Hakon

Brevon Sabor's page

324 posts. Alias of Something Wicked.


Full Name

Brevon Sabor

Race

HP 61/61 | AC 25 T 12 FF 24 | F +9 R +6 W +7 | CMB +9 CMD 21 (20 FF) | Init +1 Perc +8

Classes/Levels

| Lay on Hands 6/7 (3d6) | Smite Evil 2/2 | Aura of Courage +4 | Channel (3d6 DC 15)

Size

Medium

Age

31

Alignment

LG

Deity

Sarenrae (Fire, Glory, Good, Healing, Sun)

Location

Karcau, Ustalav

Languages

Abyssal, Common, Celestial

Strength 17
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 8
Charisma 15

About Brevon Sabor

The most powerful weapon in the world is the soul on fire.

Theme Music

Brevon Sabor
Male Human Paladin (Sarenrae) 6
LG Medium humanoid (human)
Init +1; Senses Perception +8
Aura courage (10 ft.)
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Defense
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AC 25, touch 12, flat-footed 24 (+10 armor, +1 deflection, +1 Dex, +3 shield)
hp 61 (6d10+21)
Fort +9, Ref +6, Will +7
Defensive Abilities hard to kill
Immune disease, fear
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Offense
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Speed 60 ft. (40 ft. in armor)
Melee +1 cold iron scimitar +10/+5 (1d6+4/18-20) or
. . cold iron dagger +9/+4 (1d4+3/19-20) or
. . mwk cold iron lucerne hammer +10/+5 (1d12+4) or
. . ranseur of the gargoyle +10/+5 (2d4+5/x3) or
. . spiked gauntlet +9/+4 (1d4+3)
Ranged composite longbow +7/+2 (1d8+2/x3)
Special Attacks channel positive energy 3/day (DC 15, 3d6), inspired spell, smite evil 2/day (+2 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +6)
. . At will—detect evil (move action)
. . (1/day)—faerie fire
Paladin Spells Prepared (CL 1st; concentration +3)
. . 1st--grace, lesser restoration
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Statistics
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Str 17, Dex 12, Con 13, Int 10, Wis 8, Cha 15
Base Atk +6; CMB +9; CMD 21
Feats Cleave, Dual Path, Extra Lay on Hands, Power Attack, Toughness
Traits Armor Expert, Flame of the Dawnflower, Touched by Divinity (faerie fire)
Drawback Haunting Regret (-2 on saving throws v. swarm distraction, mind-affecting effects, and concentration checks)

Skills
Acrobatics -4
Appraise +2
Bluff +2
Climb -2
Diplomacy +8
Disguise +2
Escape Artist -4
Fly -4
Handle Animal +9
Heal +4
Intimidate +3
Knowledge (history) +2
Knowledge (nobility) +6
Knowledge (religion) +4
Linguistics +1
Perception +8 (including +2 untyped bonus, +1 competence bonus from ioun stone)
Ride +0
Sense Motive +6
Spellcraft +4
Stealth -4
Survival -1
Swim -2

Languages Abyssal, Celestial, Common
SQ divine bond (weapon +1, 1/day), fleet charge, impossible speed, lay on hands 7/day (3d6), mercy (sickened, staggered)
Other Gear
+1 full plate
+1 cold iron scimitar
+1 blinding shield (heavy)
cold iron dagger
cold iron arrows x5
composite longbow (+2 Str)
glaive
ranseur of the gargoyle
Scimitar
spiked gauntlet

Backpack
Bedroll
belt pouch
flint and steel
hemp rope (50 ft.)
holy text (The Birth of Light and Truth)
mess kit
Pot
Soap
torch (10)
trail rations (5)
Wayfinder with cracked incandescent blue sphere ioun stone (+1 Perception)
Waterskin

silver holy symbol of Sarenrae (ankh)

alchemist fire x1
phylactery of faithfulness
potion of CLW x2
potion of CMW x1
potion of lesser restoration x1
wand of bless weapon (18 charges)

Wealth
Encumbrance: Medium Load (113.08lb) (76lb / 153lb / 230lb)[/b]

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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Channel Positive Energy 3d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Detect Evil (At will) (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.
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+10 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (3d6 hit points, 7/day) (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Mercy (Sickened, Staggered) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2 / +4 [+6] You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used. 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.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

PHYSICAL DESCRIPTION:

Sunken cheeks and a weathered brow betray any suggestion of vitality in this man. His blond, bedraggled hair covers much of his unshaven face, but fierce eyes match your gaze defiantly.

BACKGROUND:

Just one year ago, Brevon's wife, Zeldara, drowned herself in the river. Reeling from her untimely death, Brevon hurled himself into a near-fanatical religious fervor. Although raised in the church of Sarenrae, he spent much of his adult life detached from religious zeal. Zeldara's death, however, plunged him into the depths of a gloom that only the light of a God could penetrate.

