Aspis Agent

Vosil Comarenza's page

984 posts. Alias of Darkness Rising.


Race

Kingdom Spreadsheet

Classes/Levels

| Turn Summary

Gender

HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None

Size

5 ft. 8 in.; 170 lbs

Age

27

Alignment

TN

Deity

Desna

Languages

Ancient Osirion, Common (Taldane), Draconic, Elven, Hallit, Sylvan, Varisian

Occupation

Lore Warden

Strength 10
Dexterity 21
Constitution 14
Intelligence 14
Wisdom 10
Charisma 14

About Vosil Comarenza

Background:

Vosil's story begins one dark night in Winterbreak port when his mother Miranda offered herself to a powerful member of the Lodovka family to settle her brother Pedrino's gambling debts (the nobleman had been unamused by the suggestion of an "I.O.U."). His head muzzy with the shame of it all (plus a large quantity of shlidovich), Pedrino disowned Miranda and departed almost immediately afterwards, even before it was obvious she was pregnant. Varisians travel far and wide across Golarion, and the gods alone know whether Pedrino is still alive. Vosil rather hopes not; but that if he is, it would be nice to have the opportunity to meet one day for a brief, pointed discussion.

The young Vosil did not have a happy time in Brevoy (Miranda's insistence that her son was noble-born brought him endless, unwelcome attention from his peers) and he left many years ago, vowing - in the way of angry adolescents everywhere - never to return. His sharp mind, love of travel and skill at arms quickly brought him to the attention of the Pathfinder Society, where he found a niche as a Lore Warden, that somewhat enigmatic but dedicated band of companion-servitors. Here, Vosil truly shone: his ability to fight without the need to be heavily armed or armoured meant that he was often assigned to sensitive missions where the requirements of diplomacy precluded obvious shows of force.

His happy time within the Society came to a terminally abrupt decline; the precipitous fall from grace began when he was assigned as a bodyguard to Natashya Lodovka, a precociously young mage from his (unwanted and unwilling) homeland of Brevoy - and of the same family as his uncaring, indifferent father. Vosil was determined to dislike her simply because of that, but on meeting her she was so young and so obviously vulnerable that despite himself they formed an almost immediate bond. Soon, Vosil was besotted with his young charge - not romantically, which would have been disastrous enough; but in the manner of an uncle with a favoured niece. Nothing was too much trouble for him to undertake. It is the place of a Lore Warden to be sensible and to protect their wards; even (perhaps especially) from themselves - this, Vosil lamentably failed to do. Their assignments in Taldor became ever more driven by Tashya's agenda rather than the Society's, as the girl dabbled in the great Game of Houses; and Vosil was shamefully complicit. He delivered messages he should have torn up; he escorted Natashya to meetings he should have demanded she not attend; and it was - tragically - Tashya who paid the price.

Vosil had, in his devotion to the girl, overlooked two things: that both the noble Houses of Taldor and the Society play for keeps; and that a Lore Warden needs to be alert (and lucky) all the time - a Lore Warden's enemies, on the other hand, need only be lucky once. Natashya did not survive the ambush that was set for both of them; her pleas for mercy are something that replay themselves in Vosil's nightmares from time to time, as he is held back, forced to watch but unable to prevent the stroke that cut her throat. He, however, survived - if barely.

The pressing need to leave and the unexpressed but deep-felt desire for atonement drove Vosil out, far from the decadent politics of age-old empires seeking to recapture past glories; back, indeed, all the way to Brevoy. Tashya was an Issian, and although Vosil had been forced to abandon the body, he had at least had time to rescue certain keepsakes before running. Consigning these to the bottom of the Lake of Mists and Veils seemed like a way of both consigning her spirit to rest and an attempt to say goodbye. He has done just this within the last week and is unsure of his next move - one possibility is a return to Taldor to seek vengeance; and death. His return path takes him through Brevoy and the surrounding area, known in the local parlance as the Stolen Lands; who knows whether he may encounter something - or someone - there that prompts a change of his life's direction...?

