Captain Josper Creesy

Davian Dreamspun's page

199 posts. Alias of TheWaskally.


Full Name

Davian Draghicescu

Race

Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15

Classes/Levels

Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

Gender

Male

Size

Medium

Age

28

Special Abilities

Aura (Ex), Channel energy (Su) 2d6, Domains, Orisions, Spontaneous Casting, Augmented Criticals (Su), Lucky Strike (Su), Favored (Ex), Turn of Fate (Su)

Alignment

Chaotic Good

Deity

Desna

Location

Formerly Varisia

Languages

Common (taldane), Celestial, Varisian, Shoanti, Sylvan, Draconic, Sign Language, Orc, Elven

Occupation

Itinerant healer and gambler

Strength 11
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 23
Charisma 23

About Davian Dreamspun

Davian Draghicescu, the Fortune-Blessed CR 5

Initiative: +3
Senses: Perception +8, Darkvision 60 ft.
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AC 21 (11 Touch, 18 FF)(+1 Dex, +6 Armor, +2 Shield, +2 Luck)
Hp 35/35 (1d8(max) + 2 Con/1st, then 1d8 + 2 Con, increase to +3 Con at 4th level)
Fort +9, Ref +4, Will +12 Resist acid, cold and electricity 5.
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Speed 40 ft (40 ft Base)
Melee +5 MW Starknife (1d4 + 0, 19-20/x3)
Ranged +5 MW Starknife (1d4 + 0, 19-20/x3, 20 ft.)
Special Attacks Lucky Strike (Su) once per minute, Channel Energy (Su) 2d6 9/11 times per day.
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Spells
Spell-Like Ability (Sp) Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Cleric Spells Prepared (CL 4th)
2nd*aid, restoration, lesser, muffle sound, delay poison, spiritual weapon (DC 18)
1st*longstrider, bless water, detect undead, obscuring mist, protection from evil, bless (DC 17)
0 (at will)—create water, mending, light, stabilize (DC 16)
*Domain spell; Domains Luck, Travel.
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BAB +3, CMB +3, CMD 14
Feats Extra Channel, Channel Force, Selective Channeling, Spark of Divinity.
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Skills 5/Level, +2/Background
Appraise +9 (1 Rank, 3 Class, 3 Int, +2 Luck)
Craft +5 (0 Rank, 0 Class, 3 Int, +2 Luck)
Diplomacy +19 (4 Rank, 3 Class, 6 Cha, 2 Trait, 2 Skilled, 2 Luck)
Heal +17 (4 Rank, 3 Class, 6 Wis, 2 healer's Kit, 2 Luck)
Knowledge (arcana) +9 (1 Rank, 3 Class, 3 Int, 2 Luck)
Knowledge (history) +9 (1 Rank, 3 Class, 3 Int, 2 Luck)
Knowledge (nobility) +9 (1 Rank, 3 Class, 3 Int, 2 Luck)
Knowledge (planes) +10 (2 Rank, 3 Class, 3 Int, 2 Luck)
Knowledge (religion) +12 (4 Rank, 3 Class, 3 Int, 2 Luck)
Linguistics +12 (background) (4 Rank, 3 Class, 3 Int, 2 Luck)
Perception +10 (6 Wis, 2 Skilled, 2 Luck)
Profession (gambler) +15 (4 Rank, 3 Class, 6 Wis, 2 Luck)
Sense Motive +15 (4 Rank, 3 Class, 6 Wis, 2 Luck)
Spellcraft +10 (2 Rank, 3 Class, 3 Int, 2 Luck)

SQ:

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Luck Domain & Travel Domain
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Racial Traits +2 Wis, +2 Cha; Native Outsider, Medium, Normals Speed, Darkvision, Skilled, Spell-like Ability, Celestial Resistances, Languages.
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Traits Charming, Ambassador, Harrow Born.
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Items A Handy Haversack, Harrow deck, ioun torch, healer's kit, bedroll, belt pouch, flint & steel, iron pot, mess kit, a silk rope, soap, 5 trail rations, waterskin, a bandolier, a silver holy symbol of Desna, deck of playing cards, a pair of dice, a ring of sustenance, a helm of comprehend languages and read magic, and a headband of alluring charisma +2.
Combat Gear Two MW starknives and mithral chainmail armor
Wealth (28 gp)
Carrying Capacity
Light (38 lbs or less); Medium (39-76 lbs.); Heavy (77-115 lbs.)
Current Load: 38
Height 5'11", Weight 160 lbs., Eyes Midnight Blue, Hair Brown
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Description:

The aasimar has long curly hair and sports a broad mustache. Davian wear traditional caravan garb, with bright scarves and flowery shirts and pants. He dons a set of mithril chainmail armor and wears his starknifes proudly at his hips. Davian keeps his holy symbol under his clothes, especially while gambling. The cleric often sports a winning smile. The only feature that denotes his celestial heritage is Davian's midnight blue eyes with tiny white flecks in the irises, giving the aasimar's eyes the look of a tiny night sky.

Backstory:

Davian Draghicescu was born into the Draghicescu caravan of varisian on a warm Ardous night, in the wilds of varisa. Now it is not unusual for varisian to be born with unique eyes, and young Davian was no exception. The varisian baby was born with deep midnight blue eyes with tiny flecks of white-gold in his irises. It is said that the first thing the bady Davian saw that night was the night sky which reflected in his eyes. Both Beatrita and Daril Draghicescu were overjoyed at the birth of their son, and prayed to Desna to bless the child, as the goddess blessed the whole Draghicescu caravan. In varisian, Draghicescu means "dreamspun".

