About Dragomir VenchevParty Role Tank (melee), Healer (secondary) Initiative: +1 Action Points 6/6
SQ:
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 Cha 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 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Racial Traits +2 to One Ability (Cha), Medium, Normal Speed, Shadowhunter (replaces Bonus Feat), Skilled, Languages Traits (Campaign) Haunted by Destiny and (Religion) Undead Slayer ------- Items A paladin's kit (includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), a bandolier, a sack, a tabard of Pharasma, 2 flasks of holy water, and 2 potions of cure light wounds. Combat Gear Scale mail armor, a heavy wooden shield, a dagger, a light flail, and a longsword. Wealth (43 gp, 4 sp)
Description:
Dragomir Venchev is a tall varisian human male with blue eyes. The paladin's brown hair is cut short with a close beard, for better visibility and to catch the temperature changes that happen when undead are near faster.
Dragomir wears scalemail armor with a heavy wooden shield. Over his armor, the holy warrior wears a tabard with Pharasma's symbol emblazed upon it. Under his armor, Dragomair wear a hood which he can easily pull back as needed and his wooden holy symbol. Over his tabard, the paladin wears a bandolier with a dagger with 2 flasks of holy water and 2 potions of cure light wounds. On his hip, Dragomir can draw his longsword and light flail. Personality:
Dragomir Venchev is an intense young man with a practiced stare. When hunting undead or with fellow Pharasmans and cultists of the Lady of Mint, Dragomir is all business and professional. His family has noticed this dower change and the paladin has tried to 'relax' outside Lady of Mint business.
Growing up among all the mining corruption, Dragomir takes a dim view of their activities. The paladin knows he is often surrounded by evil, which he must be wary of; just because evil men aren't undead don't make them less dangerous. Dragomir loves his family and worries of them often. The holy warrior has hopes and dreams like everyone else in Diamond Lake. Dragomir daydreams about someday wielding a holy avenger and ridding the world of a great evil. The paladin often wonder about his own death, as he is often surrounded by it. Dragomir ponders if Pharasma will take his soul to The Boneyard or Heaven, like other paladins. Dragomir has not come across an inquisitor of the faith, and knows The Lady of Graves doesn't often accept paladins, this is why Dragomir is hesitant to meet any higher-up Pharasman clergy. Backstory:
Dragomir, as he name suggests, was a timid 4th son of Darryl and Barbara Venchev, a family of miners who worked near Diamond Lake. As a small boy, Dragomir feared the dark and going to bed when it was dark. He would keep his family awake with his antics. Insisting on keeping a candle lit while Dragomir slept, checking under the bed several times a night.
Dragomir's nighttime fears took it's toll on his father, who was caught once nodding off while mining. Luckily one of Darryl's friends who caught him was one of the foremen. That evening, Darryl was lamenting going home and not getting sleep at The Feral Dog, and a member of The Cult of the Lady of Mint sat next to Darryl. The cultist bought the miner another beer and asked about his lack of sleep. Darryl told the mysterious man all about his youngest son. The cultist suggested Dragomir stay with The Cult of the Lady of Mint fives days out of the week, and we shall help your some with his sleep problems, and Darryl can get some good sleep. So the next day, Dragomir came to stay with The Cult of the Lady of Mint, where the young boy was put to work cleaning the headquarters, and learning about reading and numbers, while eating bland but filling food during meals. Dragomir's first night at The Cult of the Lady of Mint, the boy was given a solitary room to sleep in. The room only had a bed and a bedpot. The cultist gave Dragomir a holy symbol of Pharasma, a short sword, and a torch. The Lady of Mint cultist told Dragomir that the supernatural prey on small children for they are the most vulnerable and can experience the supernatural clearer than adults. And the room he's staying in used to be a morgue which the cultists did not consecrate. Then the cultist told the frightened boy that Dragomir had an advantage: he was alive and more powerful than the dead. The cultist sealed the terrified boy in the former morgue. For several hours, Dragomir banged on the door, crying, pleading to be let out. Despite his terror, Dragomir eventually fell into unconsciousness in a corner, holding the shortsword and torch with the holy symbol around his neck. Dragomir awoke with the opening of the door, his torch long since burned out and the room all smoky because of it. The cultist pointed to the corner to several spirits huddled in the opposite corner from Dragomir. "The Goddess has found you to be worthy. Come to me. Those phantoms will not harm you now." Slowly, Dragomir crept out of the room, his eyes wide looking into the corner, for the smoke in the room brought the spirits into sharper contrast. The young boy ran out of the room as soon as his feet met the threshold. At breakfast, Dragomir was greeted with praise and patted shoulders by the other adherents. The cultist told the boy of The Goddess's chief tennant for the military branch of her faith is the destruction of evil undead. This fascinated Dragomir. During the rest of his time, Dragomir cleaned the headquarters, learned of numbers and reading, was taught Pharasman doctrine, and slept in the same former morgue every night. Each night, Dragomir became bolder and braver. When the young boy was sent home to his family after five nights, his refreshed father greeted him warmly. Dragomir told his family about all the amazing things he did and learned. On his first night back, Dragomir woke in the middle of the night to have that familiar feeling of someone watching him from the closet. With his gifted holy symbol, Dragomir slowly got out of bed and crept to the closet and opened it. At first, he saw nothing. The young boy stared for minutes unto something stirred within. A tall shadow materialized before the boy, who was scared, but also determined. Without breaking eye contact, Dragomir spoke in a low whisper. "Leave. My family are trying to sleep!" Dragomir stood his ground as the shadow began to loom over him, reaching out to the determined boy. Then the shadow stopped his advance, turned, and walked out the outer wall and away from the house. In the morning, Dragomir told his family what he done. Though not all believed him, his family could not but witness a change in Dragomir's character. The young boy wished to continue to learn from The Cult of the Lady of Mint. After the two days of Dragomir being home and everyone getting sleep at night. Darryl returned Dragomir to the cult and told of his wishes. The cultist was overjoyed to hear this and agreed. Dragomir would spend most of the week staying with the cultists, getting a rare education in that area of the country, and learning about the different types of undead and how to end them. In Diamond lake, many would-be bullies learned quickly not to test the boy with the intense glare enough to scare the dead. Dragomir grew wise and powerful under The Cult of the Lady of Mint, and at the end of adolescence, took the vows of a paladin of Pharasma [spoiler=NPCs of Note]Vitor Priscus, an adept of The Cult of the Lady of Mint. This pharasman was responsible to Dragomir's early education within the cult. Vitor was the adherent who initially locked the young boy in the former morgue. Vitor and Dragomir enjoy and older brother/younger brother mentor relationship and often socialize together. Mikola Venchev, Dragomir's oldest brother and main provider for the Venchev household. Darryl and Barbara still do odd jobs around town, but have essentially 'retired' from mining, mainly due to long-time injuries of the life. Mikola is tired of his youngest brother 'playing paladin', feeling he's not doing his best to provide for the family, despite all money Dragomir earns goes to his family. |