Brellig Brineson, Son of Eorik, Son of Bilda, Daughter of Vik
Race
Dwarf
Classes/Levels
Ranger (Freebooter) 1 / Witch (Hedge Witch) 4
Gender
Male
Size
Medium
Age
34
Special Abilities
(See Class Features)
Alignment
Neutral Good
Deity
Various (No Specific Deity)
Location
Ustalav
Languages
Common, Dwarven, Elven, Halfling, Draconic
Strength
14
Dexterity
14
Constitution
16
Intelligence
16
Wisdom
12
Charisma
10
About Brellig Brineson
There be a lotta evil in the world, and sometimes ya need to fight ire with ire.
"Be a man," my father would always tell me. He never did tell me exactly what that meant, but he always told me anyways. I suppose I'll never know. Sea took him two years back, not that he would've wanted it any other way.
I left when he died, I did. Said "Goodbye." to the ocean. Learned a lot, but didn't really sit right with me, standing on a ship without my old man beside me. So I started traveling. Found some good folk... well, maybe not always good, but decent enough company.
One day, though, we got split up. Found myself wandering in an enchanted wood a spell. Bloodly place seemed to go on for ages. Curious thing though, was this tiny fox, all sorts a different colors led me out. Well, he was just the cutest thing, and I didn't wanna leave 'im alone, so I brought him with me. He seemed kindly enough anyways, and took a liking to me real quick.
Then I realized he weren't no ordinary fox. He had magic in him, and I came to find I had magic in me, too. Who'd a thought it? Me, a sailor's son, from a line a proud fighters, with the gift. Still, it bothers me fierce sometimes. I couldn't do anything magical before I found old Brony here, and before the woods. I wonder, did something happen in there?
Well, no matter. He been with me for a while now, and I figure it's about time we departed again. Group's getting back together, heading to some place in Ustalav. That land never sat right with me, but a little adventure might just get my mind offa all this thinking. I just hope I can make my old man proud.
Feats & Special Abilities
Racial Traits
Medium Size: Dwarves are Medium creatures, and thus receive no bonuses or penalties due to their size.
Slow Speed: Dwarves have a base speed of 20 feet, but their movement speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Saltbeard: Saltbeard Dwarves gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Saltbeard Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods found in or under water.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and war hammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Trait: Magical Knack: You gain a +2 bonus to your Witch caster level. Your caster level cannot exceed your total character level.
Trait: Zest for Battle: Whenever you have a morale bonus to attack rolls, you also gain a +1 trait bonus on damage rolls.
Favored Class: Witch
Feat:
Feats
Steel Soul
Power Attack
Improved Unarmed Strike
Class Features:
Class Features
Track: A ranger adds ½ his level to Survival skill checks made to follow or identify tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy skill check, using the ranger’s level and his Charisma bonus to determine the check result.
Freebooter’s Bane: At 1st level a freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and his allies gain a +1 bonus to weapon attack and damage rolls against the target. This ability only applies to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time he activates this ability.
Patron: Spirits
Bonus Spells: 2nd ghost bane dirge; 4th invisibility
Familiar: Fox
Hex: Flight: A witch with this hex can use feather fall at will, and gains a +4 racial bonus on Fly skill checks. He can also cast levitate once per day. These abilities only affect the witch.
Hex: Ward: A witch can use this hex to place a protective ward over one creature. The creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. The ward lasts until the creature is hit or fails a saving throw. A witch can only have one ward active at a time. A witch cannot use this ability on himself.
Spontaneous Healing: A hedge witch can channel stored spell energy into healing spells that he did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if he doesn’t know the spell.