Now the Draghicescu caravan, indeed the entire family has a great deal of prestige among the various varisian caravans. Davian was taught that the founder of their line, Dragos Draghicescu, was a godling son to Desna herself! Due to this familiar bond with The Song of the Spheres, the Draghicescu clan possessed amazing luck when it can to dealings with others and merchant trade. Evidence against members of the Draghicescu illegal activities would become lost before trial, digging a grave for a dead member of the caravan would sometimes yield a hidden cache of coins left by a highwayman on the run, and livestock picked at market would go on to produce copious amounts of milk were all examples of Desna's blessing.

Daril, Davian's father was an accomplished fiddle player. Whenever he played for strangers, many flipped the varisian bard good coin. Beatrita, like her mother, was a genuine harrow card reader, not like some varisians, who use the cards as confidence schemes. Once Beatrita was well enough after giving birth, she drew a harrow for her newborn son. Beatirita as amazed! Never had she drew just a powerfully beneficial harrow in all her life! She called the Babas (matrirachs) of the caravan to examine her cards and cast their own harrows. Every harrow reading was exactly the same! Davian was destined and blessed by Desna herself!

Growing up in his beloved extended family, Davian's harrow reading slowly became manifest. During an attack on the caravan by some ankhegs, the varisian boy was thrown from the wagons and down a steep, rocky ravine, only to be found without injury due to several patches of lush moss, breaking his descent.

Through his life, Davian felt as strong connection to his patron deity and exalted several-times great grandmother, Desna, so it was no surprise when in his adolescence, Davian Draghicescu sought to become a desnan cleric. His early teachings were by those in the caravan, with occasional seasons spent learning in temples to Desna when the caravan would put up stakes for awhile in a town or village. In time, Davian became well versed in Desnan teachings and dream interpretation, sometimes counseling other on the meanings of reoccurring dreams. With the wisdom he gained, Davian would sometimes be asked to be an impartial arbiter in conflict between caravans. The young cleric was always fair and worked hard for both parties to benefit, gaining him an reputation of fairness.

With this new reputation, came increased exposure to other caravan families. Soon the young handsome cleric of Desna was found catching the eyes of many beautiful varisian maidens, for Davian's natural good looks and charisma grew with his wisdom. Soon away from the bonfires of caravan conclaves, Davian found comfort in the arms of heavily-perfumed varisian women.

Soon the matters of the varisian hearts became great distractions in the Draghicescu caravan, for several varisian women, both within and without the caravan sought Davian's hand in marriage. The height of this traditional varisian courting tumult, was when 4 separate varisian maidens: a dancer named Tatianna, a young druid named Violca, and twin sisters, Petronela and Pabella, all fought with traditional starknives to determine who would ask for Davian's hand. This brought 3 separate caravans into near war. Regardless of who Davian choose, the other three would cause bad-blood between the families. It was Davian's baba, Lalya, who asked Davian to leave the caravans before choosing his betrothed, for the sake of peace between the caravans. With a heavy heart, Davian quietly packed his meager belongings, including the harrow deck his mother gave him and ran away into the night.

Saddened by his exile, Davian started to call himself Dreamspun, instead of Dragicescu, and would find work where ever he could. Despite his absence from the Draghicescu caravan, the desnan cleric's luck and charismatic nature was still with him. When not doing odd jobs to get by, Davian would make extra coin as a successful gambler. With Desna's blessing, the cleric had amazing luck in games of chance. This sometimes lead to unhappy gamblers chasing the cleric out of town along with their winnings.

Ever watchful of vengeful gamblers and keeping his distance from the caravans he so longed to return, Davian was finding it difficult to stay out of trouble as safe havens in Varisia were getting few and far between. As Desna's luck would have it, Davian won a passage on a merchant ship from Magnimar to the fabled city of Absalom at a gambling table. Davian journeyed to the City of Monuments to board the ship and find his fortune on farther shores.

Davian's ship brought him to the celebrated city of Absalom. It was there in City at the Center of the World Davian and several other adventurers were tasked by a mysterious duo to explore a new discovered ziggurat. This is where Davian met the half-fiend giantess Rosa Luminasss. The night before the exploration both aasimar and half-fiend spent a night of carnal ecstasies, only to have their budding relationship torn asunder by the action of Rosa against a seemingly innocent tiefling. The rift between them still separates them to this day.

After the ziggurat fiasco, Davian spent some time exploring the isle of Absalom. One night, under the stars, Davian had a dream of a young hippogriff stuck in a bramble batch as hellhound circled the trapped creature. The desnan cleric woke with a start, knowing his 'Grand Baba' send Davian another dream message. Driven by instinct, the varisian came upon the sight in his dreams. Using his channel energy attacks, Davina forced the evil outsiders out of the area as he freed the hippogriff with butterfly wings. The creature was well enough to fly, taking Davian as a passenger. When both aasimar and hippogriff were far away from the hellhounds, both set down where the cleric could provide better healing. Over the next several days, Davian nursed the fey hippogriff back to full health and mobility. To the varisian's delight, the hippogriff, who Davian named 'Lucid', stayed with his new aasimar friend and companion.

Once both Davian and Lucid returned to Avistan, both traveled fast and far over it's rolling hills and valleys, eventually making their way to the north in Brevoy, where Davian was tasked to help the nobility there.