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Harsk

Brellig Brineson's page

1 post. Alias of Manijin.


Full Name

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.

HP, AC, & Ability Scores:

HP: 43 (4d6+10+15+4)
AC: 18 10+2(Dexterity)+4(Armor)+1(Deflection)+1(Natural)
Strength 14, Dexterity 14, Constitution 16, Intelligence 16, Wisdom 12, Charisma 10

Saving Throws:

Saving Throws
Fortitude: +7 3+3+1 [+4 vs. Spells & Spell-Like Abilities]
Reflex: +8 3+2+2+1 [+4 vs. Spells & Spell-Like Abilities]
Will: +6 4+1+1 [+4 vs. Spells & Spell-Like Abilities]

Attack Bonuses:

Attack Bonuses
BAB: +3
Melee: +5
Ranged: +5

Weapons & Attacks:

Weapons & Attacks
Dwarven Waraxe +6 (1d10+4/x3)
Power Attack +5 (1d10+7/x3)

Spells:

Spells
Caster Level: 5th

0th (4):
1st (3+1):
2nd (2+1):
3rd ():
4th ():
5th ():
6th ():
7th ():
8th ():
9th ():


Feats & Special Abilities:

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.

Skills:

Skills
Fly: +10 1+3+2+4
Knowledge (Arcana): +9 3+3+3
Knowledge (Dungeoneering): +9 3+3+3
Knowledge (Nature): +9 3+3+3
Knowledge (Planes): +9 3+3+3
Perception: +11 5+3+3
Stealth: +10 5+3+2
Survival: +7 1+3+3
Use Magic Device: +8 5+3+0

Equipment:

Equipment
+1 Dwarven Waraxe

Ring of Protection +1
Amulet of Natural Armor +1
Cloak of Resistance +1

Handy Haversack
Spell Component Pouch
Wand of Cure Light Wounds (50)

750 GP


Familiar:

Familiar: Fox (Brony)
HP: 21 (½ Master HP)
AC: 16 10+2(Dexterity)+2(Size)+2(Natural)
Strength 9, Dexterity 15, Constitution 13, Intelligence 7, Wisdom 12, Charisma 6

Saving Throws
Fortitude: +4 3+1
Reflex: +5 3+2
Will: +5 4+1

Attacks & Damage
Bite +5 (1d3-1)

Feats & Special Abilities
Racial Features
Low-Light Vision
Scent

Feats:
Skill Focus: Acrobatics

Special Abilities:
Alertness
Improved Evasion
Natural Armor +2
Share Spells
Store Spells
Deliver Touch Spells

Skills
Acrobatics: +5 (+13 when jumping)
Perception: +5
Stealth: +10
Survival: +1 (+5 scent tracking)


Spell List:

Spells:
0th: --
1st: enlarge person, mage armor, inflict light wounds, command, ghost bane dirge, ill omen, shadow weapon, unseen servant, comprehend languages
2nd: inflict moderate wounds, vomit swarm, blindness/deafness, invisibility, pox pustules


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