Sir Holton

Dovak the Willing's page

93 posts. Alias of Odea.


Full Name

Dovak Iomed

Race

Aasimar

Classes/Levels

Paladin (Sacred Servant) 1 > HP 13/13, 12/13 NL; AC 16 (T11/F15); F:+4,R:+1,W:+0; Init+1; Perc-2)<

Gender

Male

Size

Medium

Age

21

Alignment

Lawful Good

Deity

Iomedae

Location

Magnimar

Languages

Common, Draconic, Elven, Goblin,

Occupation

Squire

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 7
Charisma 19

About Dovak the Willing

Dovak the Willing
Male Aasimar Paladin (Sacred Servant) 1
LG Medium Outsider [Native]/Humanoid [Human]
Init +1; Senses Darkvision 60'; Perception -2
XP: 700/1300

Basics:

--Defense--
AC 16, touch 11, flat-footed 15
CMD 14
hp 13/13, 12/13 NL (1d10+2 CON+1 Favored Class)
Fort +4, Ref +1, Will +0

--Offense--
BAB +1; CMB +3;
Melee Lucerne Hammer +3 (1d12+3 / x2 / P or B / Brace, Reach, +2 Sunder M/H Armor) or Longsword +3 (1d8+3 / 19-20x2 / S)
Ranged Sling +2 (1d4+2 / x2 / 50 ft. / B / 10 bullets)

Speed 20 ft.
Init +1
Languages: Common, Draconic, Elven, Goblin,


Statistics:

Str 14 (12+2), Dex 12, Con 14, Int 12, Wis 7, Cha 19 (17+2)

Languages: Common, Draconic, Elven, Goblin,

--Carrying Capacity--
Light: 66
Medium: 133
Heavy: 200
Lift Over Head: 200
Lift Off Ground: 400
Drag & Push: 1000

Traits & Racial Features:

--Traits--
Altruistic Diplomat (Hwanggot): You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.
Adopted: You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race: Militant Merchant (Dwarf): You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

--Racial Features (Aasimar; Angel-blooded)--
Alter Self (Sp) 1/day.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.


Feats & Class Abilities:

--Feats--
Lvl 1
Fey Foundling: Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

--Class Abilities--
Paladin; Sacred Servant
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 7th* level, and at every six* levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of four* times per day at 19th level. *Sacred Servant modifications.

Skills (*trained):

-2 Acrobatics
+1 Appraise
+4 Bluff
-1 Climb
+1 Craft
+10 Diplomacy*
-- Disable Device
+4 Disguise
-2 Escape Artist
-2 Fly
-2 Heal
+4 Intimidate
+5 Knowledge (Religion)*
+7 Linguistics*
-2 Perception
+4 Perform
-- Profession
-2 Ride
+0 Sense Motive
-- Sleight of Hand
-- Spellcraft
-2 Stealth
-2 Survival
-1 Swim
-- Use Magic Device

Gear (113/133 lbs.--Med Load):

--Combat Gear--
Lucerne Hammer
Longsword
Sling
10 Bullets, sling
Peasant's Outfit
Potion of Cure Light Wounds
Kikko Armor
2xScroll of Cure Light Wounds
Wrist sheath, spring-loaded

--Other Gear--
Masterwork Backpack
10xCandle
Case, Map or Scroll
10xChalk
Cold Weather Outfit
Crowbar
Earplugs
2 Flask (empty)
Grappling Hook
Hammer
3xOil (1-pint flask)
5xPiton
Bedroll
Flint and Steel
Pouch, belt (empty)
Rope, silk (50 feet)
Shovel or spade
Signal Whistle
4xVial, ink or potion
Paladin's Kit: (Contains)
.Bedroll
.Pouch, belt (empty)
.Holy Text
.Flint and Steel
.Pot, iron
.Mess kit
.Rope, hemp (50 feet)
.Soap
.5xRations, trail (per day)
.Waterskin

--Money, Gems & Jewelery--
<145g 5s 9c + 100g spent; Paladin average starting money=175g + 200g advance>
279g 4s 1c

Paladin Spells Known:

Spell List Index
Lvl 1
None yet

Appearance, Personality & Background:

--Appearance--
21 yrs old; 5' 5"; 155 lb; pale brownish skin, black hair, brown eyes.

--Personality--
Dovak tends to be a bit of a pushover when it comes to doing things for others. He likes simple, straighforward tasks and, to a point, made a simple life of doing them. He likes talking to others, and will generally engage people in conversation just for the sake of interacting. He has, recently, become somewhat wary of doing tasks for authority figures, however. He also has a significant persecution complex, and complains about said persecution almost as often as he talks to people. His greatest joy would be to return to living a simple life; he does not want to continue adventuring or "Destroying the Enemies of Humanity" as it was put to him when he became a Paladin, but he does not feel that he has a choice in the matter: Iomedae set him upon this path and wants him to follow it.

--Background--
Dovak grew up travelling--he was a foundling of sorts: a clan of travelling Dwarven merchants found a single baby alive in a town in the Hwanggot region that had been destroyed. They kept the baby as a curiosity and a worker, largely to show good faith to locals. He grew up with these merchant dwarves, learning to negotiate good prices with various people and also to watch his back and the backs of his "brothers." He enjoyed helping them and improving their deals through shrewd but honest effort.

In his early teens, he and his foundling parents parted ways. Dovak had, by this time, grown to be significantly taller than the Dwarves he thought of as his family. He knew that he was not a dwarf, if only for his lack of beard, but as he aged the differences became more pronounced and he grew to notice them more often. He wanted to know more about "his" people--the humans that were usually thought of as "customers." A youth looking to join Human society has few options; but something seemed to be watching over Dovak. A missionary knight and devotee of Iomedae, Gunther Heilsh, met with the Dwarves and asked to travel with them for a time. The Dwarves allowed him to come along with nods and whispers of how a strong arm is never unwanted "in these uncertain times."

Dovak, who already had a love of conversation, talked to the knight incessantly. And the knight, of course, was happy to tell Dovak of the glory of Iomedae and the importance of destroying the various evils that infest the world. He told Dovak of Aroden, the god of Humanity who died and how Iomedae had been his follower and herald until his death. These stories resonated with Dovak, and he asked the knight to allow him to become his squire. Heilsh accepted and taught Dovak the basics of combat along with the tenets of Iomedaen faith. Due to his willingness to take on new tasks and to serve as they travelled, Heilsh began to call Dovak "the Willing."

Dovak was happy as a squire: he liked working with the horses and the straightforward tasks that were asked of him. This continued for some time, until Iomedae made Her will known to him: Heilsh was slain in a battle against demons, and Dovak felt holy power rise within him as his master fell. With eyes full of tears, he took up Heilsh's weapons and swung at the creatures. He fought for his own life, but even more, he fought to save his master's body that it might be given a proper burial, and to protect his master's honor: the demons would not escape Iomedae's judgment. Since then, Dovak has followed in his master's footsteps, but he feels put-upon by his god who let his master die and saddled him with the "responsibility" of cleansing the land of evil; he much preferred the simple life of a squire.