Weslen Gavirk

Vodvel Chironi's page

2 posts. Alias of Keep Calm and Carrion.

Full Name

Vodvel Chironi


| HP: 9/9 | AC: 18 (12 Tch, 16 Ff) | CMB: +2, CMD: 14 | F:+2, R:+2, W:+6 | Init: +2 | Perc: +8, SM: +8


| Speed 30 ft | Active conditions: none


NG Male Human Inquisitor 1






Neutral Good



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

About Vodvel Chironi

Human Inquisitor 1

”Seems to me there are more living souls in need of exorcism than dead ones.”

When Vodvel Chironi moved back in to his family’s farmhouse on the outskirts of Roslar’s Coffer, he unwittingly caused a panic among the local children. The abandoned building had long been said to be haunted by the spirits of the queer Ustalavic family who had died there in the orc attack; the sudden appearance of lamplight in its high windows fit with the young ones' worst imaginings. Vodvel heard of this on the first trip he made to market, and gave a short bark of laughter. He’d fled the terrors of the town for much of his life; now he had become one. He did his best not to disappoint the children, giving them a theatrically sinister stare whenever the opportunity presented itself. He knew from their delighted shrieks that he’d be a popular diversion on slow summer days.

Roslar’s Coffer was much smaller and duller than it loomed in his imagination. It couldn’t compare to the great, smoky cities of Ustalav, where his aunt Velna had taken him after they alone of their family escaped the orc’s butchery. To walled Tamrivena, where they’d found refuge among the gentle healers of the Pharasman church. To the holy city Kavapesta, where as a Pharasman novice, he’d witnessed how the acceptance of suffering can ennoble the spirit. To sprawling Caliphas, where at Havenguard Asylum he’d tried to put his new skills as a healer and exorcist to use soothing the haunted minds of a hundred pitiful mad souls.

It was aunt Velna who set him on the path back to Roslar’s Coffer. Velna, who kept to the oldest Varisian ways, was a card-reader and a caravan-traveler. She did not harmonize with the rest of the Chironi family, a minor branch of nobility who were ingloriously evicted from their border estate when the Palintates of Ustalav overthrew their nobles. Proud and bitter, the family relocated to the Lastwall border, stubbornly clinging to their duties as wardens against invading orcs as the last remnant of their former greatness. The Chironis made excellent farmers, reaping profits from great fields of flax, but despite their long tradition of forestry and ranging, failed as the town’s sentinels, providing little warning of the Twisted Nails’ attack. They paid the price of that failure, dying horribly in the fields and the house, from the aged patriarch and matriarch of the clan down to young Vodvel’s infant cousins. A twist of his aunt’s Varisian magic saved him and her—barely—but he saw them die. He’s seen them die a thousand times in his memory.

“You must put them to rest,” said his aunt, visiting him at Havenguard. ”How can you presume to offer peace to these wretches when you can find none for yourself?”

Recognizing the wisdom of her advice, Vodvel has returned to the town which filled his memory with so much horror, and has found much he had forgotten. The ethereal blue beauty of a wind-blown flax field. The cool, clean water of a swiftly flowing river. The endless mystery of the wide night sky. Bit by bit, memories of horror are receding as memories of a loving childhood return to him.

As he heals, Vodvel considers an idea that has been growing inside him. His Pharasman training included a study of the rites and methods of exorcism, a subject for which he showed remarkable aptitude. But so many of the undead horrors of his homeland—ghasts and ghosts, spectres and wraiths, poltergeists and haunts—rose from the graves of troubled and desperate people. What the world needed was more people focused on resolving their neighbors’ troubles before they died. He saw it plain—perhaps others would as well? Could he find such people, and help them help others?


GM, I know you’re asking for what adventuring and combat role Vodvel will play, and that’s easy enough to answer. With a generous amount of skill points, high wisdom, and a focus in dexterity, he’ll be a strong tracker, scout, and sentinel with a smattering of social skills. His default combat role will be archer, but as an inquisitor he can switch to melee combat or spells when it is advantageous.

