles as he learned to ride. By twelve, he was well-liked by all for his eagerness to help wherever possible, using his rapidly-growing body and new strength to his advantage in heavy labour. And at fourteen, he was just as at home in the saddle as on foot, lavishing his all too little free time on his horse, Surefoot.

He was a remarkable young man. And sometimes, remarkable people are called to remarkable things.

When he was sixteen, two things happened to Kazimir - two people, and two dreams.

First, he caught the eye of Nataliya, the weaver's daughter, and she caught his. The two began courting, and for a while, it was blissful - an idealistic young romance. The talk of the town, even.

So when Kazimir began dreaming not of the soft curves of Nataliya's body, but of the rough hands of Sergei, the blacksmith's son, his shame - not of the realization, but of feeling unfaithful - drove him to end the romance. Thankfully, Nataliya seemed to understand, for she accepted to news without question, and to this day, Kazimir wonders if she really knew.

Secondly, his dreams (when not filled with images of rough hands and hard muscles) increasingly featured a powerful stag, which he was following through a thick, oppressive wood, the trees themselves seeming to sway and part before the mighty antlers. Most strangely, Kazimir noted, the dream seemed to progress from night to night, leading him past rings of mushrooms, small clearings, and the lairs of feral beasts. Each night, just before he woke, the stag would lead him to a safe place to rest - and the next night, he'd slip into dream and awake where he left the previous night.

His grandmother smiled knowingly when he asked her about the significance, explaining to him that the stag was likely a messenger of Erastil, and that the journey in his dreams was a sign - a sign that the Elk-Father intended for him to undertake a journey of his own. He'd know, she said, when the time was right.

It was four years before the time came, and Kazimir was beginning to run out of excuses as to why he'd not settled down with a wife yet. He was twenty by the time a priest came through - an aging cleric of Erastil following a dream that pulled him to the south. Though the dream was different, the goal was the same, and when the priest, Jhod, moved on, Kazimir followed.

The first night on the road, Kazimir dreamed of the stag finally pushing through the edge of the woods, leading him to a mighty river. And there, the dreams stopped.

Appearance:

The word 'paladin' often conjures a specific image - a noble warrior with heraldry on his shield and a finely-crafted sword in his hand, seated atop a mighty destrier, both clad in gleaming gold and silver. What it doesn't bring to mind is a farm boy wearing patched hides and carrying an axe, astride an aged grey draft horse, with no heraldry on his chipped shield and no honour to his name.

Kazimir stands at around six feet tall, with the rough tanned skin of someone used to outdoors labour, and the calloused hands to go with it. His frame is lean and muscular, a result of the very same labour, and his face is handsome, with a shapely jaw and an easy, friendly grin that always creases his brown eyes at the corners. He keeps his dark brown hair cut above his collar, often swept to one side or straight back off his face.

His clothes are of simple but competent make, all linens and wools in earthy colours - brown, cream, and occasionally green. His armour is made of various leathers and hides, patched in places, reinforced in others. The same colours continue throughout, with brown being prevalent.

A necklace bearing an elk tooth hangs around his neck, as does a holy symbol crudely caved from antler on a waxed leather cord. A heavy wool cloak, once dark grey but now faded with age, hangs from his shoulders, secured with a wooden brooch carved with an elk's head, the hood dipping low enough to shield his eyes.

His axe and shield are of simple make - the axe heavily hafted, wrapped in leather; the shield unadorned wood, chipped at the edges . Yet despite his simple trappings, Kazimir carries himself with the confidence that comes from faith, keeping his humble possessions to remind himself of his humble beginnings.

Personality:

Kazimir is an honest and friendly young man, having been raised to seek the good in people, to respect his elders, and to always act with honour and virtue. He's quick to smile, first to offer help to those in need, and while not always quick on the uptake, an eager learner.

Having been raised in a simple life with simple values, Kaz sees much of the world in black and white - right and wrong, good and evil, and other such extremes. The realization that much of it is, in fact, shades of grey has shaken him, and he's had to 'buck up' and deal with a lot of the world's harsh realities.

He keeps his sexuality a secret, trying to hide it, thinking of it as shameful and not realizing that it isn't just something that's wrong with him. Thinking he'll never have a family of his own, he tries to uphold Erastil's teachings in other ways - serving his allies and community, protecting the weak, and offering strength to those who need it.

While a little on the simple side and somewhat fumbly in social interactions, Kazimir means well, and is likeable in his eagerness and honesty. While he's still trying to figure out much of the world, he takes it all in stride, learning as he goes and enjoying the journey.

Connections:

Olga Egarova (NG old female human druid): Kazimir has always been close to his grandmother, a wizened priestess of Erastil. It was her sermons and wisdom he listened to as a child, and her encouragement that led him to follow his dreams. He knows her as a sage old woman and a mentor, unaware of her rebellious youth as a scion of House Orlovsky - and the fact that she sought country life to escape the ties and trappings of a noble life.

Nataliya Lukovna: Nataliya was Kazimir's first romance, and even after he ended it, the two remained friends - the close brand of friendship that contains several physical signs of affection, and no small amount of teasing. Kazimir attempts to keep in touch with her, but such things can be difficult on the road.

Stanimir Georgovich: Any likable enough person is bound to draw antagonists and rivals. Stanimir, the older brother of Nataliya, grew angered enough to act on his jealousy when Kazimir ended the courtship of his sister. When Kazimir managed to fight off the bandits he paid to 'teach him a lesson', Stanimir decided to take a more subtle approach. He's spent his time since patiently waiting for Kazimir to screw something up, to let something slip - something he can use to ruin the younger man's relationships with his family and his town.