Peren Ambergross

Brando the Magpie's page

34 posts. Alias of avr.


Full Name

Brandobar Ragethon Shadaris Lirit the Third

Race

gnome

Classes/Levels

dandy ambush hunter nature's blade ranger 8 VMC cavalier (Order of the Eastern Star)

Gender

Male

Strength 12
Dexterity 22
Constitution 16
Intelligence 10
Wisdom 12
Charisma 22

About Brando the Magpie

action types:
Feint: swift (only for 1 attack) or move
Parry and riposte: AoO + martial focus for parry, immediate for riposte
Recover martial focus after feint: swift
PoW boost: swift
PoW strike: standard
PoW charge strike: full-round
Start PoW stance: swift
Activate tactic: move
Maintain tactic: move or swift
Activate shout: standard
Cast spell (SoP): probably full-round
Maintain concentration on spell: move
Block attacks on mount using ride: free (up to 2/round)

stats:
CG gnome dandy ambush hunter nature's blade ranger 8 VMC cavalier (order of the eastern star)
Str 12, Dex 20 (22), Con 14 (16), Int 10, Wis 12, Cha 20 (22)
AC 27 (armor/class +5, natural armor +1, dex +6, deflection +1, size +1, shield +3); 30 w/combat expertise. Touch 23/26, FF 21, CMD 25/28
Fort +12 (+14 vs drugs/poisons), Reflex +15, Will +6 (+11 vs. charms/compulsions. +8 vs. illusions), +2 all saves w/combat expertise
HP 122; DR 2/- w/ cbt expertise

+1 adamantine estoc: +16/+11, 2d3+7 or +13/+8, 2d3+13 (2d6 base w/primal warrior stance), 15-20/x2, P, +1 atk on AoO
w/combat expertise: +16/+10 or +13/+5
silver travelling kettle: +15/+10, 1d4+6, 20/x2, B (+1 fire damage when full of hot water)
cold iron dagger: +15/+10, 1d3+6, 19-20/x2, P or S, 10' range inc
alchemical tricks +14 touch, 10-20' range inc.

Feats (EitR feat tax removal in use, 1 general feat/level)
Bonus: Combat stamina, push the limits, extra stamina (14+3 stamina points)
Included in SoM talents: improved & greater feint - 1 stamina to feint as swift, effect for 1 attack only
Order: psychic sensitivity
1: Deadly agility (PoW)
2: Combat reflexes - 5 stamina for 2nd AoO at -5
Ranger combat style (mounted) 2: Trick riding
3: Weapon focus (estoc)
Ranger 3: Endurance
4: Ride-by attack - 2 stamina to change charge direction after attack
5: Spirited charge
RCS 6: Mounted shield - full shield bonus applies while 1+ stamina
6: Boon companion
7: Extra combat talent (Beastmastery: double team)
8: Improved critical (estoc) - on natural 12-14, spend 5 stamina to try to do double damage like a crit

SoM talents:
Martial tradition (cunning leader): duelist training, fencing sphere (+2d6 ~sneak attack), expert feint, warleader sphere (aggressive flanking tactic, fierce shout +5)
2: fast feint
3: unlikely feint - reduce penalty for difficult feint targets, feint mindless at -8
4: parry and riposte - as swash, mostly. Uses martial focus.
Bonus 4: beastmastery sphere, animal companion talent
6: distracting blades (exploit) - target can't take AoO after sneak attack
7: deadly herdsman (tactic) - when this tactic active, allies can use free bull rush or reposition after a hit on an attack action, w/out AoO
Feat 7: double team - Brando or Daisy get an AoO when the other uses a combat maneuver
8: focusing feint - swift to recover martial focus after a feint

Maneuvers (golden lion, primal fury, scarlet throne)
1: pride movement (GL boost), panthera on the hunt (PF charge), prince's attitude (ST boost)*, running hunter's stance (PF stance), circular stance (ST stance)
2: defending the pride (GL boost)*, momentum crash (PF boost)*
3: circling the prey (GL boost)*, kill the wounded (GL strike), primal warrior stance (PF stance)

Oath of honor (criminal code) 24/100
Enhanced abilities (+2 enhancement: Con, Dex, Cha)

Class abilities
Wild empathy +14
Favored enemy (undead +4, giant +2)
Favored nation (Duchy of Urnst +4, wild coast +2)
Favored terrain (urban +4, underground +2)
Woodland stride
Party crasher
Swift tracker
challenge (2/day, swift, +6 damage vs target, -2AC vs others)

Traits
Dangerously curious - magic
Treasure mapper - region
Irrepressible - faith
Fencer - combat
Animal friend - race
Iron liver - equipment