I’d also like to tell you what I see his role in the party dynamic will be. Vodvel will take an interest in his party members’ spiritual health. He won’t be out to convert them to Pharasma; instead, he’ll figure out what their fears and regrets are, and push them to confront and resolve them. I think this will help keep a party focus on roleplay and character development.

Vodvel is a short, fit man who wears forester’s garb dyed a dark gray. He keeps his prematurely gray long hair and pointed beard trimmed in a Varisian style. He meets everyone’s gaze frankly, and though he smiles often, it never seems to reach his furrowed brow. There is a frantic energy to the way he speaks—he contorts his face and gesticulates wildly during even the most commonplace conversation, making him seem a bit of a lunatic.

Vodvel is the epitome of the wounded healer—or perhaps haunted exorcist might be a better term. Scarred by childhood trauma and loss, he feels compelled to help others overcome their own inner demons. He also inherited his family’s noblesse oblige towards the common people of Lastwall and Ustalav, and takes responsibility for the security of the borders of their lands.

Mechanical Notes:

I was glad to read you aren’t focusing on the mechanics when considering characters, because I'd prefer to finalize my character's build once I know who I'll be adventuring with. (Don't worry--I won't delay the game's beginning, I can finish him up very quickly.)

In building Vodvel, I can take three similar approaches, differentiated mostly by whether I choose the Memory domain, the Conversion inquisition, or the Expulsionist archetype for the character. All fit very well with his backstory. I’d like the chance to see who else is in our party before choosing one; that way, I can make up for any weaknesses our party has in terms of knowledges, or social skills, or laying to rest undead and haunts. Whichever path I choose, I’ll build him as an archer with a focus on outdoorsy and healing skills.

Preliminary Mechanics:

STR 14 (+2)
DEX 14 (+2)
CON 10
INT 10
WIS 18 (+4)
CHA 10 (+2)

Initiative: +2
Size: Medium
Speed: 30'
HP: 9
Languages: Common (Taldane), Varisian

AC: 18, Touch: 12, Flat-footed: 16
CMD: 14
Fort: +2, Ref: +2, Will: +6

Longbow: +2 1d8
Longspear: +2 1d8 + 2
Dagger: +2 1d4 + 2

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

The Reclaimer: You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.
Cunning Liar: You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Racial Abilities:
Bonus Feat: Gain an extra feat at first level.
Skilled: Gain an extra skill point at every level.

Class Features
Domain: TBD.
Judgment (Su):
A inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

[6 (Inquisitor) + 1 (human) + 2 (background)] x 1 (lvl) = 7
Bluff +5 [1 rank + 3 class + 1 trait]
Heal +8 [1 rank + 3 class + 4 wisdom]
Intimidate +5 [1 rank + 3 class + 1 stern gaze]
Perception +9 [1 rank + 3 class + 4 wisdom + 1 trait]
Profession (Herbalist) +8 [1 rank + 3 class + 4 wisdom]
Profession (Midwife) +8 [1 rank + 3 class + 4 wisdom]
Sense Motive +9 [1 rank + 3 class + 4 wisdom + 1 stern gaze]
Stealth +6 [1 rank + 3 class + 2 dexterity]
Survival +8 [1 rank + 3 class + 4 wisdom]

Combat Gear:
Arrows (20)

Other Gear:
Backpack, bedroll, belt pouch, chalk (5 pieces), explorer's outfit, fishhook, flint and steel, mess kit, pole (10 ft.), shovel, signal whistle, flax rope (50 ft.), trail rations (5 days), waterskin, 21 sp.

Spells per Day:1st: 2
Spell DC: 14 + spell level

Spells Known:
Orisons (4 known):
Disrupt Undead

Level 1 (2 known):
Expeditious Retreat
True Strike