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About Bran O'DimmFluff
Spoiler:
An escaped slave from a Days of Wrath in Cheliax, he has since dedicated his life to perfecting his craft; traveling to Andoran to find kindred spirits and one day hoping to break the bloody sports corrupting the world. Until that impossible day though, he needs coin to free those trapped where he once was and is acting as a bouncer and caravan guard until something bigger comes up, keeping himself in shape in the process. Bran is a Grappling Expert who takes no guff from anyone, and knows that once he has you in his grasp, he won't let go until the threat is dealt with. A kind, if boisterous man, Bran's heart is in the right place, even if it doesn't show in his exterior. He doesn't take too kindly to those who blaspheme Kurgess, and has a distinct hatred for those who corrupt the beauty of honest sport; getting easily worked up over it. Growing up in Cheliax has given him an edge over many of the others in his field, as he is used to fighting supernatural and physical threats, something he uses to pump himself up. Belief: Strength isn't to be squandered, nor should it be used to oppress, at that point it loses all of its magic.
Crunch Spoiler:
Bran O’Dimm Male fetchling Cavalier (Constable) 1 / Brawler (Strangler) 2 / Barbarian (Invulnerable) 2 / Darechaser (PrC) 1 NG Medium humanoid (human) Init +4; Senses Perception +11 Favored Class: Brawler (+2 to Grapple and Trip CMD) Fetchling Racial Traits: Shadow Blending, Shadowy Resistance, Spell-Like Ability (Disguise Self 1/Day), Darkvision, Low-Light Vision Offense and Defense
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AC 27, touch 16, flat-footed 23 (+4 Dex, +3 Shield, +8 Medium Armor + 2 Deflection) hp 82 (2d12 + 4d10 + 24) Fort +15, Ref +10, Will +6 ACP 0 Base Atk +6 CMB +10 (+5 Grapple); CMD 26 (+4 v. Grapple, +2 v. Trip, +2 Deflection) Speed 40 feet
Melee Mwk Cold Iron cestus (in buckler hand) +10/+5 (1d4+5/19-20/×2)
Melee Mwk Mithral cestus +11/+6 (1d4+4/19-20/×2)
+2 2H Adamantine Shocking Burst Greatsword (in buckler hand) +11/+6 (2d6+8+1d6 electricity/19-20/x2)
+1 2H Greataxe (in buckler hand) +10/+5 (1d12+7/20/x3)
Melee +2 Rapier +12/+7 (1d6+6/18-20/x2)
+1 Adaptive Conserving composite longbow (4) +11/+6 (1d8+5/×3) Special Attacks
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Str 16 (+2), Dex 18, Con 16, Int 13, Wis 14, Cha 8 Feats
Traits: Armor Expert, Child of the Temple Skills (42 Total) Acrobatics 6 (+12; +9 to Jump, Racial + Order Ability),
Languages Common, Infernal SQ fast movement, rage (15 rounds/day), challenge 1/day, tactician 1/day, martial flexibility 4/day, damage reduction 1/-, adrenaline rush (7 rounds/day)
Spoiler:
0.5 GP Weapons: +1 adaptive conserving Composite Longbow (X), Mwk Cold Iron Cestus, Mithral Cestus, +1 Greataxe, +2 Rapier, +2 Adamantine Shocking Burst Greatsword, +2 Amulet of Mighty Fists Combat Gear: potion of cure light wounds (1), potion of cure moderate wounds (5), potion of lesser restoration (1) Magic Gear: armbands of the brawler (grapple), cloak of resistance +2, ioun torch, boots of the cat, ring of protection +2, +1 spiked training gauntlets of ogre power (+2), cord of stubborn resolve Armor: +2 buckler, +2 mithral breastplate Other Gear traveler’s any tool, fighter’s kit
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Barbarian (None) Rage: The barbarian can gain a +4 morale bonus to Str and Con, a +2 bonus to Will saves and a -2 to AC Fast Movement: The barbarian gains 10 feet of untyped movement Damage Reduction 1/-: The barbarian gains DR1/- Raging Grappler: When raging and succeed a grapple check, deal damage as if you did grapple damage. On a maintain for free you may make yourself, your opponent, or both prone. Brawler (Strangler)
Cavalier (Constable)
Darechaser:
-> Daring Endurance: The darechaser immediately gains temporary hit points equal to 1d8 + her class level. These temporary hit points last for the duration of her adrenaline rush and stack with any temporary hit points granted by the unstoppable adrenaline deed.
Fetchling
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice.
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