It began with the dreams--nightmares, even. The Everlight spoke to Brevon in the language of fire. In his sleep, the world burned, as everything he knew and loved was erased in a flash of blinding light, searing heat, and scorching smoke. Brevon would wake, screaming and pouring sweat, night after night. Yet soon the dreaming changed. After the destruction, when nothing worldy remained, and his consciousness seemed the only thing in existence, a strange peace settled upon him. He recognized that the raging fires had cleansed the darkness and left an emptiness, a fertile field in which to sow new beginnings. And just as his mind began to form these thoughts, a rising sun appeared on the horizon, illuminating an eternal dawn.

Brevon woke from this dream a new man, one with conviction and purpose. And even stranger, The Everlight had bestowed him with power. These gifts baffled, even terrified, him. Yet through his continued dreaming he learned that his new purpose in life was to spread the warmth of Sarenrae. And so Brevon obeyed, traveling the haunted wilds around Karcau, taking up sword and shield in Her name, honoring Her code, and speaking to all he met of the limitless power and glory of The Dawnflower.

But then, the sickness fell upon him. A minor affliction that Brevon at first dismissed. He grew weak, his appetite failed, and his physical form began to wither. Yet, despite this physical deterioration, a strange insomnia fell upon him. At times, he simply felt too tired to sleep. This conditioned worsened until eventually he was deprived of it altogether.

He could not sleep.

He could not dream.

His connection to his deity severed, the powers gifted upon Brevon began to fade. His divine connection with the Everlight began to falter and Brevon struggled to remember the warmth of his dreams.

In desperation, in panic, he set fire to his home and all his worldly possessions. In despair, he entered the blaze, prepared to offer himself as a burning tribute to his goddess. To return to Zeldara. The heat and smoke overcame him, and he lost consciousness. And there, in the burning darkness between life and death, Sarenrae blessed him with another dream.

The Worldwound. Kenabres. The scourge.

Brevon woke among the ruins of his home, now a tomb of ash. Yet while his hair and clothes were singed, he was unharmed. And he understood his duty. Sarenrae needed him, just as he needed Her. He would surely die without Her light, and he would do anything to reclaim it. That very day he began the treacherous journey north, toward Mendev.

Now, as he seeks to fight back the creeping darkness and haunted past that threaten his own sanity, he also struggles to reclaim the now-dying light of lost dreaming.

10 Minute Background:

Five points that capture the concept and story of the character: See above, but some themes that Brevon revolves around include Guilt, Redemption, Darkness v. Light, and Forgiveness.

Two Goals: To cure his insomnia, and to forgive himself (see below)

Two Secrets: (1) Zeldara didn't commit suicide, she was murdered; (2) Brevon killed her, but at her own request (she was very ill)

3-5 People tied to Brevon: (1) Sheriff Nilde, who suspects Brevon of the murder; (2) His sister-in-law Eugia, who cannot come to terms with the fact that her sister killed herself; (3) Thea, a simple shop girl who is secretly in love with Brevon and wishes he would get over his wife's death.

Three Key Memories: (1) Sitting in his quiet, fire-lit room, remembering his nightmares; (2) Watching Zeldara drown in the river, her eyes open to the sky above; (3) Waking from the final dream given to him by Sarenrae, filled with divine purpose.

Fear: Brevon fears the dark, of course. Zeldara's voice waits there, whispering.

Paladin Code:

The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.

I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.

I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.

I am fair to others. I expect nothing for myself but that which I need to survive.
The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.

I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.

I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.

Each day is another step toward perfection. I will not turn back into the dark.

I will not turn back into the dark...

I will not turn back into the dark...

Character Advancement:

Level 1: FCB +1hp, Aura of Good, Detect Evil, Smite Evil 1/day, Feat (Toughness), Racial Feat (Power Attack), Channel 1d6
Level 2: FCB +1hp, Divine Grace, Lay on Hands
Level 3: FCB +1hp, Aura of Courage, Divine Health, Mercy, Feat (Cleave), Channel 2d6

Level 4: FCB +1skill, Channel Energy, Smite Evil 2/day, Ability Score (Str), Spells
Level 5: FCB +1hp, Divine Bond, Feat (Channel Smite), Channel 3d6
Level 6: FCB, Mercy
Level 7: FCB, Smite Evil 3/day, Feat (Lunge)
Level 8: FCB, Ability Score, Aura of Resolve
Level 9: FCB, Mercy, Feat
Level 10: FCB, Smite Evil 4/day
Level 11: FCB, Aura of Justice, Feat
Level 12: FCB, Ability Score, Mercy
Level 13: FCB, Feat, Smite Evil 5/day
Level 14: FCB, Aura of Faith
Level 15: FCB, Feat, Mercy
Level 16: FCB, Ability Score, Smite Evil 6/day