"Good afternoon ma'am, may I help you carry that load?"
"Good day sir! Do you have a moment to hear the tale of Kurgess, the Strong Man?"
"Gather 'round, young lads & lasses, and hear the tale of the race that was lost & won!"
"You look like you just lost your last true friend in the world. Perhaps the parable of Kurgess, the Strong Man, might help to lighten your load?"
"My, you are a strong one! But, have you found the strength within yourself that only comes from helping those less fortunate?"
For as long as he can remember, Brud has traveled, proclaiming the word of Kurgess, and helping others as he has encountered them.
Literally.
Child of a Kellid warrior & an itinerant Taldan priestess of Kurgess, Brud has known little in life save the road & adventure, learning to talk by parroting the stories & parables his mother regaled other travelers with, while learning what it was to be a man by watching how his father conducted himself.
Appearance:
Brud is a picture of rude physical health, with the perfect physique that only comes with a daily regime of constant effort.
Rare indeed is the day he does not lend a hand, or back, to those in need, accepting only thanks & the occasional beverage in return.
The perfection of his form is only marred by a scar across the back of his head, near the base of his skull; a memento of the day his father died.
Personality:
In a word, Bombastic. Brud is loud, gregarious & incapable of speaking softer than 'pitched to carry across a crowded common room'.
However, he will, and has, offer the shirt from his back to those in need.
He rarely imposes his presence upon those who do not wish it, but will happily engage with those who desire it.
Current Notes: 9/9 HP, Blessings 3/3, 1st lvl. Warpriest
Brud
Male Human (Kellid/Taldan)
Warpriest (Sacred Fist) 1
Diety: Kurgess
NG Medium humanoid
Initiative: +1; Senses: Perception +7
Abilities
STR 17 (3) DEX 12 (1) CON 12 (1) INT 12 (1) WIS 16 (3) CHA 12 (1)
DEFENSE AC 14, touch 14, flat-footed 13 (10 +1 Dex, +3 Wis)
CMD 17 (10 +0 BAB +3 Str, +1 Dex, +3 Wis)
Hit Points 9 (8 +1 Con)
Fortitude +3 (2 Base + 1 Con)
Reflex +1 (0 Base +1 Dex)
Will +5 (2 Base +3 Wis)
OFFENSE Speed 30 ft
Melee Unarmed Strike +3/1d6 +3 B 20/x2 crit. (0 BAB +3 Str), Flurry of blows (x2) +2/1d6 + 3 B 20/x2 crit. (1 BAB +3 Str)
Ranged Javelin +1/1d6 +3 P 30/x2 crit. 20 ft. range inc. (0 BAB +1 Dex)
CMB 3 (0 BAB +3 Str)
Traits/Drawback: Wasteland Hunter (Human/Kellid {People of the River, pg 18}): Whenever you throw a club, shortspear, spear, or javelin, reduce the penalty for throwing the weapon beyond its initial range increment by 2 (to a minimum penalty of 0). For example, a club (with a range of 10 feet) thrown at a target 25 feet away would incur only a –2 penalty with this trait.
Natural Leader: (Campaign: Hell's Rebels) Treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Naive (Drawback/ Quests & Campaigns, pg. 22) Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers (see the Pathfinder RPG Advanced Player’s Guide).
Skills ({2 +1 Int + Human + Favored Class + Background})
Artistry (prose): 5 (1 Rank +3 Class +1 Int) Background
Acrobatics: 5 (1 Rank +3 Class + 1 Dex)
Bluff: 1 (+1 Cha)
Climb: 7 (1 Rank + 3 Class + 3 Str)
Diplomacy: 1 (+1 Cha)
Intimidate: 1 (+1 Cha)
Knowledge (Local): 1 (+1 Int)
Knowledge (Religion): 5 (1 Rank + 3 Class +1 Int)
Perform (Oratory): 2 (1 Rank +1 Cha) Background
Perception: 7 (1 Rank +3 Class +3 Wis)
Sense Motive: 7 (1 Rank +3 Class +3 Wis)
Languages: Hallit, Taldane (Common)
Feats: Endurance Meditation Master (Bonus, Human {Faiths & Philosophies, pg. 19}) When fully focused on your inner self, you can enter a deep meditative state that allows you a more perfect control over your mind and body.
Benefit: When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.
Improved Unarmed Strike (Bonus, Sacred Fist)
Racial Traits:
Class Abilities: Aura (Ex): Faint Good.
Blessings (Su): Luck and Strength, 3/day.
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends.
Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
Orisons: Divine Spells: AC Bonus (Su): Kurgess protects Brud as long as he is unarmored and unencumbered. Brud adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, he gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when Brud is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): Brud can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the Sacred Fist's base attack bonus from his Sacred Fist class levels is equal to his Sacred Fist level. For all other purposes, such as qualifying for a feat or a prestige class, the Sacred Fist uses his normal base attack bonus.
Gear:
Explorer's Outfit
Backpack
belt pouch
Bedroll
3 javelins
silver holy symbol of Kurgess
1 week's trail rations