Ruan Mirukova

Domir Otovos's page

107 posts. Alias of SnowHeart.

Full Name

Domir "Dom" Otovos


Male Human (Varisian) Dream Psychic 2 | HP: 14/14 | AC11 T11 Fl10 | F+2 R+1 W+3 | Init +5 | Perc +4


Conditions: n/a




Aklo, Common, Draconic, Elven, Hallit, Shoanti, Varisian

Strength 11
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Domir Otovos

Domir is a young man perhaps barely eighteen years of age. His has ill-kept brown hair and a thin patchwork of facial hair that could only with great charity be called a beard. His heterochromatic eyes (one blue, the other hazel) are hollow-set as if from a lack of an adequate diet, an impression reinforced by his slight frame and pale skin. Despite all of this, he has managed to acquire some decent enough traveling clothes and even some weapons, though they seem to hang off of him as an afterthought. His overall affect is somewhat subdued but observant and his gaze seems particularly drawn to dark corners and shadows.

Tenement Flat (West Dock): 3–9

In the event of Botting:
Dom will try to avoid melee combat and, if threatened, would cast mage armor. However, for botting purposes, he will generally either fire his crossbow from range or, if that's not an option, simply try to demoralize an opponent.

Domir Otovos
Male human (Varisian) psychic 2 (Pathfinder RPG Occult Adventures 60)
CN Medium humanoid (human)
Init +5; Senses Perception +4
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (2d6+4)
Fort +2, Ref +1, Will +3
Speed 30 ft.
Melee cold iron morningstar +1 (1d8) or
. . dagger +1 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks dream leech (DC 15), oneiromancy (5/day), phrenic amplification (will of the dead[OA]), phrenic pool (3 points)
Psychic Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—detect thoughts (DC 13)
Psychic Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—charm person (DC 16), mage armor, sleep (DC 16)
. . 0 (at will)—daze (DC 15), detect magic, lullaby (DC 15), mage hand, message
. . Psychic Discipline Dream
Str 11, Dex 12, Con 12, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 12
Feats Improved Initiative, Spell Focus (enchantment)
Traits dangerously curious, personal addiction
Skills Bluff +6, Diplomacy +7, Intimidate +7, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Profession (gambler) +4, Spellcraft +9, Use Magic Device +8
Languages Aklo, Common, Draconic, Elven, Hallit, Shoanti, Varisian
SQ automatic writing (linguistics), gatefinder (perception), hypnotism (diplomacy), phrenology (knowledge [arcana]), read aura (perception)
Combat Gear potion of cure light wounds, wand of remove fear (5 charges); Other Gear blunted bolts (10), cold iron morningstar, crossbow bolts (20), dagger (2), light crossbow, bedroll, belt pouch, flint and steel, masterwork backpack[APG], prismatic crystal[OA], trail rations (5), waterskin, 34 gp, 1 sp
Special Abilities
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Dream Leech (2/day, DC 15) (Su) Siphon sleeping creature's dreams, granting +4 Bluff/Diplo/Intim to next check, and 1 pool.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Oneiromancy (5/day) (Su) Attempt Diplomacy or Intimidate on sleeping creature to modify its behavior on waking.
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.[/spoiler]

Background Bullet Points:

Five Concept/Story Points
- A recovering shiver addict, nearly died of an overdose a few months ago. This has scared him sober.
- Used shiver to self-medicate dreams and visions that have been haunting him
- Estranged from his family due to his addiction, life of petty crime, and his psychic powers. When he tried to tell his parents about the feelings and nightmares he was having (see Secrets, below), they at first dismissed it but as he continued they panicked and took him to an orphanage/asylum that said it would take care of him for a modest fee. Instead he was kept locked in a room and fed a subsistence-level diet. Without understanding how, he used his latent pyschic powers to break out of the asylum.
- Feeling rejected by his family, he began to scratch out a life on the street through begging and petty crime. The laws and systems of Korvosa never seemed to be of any help to him, forming a somewhat jaded outlook on life.
- When he can, he tries to earn a bit of a living at dice and other games of chance. Unfortunately, at Eel's End, the guards and Devargo know of his psychic abilities, so he has to play honestly (at least at that particularly place).

Two Goals
- Stop Gaedren from ruining any more lives with shiver. Maybe he can turn Gaedren from the life of crime, or arrange for his arrest. Killing the old man doesn't really seem like an option to Domir.
- Get his life back together and come to grips with whatever is happening in his mind.

Two Secrets
- Since he was a child, he's felt something clawing in the back of his mind. Sometimes, he can literally feel it inside his head like a physical sensation. When he sleeps, he sees something at the periphery of his vision. He can't see it but know it is angry and hungry. It terrifies him. Since his experience at the asylum, he's told no one.
- <per Private Messages with GM>

3-5 PC Contacts
- Devargo Barvassi | Domir has done a few errands for Devargo, using his psychic abilities to convince people to give him things that he would then hand over to Devargo in exchange for drugs or a place to sleep. Domir doesn't much like Devargo, but Devargo has found Domir's skills useful and Domir feels he needs any help he can get.
- Grau Soldado | The Korvosan Guard sergeant has arrested Domir more than a few times yet for some reason always winds up letting Domir go. (It's because Domir keeps charming him, but Grau doesn't know that.) Domir has actually grown to quite like the guardsman and is starting to feel bad about how he's twisted the man's mind.
- Matei Otovos | His younger brother and an apprentice carpenter. Matei stayed loyal to Domir even when he was cast out by his family and descended into addiction. Their relationship was strained by the addiction, but never broke. Matei doesn't understand what Domir is struggling with in his nightmares as the older sibling no longer talks about it, but he senses something is wrong and wants to help.

Three Key Memories
- The asylum itself was a twisted place. It promised to heal yet instead seemed only designed to hurt and steal. It was an emotionally scarring experience that left it difficult for him to trust anyone but, given time, it might turn into a source for him to either try to help people or turn him cold and uncaring to the needs of others.
- When he tried to go back to his family after escaping the asylum, his mother screamed and his father slammed the door in his face. They said he was possessed by something evil and wouldn't allow him back into their house. He was no longer their son. It would have shattered him completely if not for his younger brother who snuck out, found him, and said they would always be brothers no matter what.
- A few months ago, Domir was struggling with a particularly bad series of night-terrors. Devargo had no jobs for him and wouldn't give him any drugs for free, so Domir had to find another source. That's when he came across Gaedren. The old man had him steal a trinket from a jeweler then gave him some tainted shiver. It nearly killed Domir. He awoke a few days later in the care of the temple of Sarenrae, apparently having been brought there by a good samaritan. It's convinced him to try to live a better and more honest life. His first step in doing that is trying to get rid of Gaedren so he doesn't poison anyone else.

Fear or Paranoia
- Being chained or locked in a room. It reminds him too much of being locked up in the asylum.

Background Narrative:

Coming Soon