Valeros

Bran O'Dimm's page

918 posts. Alias of Hubaris.


Full Name

Bran O'Dimm

Classes/Levels

HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Size

Medium

Age

23

Alignment

NG

Deity

Kurgess

Location

Andoran

Languages

Common, Infernal

Occupation

Pit Fighter, Wrestler, Bouncer, Caravan Guard

Strength 18
Dexterity 18
Constitution 18
Intelligence 13
Wisdom 14
Charisma 8

About Bran O'Dimm

Fluff

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.
Goal: To one day stop as many of the Days of Wrath as possible, or more realistically, free as many slaves from them.
Instinct: Restrain first, ask questions after.
Virtue: Dedicated
Vice: Overzealous
Quote: "If I am to fight a foe, lets make it bigger and badder then the last!"

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

Spoiler:

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 +1 Spiked Training Gauntlets of Ogre Power (+2) +11/+6 (1d4+5/20/×2)
--> Rage +13/+8 (1d4+7/20/x2)

Melee Mwk Cold Iron cestus (in buckler hand) +10/+5 (1d4+5/19-20/×2)
--> Rage +12/+7 (1d4+7/19-20/x2)

Melee Mwk Mithral cestus +11/+6 (1d4+4/19-20/×2)
--> Rage +13/+8 (1d4+6/19-20/x2)

+2 2H Adamantine Shocking Burst Greatsword (in buckler hand) +11/+6 (2d6+8+1d6 electricity/19-20/x2)
--> Rage +13/+8 (2d6+11+1d6 electricty/19-20/x2)

+1 2H Greataxe (in buckler hand) +10/+5 (1d12+7/20/x3)
--> Rage +12/+7 (1d12+10/20/x3)

Melee +2 Rapier +12/+7 (1d6+6/18-20/x2)
--> Rage +14/+9 (1d6+8/18-20/x2)

+1 Adaptive Conserving composite longbow (4) +11/+6 (1d8+5/×3)

Special Attacks
Grapple Damage 2d6 + 1d4 + 4
When Challenging a foe, may perform a free Grapple attempt on that foe after a full round attack.


Statistics, Skills

Spoiler:

Str 16 (+2), Dex 18, Con 16, Int 13, Wis 14, Cha 8

Feats
Power Attack (HD1)
Improved Grapple (Brw2)
Extra Rage (HD3)
Athletic (HD5)
Outflank (Tactician)
Body Shield (Training)
Leadership (Epic 1)
Greater Grapple (Epic 2)
Strength of the Diamond (Epic 3)
Rage Power [Celestial Totem] (Epic 4)
Cunning (Epic 5)
Extra Adrenaline Deed [Impossible Speed] (Signature Feat)
Extra Martial Flexibility (Epic 6)
Iron Will (Epic 7)

Traits: Armor Expert, Child of the Temple

Skills (42 Total)

Acrobatics 6 (+12; +9 to Jump, Racial + Order Ability),
Climb 6 (+14),
Perception 6 (+11),
Sense Motive 1 (+6),
K: Dungeoneering 1 (+5),
K: Local 1 (+5),
K: Nature 1 (+5),
K: Religion 1 (+6),
Ride 1 (+7),
Stealth 1 (+7),
Survival 1 (+6),
Swim 6 (+14),
Intimidate 1 (+3),
Diplomacy 6 (+8),
Bluff 1 (+3),
Handle Animal 1 (+3)
P: Soldier 1 (+6)

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)


Gear, Magic and Other

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


Special Abilities

Spoiler:

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)
Martial Flexibility: As a move action can gain a combat feat you qualify for 1 minute or until used again
Strangle +2d6: When dealing damage with a grapple, the brawler may add 2d6 precision damage
Practiced Strangler: The brawler doesn’t take penalties to Dexterity or lose her Dex bonus when grappled or grappling

Cavalier (Constable)
Challenge: The cavalier can challenge a target as a swift action, gaining +1 damage against them and allowing her a free grapple attempt during a full-round attack. She takes -2 AC to targets other than her challenge
Apprehend: The cavalier may make a grapple attempt at the end of a charge instead of her normal attack.
Tactician: May share Intercept Charge as a Teamwork feat to those within 30 feet for 3 rounds
Order (Hammer): The cavalier may add her Strength modifier in addition to her Dexterity modifier when Jumping. The cavalier may perform a free grapple attempt on the target of her challenge after a full-round attack.

Darechaser:
Adrenaline Rush: +1 on Acrobatics, Climb, Constitution, Dexterity, Escape Artist, Ride, Strength, and Swim checks when using AR. Fatigues afterwards like Rage.
Dare: Add exploding d6 to roll affected by AR by spending a round as a swift action. If you succeed only because of this die choose one:

-> 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.
-> Daring Finish: The darechaser doesn’t become fatigued if she ends her adrenaline rush before the end of her next turn.
-> Daring Persistence: The darechaser immediately regains 1d2 rounds of her adrenaline rush ability.

Fetchling
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

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.