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About Dovak the WillingDovak the Willing
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--
Speed 20 ft.
Statistics:
Str 14 (12+2), Dex 12, Con 14, Int 12, Wis 7, Cha 19 (17+2) Languages: Common, Draconic, Elven, Goblin, --Carrying Capacity--
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)--
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--
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--
--Money, Gems & Jewelery--
Paladin Spells Known:
Appearance, Personality & Background:
--Appearance-- 21 yrs old; 5' 5"; 155 lb; pale brownish skin, black hair, brown eyes. --Personality--
--Background--
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.
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