Appearance and Personality:

Vosil looks like a typical Varisian, at least on first glance: of just below medium height and dark haired, although a second glance would show that his curly hair and beard are perhaps a shade lighter than is typical of Varisians, tinged as they are with the auburn that is typically found in Brevoy; and his build a trifle stockier - both of these traits inherited from his - unnamed - Brevic father. His clothes (other than his serviceable travelling cloak) also have the flamboyance associated with Varisian men: Vosil likes to wear (whenever possible) fine-tailored costumes, slightly flamboyant but elegant in both their cut and their shade. Thus, a crimson silk shirt might be offset with a far more modest (although still fine) cream linen jerkin and dark hose; or a plum velvet doublet with a black cravat. And always, always, a hat. His only visible weaponry is a pair of sharp heavy daggers at his belt (with 2 lighter throwing knives in his boots), and what looks like a length of rope coiled at his side. This latter is in fact a whip, a weapon with which Vosil has remarkable facility: he can command a surprising amount of space around him within which he controls who gets to carry weapons, and who is clutching at their hand and looking surprised.

Vosil is currently accompanied by a cat: an Osirian wise-eye who was Natashya's former familiar. Natashya completely disregarded Vosil's suggestions on Osirian naming conventions and called her Grey Mouser. After Tashya's murder, Grey Mouser vanished, before turning up unexpectedly in Vosil's luggage as he was rapidly leaving Taldor. She has been unimpressed with his return to Brevoy: the wet and cold do not agree with her. Vosil sympathises. His only other companion is a light horse he acquired shortly on his return to Brevoy; he has been sufficiently distracted so as not to have named him yet. They get along fine without it, so far. The stallion is combat-trained: Vosil is not a knight, but he doesn't want his only means of transport to run away at the sound of battle.

In manner, Vosil has been (unsurprisingly) rather subdued of late, his normal flamboyance and exuberance almost extinguished; under better circumstances he is good (and surprisingly intelligent) company for almost anyone, whatever their social station. Vosil has learned to take people as he finds them, in the hope that they will extend him the same courtesy. More recently, he is withdrawn and prone to bouts of melancholy, especially on those occasions where he has slept badly (on account of nightmares).

Vosil's most obvious mannerism is running a finger along his mustache; indicating he is either deep in thought, or about to do something reckless. His other mannerism, once people have come to know him, is a love of find food and fine wines: in addition to being something of a dandy, he is a connoisseur and can distinguish two different Chelish red (or Andoren white) wines without fail, as he can with different elven spirits and dwarven brandies.

Vosil's patron deity is Desna, although he's currently wondering just how his luck can have gone quite so badly wrong.

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CRUNCH
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Male Human Fighter (Lore Warden) 5 TN Medium Humanoid (human)

Age 27; Height 5 ft. 8 in. Weight 170 lbs.

Languages: Ancient Osirion, Common (Taldane), Draconic, Elven, Hallit, Sylvan, Varisian

Deity Desna

Init +5; Senses Perception +0

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DEFENCE
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AC 20 [Touch 15, Flat-footed 15] (+5 Dex, +4 Armour, +1 Natural)

hp 53 (d10 +2 Con +1 favoured class)

Fort +7, Ref +7, Will +3

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OFFENCE
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Speed 30 ft.

Melee Various

Ranged

[ooc]Standard Action[/ooc]
[dice=Composite Longbow]d20+5+5+1+1+1-2[/dice] [ooc](Point Blank Shot gives +1 within 30 feet)[/ooc]
[ooc](BAB, Dex, Magic Weapon, Weapon Focus, Weapon Training, Deadly Aim)[/ooc]
[dice=Damage]d8+1+1+4+2[/dice] [ooc](Point Blank Shot gives +1 within 30 feet)[/ooc]
[ooc](Magic Weapon, Weapon Training, Deadly Aim, Weapon Specialisation)[/ooc]

[ooc]Full-Round Action[/ooc]

[dice=Composite Longbow, Rapid Shot 1]d20+5+5+1+1+1-2-2[/dice] [ooc](Point Blank Shot gives +1 within 30 feet)[/ooc]
[ooc](BAB, Dex, Magic Weapon, Weapon Focus, Weapon Training, Deadly Aim, Rapid Shot)[/ooc]
[dice=Damage]d8+1+1+4+2[/dice] [ooc](Point Blank Shot gives +1 within 30 feet)[/ooc]
[ooc](Magic Weapon, Weapon Training, Deadly Aim, Weapon Specialisation)[/ooc]

[dice=Composite Longbow, Rapid Shot 2]d20+5+5+1+1+1-2-2[/dice] [ooc](Point Blank Shot gives +1 within 30 feet)[/ooc]
[ooc](BAB, Dex, Magic Weapon, Weapon Focus, Weapon Training, Deadly Aim, Rapid Shot)[/ooc]
[dice=Damage]d8+1+1+4+2[/dice] [ooc](Point Blank Shot gives +1 within 30 feet)[/ooc]
[ooc](Magic Weapon, Weapon Training, Deadly Aim, Weapon Specialisation)[/ooc]

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STATISTICS
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Str 10, Dex 21, Con 14, Int 14, Wis 10, Cha 14

BAB +5; CMB +7; CMD 22

SQ

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.

