Baron Hannis Drelev

Loren uth Brasel's page

165 posts. Alias of SnowHeart.


Race

Conditions/Effects:
Bull's Strength (Enhancement, +2 to Atk and Dmg); Divine Favor (Luck, +2 to Atk and Dmg); Haste (Untyped, +1 attack, +1 dodge AC and Reflex); Mittens (Morale, +1 Attk, Dmg, Save v Fear)

Gender

Male Human Knight of the Sword (Warpriest) 7 | HP: 84/84 | AC: 22 t11 fl 22 | Fort+9 Ref+3 Will+10 | CMD 21 | Perception +4 | Init +2

Age

23

Alignment

LG

Deity

Kiri-Jolith

Languages

Abanasinian, Draconic, Qualinesti, Ergot, Solamnic

Strength 20
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 18
Charisma 11

About Loren uth Brasel

Description:

Dark hair flows down in curls, framing a face already weathered despite the owner’s relative youth. Brown eyes cast a wary gaze on the world beneath a furrowed brow while a mustache rests beneath a sharp nose. A grey and well-worn cloak hangs loosely over what is, by far, the most extravagant and interesting bit of the man: a suit of golden armor, intricately crafted in a motif of shields, swords and bovine horns.
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Stat Block:
Loren uth Brasel
Male human warpriest of Kiri-Jolith 7 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 22, touch 11, flat-footed 20 (+9 armor, +1 deflection, +2 shield)
hp 84 (7d8+28)
Fort +8, Ref +3, Will +10
Defensive Abilities sacred armor (+1, 7 minutes/day)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk dagger +11 (1d4+5/19-20) or
. . mwk heavy mace +11 (1d8+5) or
. . mwk longsword +12 (1d8+8/19-20)
Special Attacks blessings 6/day (Good: holy strike, War: war mind), channel positive energy 3/day (DC 17, 2d6), fervor 7/day (2d6), sacred weapon (1d8, +1, 7 rounds/day)
Warpriest Spells Prepared (CL 7th; concentration +11)
. . 3rd—channel vigor, deadly juggernaut[UC]
. . 2nd—bear's endurance, bull's strength, resist energy, shield other
. . 1st—divine favor (2), forbid action[UM] (DC 15), protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, light, mending, purify food and drink (DC 14)
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Statistics
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Str 20, Dex 10, Con 14, Int 12, Wis 18, Cha 11
Base Atk +5; CMB +10; CMD 21 (23 vs. bull rush, 23 vs. grapple, 23 vs. reposition, 23 vs. trip)
Feats Power Attack, Resilient Armor[ACG], Saving Shield[APG], Shield Focus, Step Up, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits fate's favored, reactionary
Skills Acrobatics -7 (-11 to jump), Climb +2, Diplomacy +10, Heal +8, Knowledge (engineering) +5, Knowledge (nobility) +2, Knowledge (religion) +5, Linguistics +3, Profession (soldier) +11, Ride +3, Sense Motive +8, Survival +8, Swim +2
Languages Abanasinian, Draconic, Ergot, Qualinesti, Solamnic
Combat Gear potion of barkskin +2 (2), potion of bear's endurance (2), potion of bull's strength (2), potion of owl's wisdom (2); Other Gear clerist's half-plate, mwk gold plated light steel quickdraw shield[APG], mwk dagger, mwk heavy mace, mwk keen longsword, campfire bead[APG], greater talisman of beneficial winds[OA], pauldrons of the serpent[UE], bandolier[UE], bedroll, belt pouch, canteen[UE], copper medallion of faith (kiri-jolith) (1 lb), flint and steel, hemp rope (50 ft.), holy text (Kiri-Jolith)[UE], masterwork backpack[APG], mess kit[UE], healers kit, spell component pouch, trail rations (5), two platinum rings (component for Shield Other spell), 505 gp, 4 sp
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resilient Armor Gain DR {Armor's Enhancement Bonus}/Adamantine vs. first attack that hits each rd.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Warpriest Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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Advancement and Automatic Bonus Progression Notes:

Weapon Attunement: +1 to Longsword
Armor Attunement: +1 to Half-plate
Physical Prowess: +2 to Strength
Mental Prowess: +2 to Wisdom

Human Ability Score Bonus: +2 to Strength
4th Level: +1 to Strength

Weapon Specialization feat taken as Warpriest Bonus feat.

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Combat Adjustments:

Attack Rolls
[dice=Longsword]1d20+12[/dice] [dice=damage]1d8+8[/dice]
[dice=Longsword (w/ Holy Strike)]1d20+12[/dice] [dice=damage]1d8+8+1d6[/dice]
[dice=Longsword (Power Attack)]1d20+10[/dice] [dice=damage]1d8+12[/dice]
[dice=Longsword (Power Attack w/ Holy Strike)]1d20+10[/dice] [dice=damage]1d8+12+1d6[/dice]

With Bear's Strength, add +2 to Attack and Damage.
With Divine Favor, add +2 (luck) to Attack and Damage.
With Channel Vigor (as Haste), add +1 (untyped) to Attack and +1 (dodge) to AC and Reflex.
With Deadly Juggernaut (per foe reduced to 0 hit points), +1 luck bonus on melee attack and damage rolls, Strength checks, as well as DR 2/--.