Items
+1 adamantine estoc (wand chambered, attendant, +1 enhancement implement) 8050
masterwork buckler 155
ring of protection +1 2000
cloak of resistance +3 9000
stone of alliance 5000
amulet of natural armor +1 2000
cap of human guise 800
handy haversack 2000
masterwork alchemical silver travelling kettle 325

wand of cure light wounds 750
masterwork cold iron dagger 304
2 spring loaded wrist sheaths 1

tanglefoot bag 50
artokus's fire 100
caltrop bead 40

Qadiran saddle 200
masterwork studded leather barding 190
dandy brush 0.2
2 days feed 0.1

scroll of fly 375
scroll of comprehend languages 25
potion of cat's grace *2
potion of pass without trace *2
ranger's kit 9
antitoxin 50
noble's outfit w/jewellery 175
50' hemp rope & grappling hook 2
tracking powder (10/10) 30
journal, inkpen, ink, charcoal 18.6
bag of marbles 0.1

Cash 1350

Spheres of Power
CL 4 (5 w/enhancement), SP 14/17
Casting tradition: Extended casting, fey-infused magic, emotional casting drawbacks; easy focus boon; +1 SP +1/3 levels (3); enhancement sphere, marking enhancements drawback, deep enhancement, greater enhance equipment
4: Telekinesis sphere, flight drawback, flight bonus talent
6: enhance focus
8: animate object
Spells
0: detect magic, light, mending, message, read magic, scrivener's chant
1 (3/day): nature's paths, recharge innate magic, unseen servant, vanish
2 (3/day): heroism, mirror image, reinvigorating wind

Spell-like abilities
(1/day each): dancing lights, ghost sound, prestidigitation, speak with animals

Skills (inc. FCB)
(skill unlocks & psychic uses like dowsing allowed)
Bluff 8R, class+3, Cha +6, Total +17 (free from fencing)
Ride 8R, class+3, Dex +6, circ. +2, Total +19 (free from beastmaster)
Diplomacy 8R, class+3, Cha +6, Total +17 (free from warleader)
Use magic device 8R, class +3, Cha +6, trait +1, Total +18
Stealth 8R, class+3, Dex +6, size +4, Total +21
Perception 8R, class +3, Wis +1, race +2, Total +14
Survival 8R, class+3, Wis +1, Total +12 (+14 to follow maps. +16 tracking)
Disguise 8R, class+3, Cha +6, Total +17 (+27 with cap of human guise)
Knowledge (local) 2R, class +3, Total +5
Sleight of hand 8R, Dex +6, Total +14
Sense Motive 4R, class +3, Wis +1, total +8
Climb 1R, class+3, Str +1, Total +5
Swim 1R, class+3, Str +1, Total +5
Perform 0R, Cha +6, race +2, Total +8
(background)
Handle animal 8R, class+3, Cha +6, trait +1, Total +18
Know. (geography) 2R, class +3, Total +5
Know. (nobility) 2R, class +3, Total +5
Know. (history) 2R, class +3, Total +5
Linguistics 2R, Total +2 (Common, Gnome, Giant, Halfling)

Daisy, Wolfdog animal companion:

7 HD, Str 20, Dex 17, Con 15, Int 2, Wis 12, Cha 6, Speed 50
Bite +10, 1d6+7+1d4 bleed
AC 25, Fort +7, Ref +8, Will +3 (+7 vs. enchantment, +5/+9 when adjacent to Brando), HP 92
Stealth +16, Perception +1 (low-light vision & scent)
Run, blind-fighting, skill focus (stealth), deft maneuvers (CMB +12)

Animal companion maneuvers (expends the ranger's readied maneuvers to use)
1: panthera on the hunt (PF charge), running hunter's stance (PF stance)
2: devastating rush (PF strike)
3: disparity blow (PF strike)


background:
Brando's great-grandmother was a notable aristocrat. Her son was less notable and died young, and her grandson lost an absolutely prodigious amount of money gambling. He even needed to sell off the family titles in the end. As his third child Brando inherited a sword, lessons on how to use it and expectations. And a taste for gambling.

Trying to make a fortune he's followed plenty of false leads - treasure maps, get-rich-quick schemes, quests which turned out to be wild goose chases. And some which weren't, which have kept him busy and at least temporarily wealthy. His companions have been the shady type in all of this and Brando's ethics have come to match.

Besides wanting a fortune (who doesn't?) Brando's usual motivations are to show off and to embarrass others. If he ever gets the opportunity to ride a dragon he'll do so whatever the cost. People hurting animals unnecessarily need to pay the price now, and he's willing to make them do so without hesitation.