Maneuver Mastery (Ex): At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. This ability replaces armor training 1.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons (Bows). Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

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FEATS
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Combat Stamina (starting Fighter feat) - You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Combat Expertise (bonus class feat) - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Point Blank Shot (lvl 1 feat) - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (bonus fighter lvl 1 feat) - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus: Longbow (bonus human feat) - You gain a +1 bonus on all attack rolls you make using the selected weapon.

Rapid Shot (bonus fighter lvl 2 feat) - When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deadly Aim (lvl 3 feat) - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn.

Dazzling Display (bonus fighter Lvl 4 feat) - While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Weapon Specialisation: Longbow (lvl 5 feat) - You gain a +2 bonus on all damage rolls you make using the selected weapon.

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TRAITS
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Bastard -One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Pillager -Growing up in a place where authorities, if there were any, rarely enforced property laws, you learned quickly that you have only what you can hold—but you gain whatever you can take. You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.

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SKILLS - 7 pts/lvl
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Appraise 6 (1 skill point, Class skill, 2 Int)

Diplomacy 3 (1 skill point, 2 Cha)

Handle Animal 6 (1 skill point, Class skill, 2 Cha)

Intimidate 10 (5 skill point, Class skill, 2 Cha)

Knowledge (local) 10 (5 skill point, Class skill, 2 Int) +2 for Pathfinder Chronicle

Knowledge (arcana) 7 (2 skill point, Class skill, 2 Int)

Knowledge (dungeoneering) 6 (1 skill point, Class skill, 2 Int)

Knowledge (nature) 10 (5 skill point, Class skill, 2 Int) +2 for Pathfinder Chronicle

Knowledge (nobility) 8 (3 skill point, Class skill, 2 Int) +2 for Pathfinder Chronicle

Knowledge (religion) 7 (2 skill point, Class skill, 2 Int)

Linguistics 9 (4 skill point, Class skill, 2 Int)

Profession (Lore Warden) 4 (1 skill point, Class skill, 0 Wis)

Ride 10 (2 skill point, Class skill, 5 Dex)

Survival 5 (2 skill point, Class skill, 0 Wis)

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GEAR
(800 gp unspent)
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Amulet of Natural Armour +1
Belt of Dexterity +2
+1 Composite Longbow
Cloak of Resistance +1
Ioun Torch

1 x Potion of Cure Light Wounds
1 x Potion of Cure Moderate Wounds

Chain shirt (+4 AC, ACP -2)

2 Kukris
1 Dagger
1 Dagger, Alchemical Silver
(all the above have Weapon Cords)
2 Blade boots
4 flasks Alchemist's fire
1 Tanglefoot bag
2 Smokesticks
Cold iron sawback dagger
*Spring-loaded wrist sheath
60 Arrows
20 Blunt arrows

(If it matters, the kukris are either side of his belt and the two daggers are in his boots, alchemical silver on the right; the wrist sheath containing the cold iron sawback dagger is on his left wrist.)

Fighter's kit
*Backpack
*Bedroll
*Belt pouch
*Flint and steel
*Iron pot
*Mess kit
*Rope
*Soap
*Torches (9)
*Trail rations (5 days)
*Waterskin

Compass
Fine cologne
Cold weather outfit
Explorer's outfit
Several fabulous hats (25 gp worth)
Jewellery (50 gp worth)
Courtier's outfit plus fashionable accessories
Grooming kit
Gear maintenance kit
2 additional Waterskins

Bredetto's Peerage; or, On The Great Houses and Their Ways, a Primer for Discerning Gentlefolk - Pathfinder Chronicle, Nobility

Encarta's MS: Reflections & Observations For the Well-travelled - Pathfinder Chronicle, Local

Natural Selections: Monographs on the Flora & Fauna of Golarion, Edited by Archels Beagle - Pathfinder Chronicle, Nature

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ANIMALS
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Light horse, combat-trained, as yet unnamed
*Riding saddle
*Saddlebags