Blessings
Holy Strike (minor): You can touch one weapon. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

War Mind (minor): At 1st level, you can touch an ally for 1 minute at the start of the ally's turn, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Sacred Weapon
As a swift action, the warpriest can enhance a weapon with a +1 enhancement bonus (that stacks with any existing bonuses) or any of the following weapon special abilities: brilliant energy (+4), defending (+1), disruption (+2), flaming (+1), frost (+1), keen (+1), and shock (+1). If he is good, he can add ghost touch (+1) and holy (+2). If he is lawful, he can add axiomatic (+2) and merciful (+1).

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Background:
"Est Sularus oth Mithas"

For too many, this oath had become an empty routine utterance, on par with "Farewell" and "Nice to see you, too." It frequently rang hollow for Loren, too, but only for the sound of it when others said it. And that knowledge stung bitterly.

Of course there were knights who still hewed to the Oath and the Measure, who took it seriously and lived it as best they could. Those were the knights Loren looked up to as mentors. But for as many of them as there were, it seemed there were just as many backstabbers and politicians who saw the Oath as nothing more than dressing to justify their machinations.

Loren found the weight of the Oath hard to escape, to be honest. Since he was a babe, he'd practically been suckled on tales of how his great-great-great- and numerous other "greats" grandfather had been a Clerist in the Order of the Knights of the Sword. He'd disappeared in the days afore the Cataclysm, murdered most likely by the treasonous common folk who had turned on the Brasel family as soon as things got difficult.

"Not that we hold it against them," it would quickly be said. Unsaid was, "but of course we do." Tales of a grand castle -- likely a modest one but, still, a castle -- ruling over the countryside near Brasdel, servants, footmen, feats and countless luxuries would be told. Tales were essentially all the family had now. It wasn't as if their life in the town of Kilas was all that bad. Castle uth Wistan wasn't far and they still enjoyed the favor of rank, a knighthood essentially passing down the line, but the tales of wealth and vast holdings were now naught more than that... tales.

Loren entered the knighthood as a squire about ten years ago, pledging himself to a Knight of the Crown with a reputation as a decent and fair man. The squire found this mostly to be true, but for when the knight fell into his cups and his mood turned dark, lamenting on lost glory and the dim future before the Knighthood.

While he did not particularly excel in his academics, his dedication could not be denied and his skill on the practice field was quite good. But even more than that, Loren consistently earned his lords' respect and commendation for his compassion towards others and putting himself at risk to aid not only his fellow squires and (later) knights but also the common folk they were pledged with protecting.

This trait also, however, earned him some scorn. Naive. Foolish. "A waste of resources" if he was just going to throw his life away. A year ago, in a political maneuver arranged, it was arranged that Loren would be elevated as a Knight of the Sword provided he would set off on a quest to investigate the rumors of dragons and other things flowing out of Sanction and Neraka.

Having been maneuvered into a political trap and feeling bound by his understanding of the Oath, Loren accepted despite his understanding that this was effectively a banishment. To this day, he does not understand what he did to earn the enmity of some of the senior knights nor why so little defense was mounted on his behalf.

His fate turned still worse as, after a few months back on the mainland, he was captured by a dragonarmy patrol. He hadn't surrendered but rather was nearly killed in the fight. Only the cruel mercy of the patrol commander kept him alive, thinking perhaps the human with the strange mustache and golden armor might be worth even more alive than dead, perhaps ransomed. "Nursed" back to health on a diet of gruel and putrid water, Loren eventually found himself working in the slave mines of Pax Tharkas.

His "masters" never had the opportunity to try to ransom him. When the slaves were freed, Loren seizes the opportunity, rushed the quarters of the slave master who had confiscated his ancestral armor (along with some other gear he had found), and joined the stream of slaves heading towards Thorbardin. The last few days he has bided his time, mostly keeping to himself though not actively hiding. (He's kept his armor in a large rucksack, hopefully hidden from view.) He has attempted to take the measure of the slaves' "liberators" and determine whether he should throw his lot in with them or slip away into the night and resume his quest on his own.

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Measure of the Sword:

Knights of the Sword and Their Measure: The Knights of the Sword serve the people of Ansalon as warrior-clerics, crusaders, and knights errant, combining the purest ideals of heroism and courage with the power of the gods of Good and of the heart.

The Measure of the Sword teaches the value of Courage, Heroism, and Faith as key components of the honorable life. To the Sword Knight, life is a continual struggle against Evil, both in the world and within the Knight's own heart. Courage is necessary to resist the terrors and temptations of darkness, while heroism involves self-sacrifice and daring effort to force back Evil and aid the innocent and virtuous. It is from Faith, meanwhile, that the Knight's commitment to what is right springs, as well as the strength that can sustain him when all else seems lost. These heroic champions of justice consider Kiri-Jolith their special patron.