Elf

Brek of Unknown House's page

821 posts. Alias of nightdeath.


Full Name

Brek

Race

| HP: 85/85| AC: 14/13/11|Init: +6| Perc: +12| Fort: +7| Ref: +8| Will: +11| CMB: +5| CMD: 16| Ray:+7;1d3| Dagger: +4;1d4| +2 Keen mage's crossbow:+9;1d8|

Classes/Levels

Skills:
Acro:+5|App:+15|Bluff:+10|Clim:+0| Diplo:+19|Disguise:+4|E.A:+2|Fly:+7|H.A:+14|Heal:+2|Inti:+10|K.Arc:+15|K.Lo c:+10|K.Pla:+3|K.Reli:+3|Ling:+11|Ride:+2|SM:+2|Sleight:+2|Spell:+21|Stealt h:+4|Sur:+2|Swim:+0|UMD:+15|

Gender

Male Human Sorcerer () 10

Size

Medium

Age

17

Special Abilities

Spells.

Alignment

Chaotic Neutral.

Languages

Common, Draconic, Elven, Sylvan, Celestial, Abyssal, Infernal

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 19

About Brek of Unknown House

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[Url]Submission[/url]
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Brek of Unknown House

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Character Crunch
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Male Human Sorceror () 10
Chaotic Good Medium Humanoid
Init +6; Senses Low light Vision Perception +12

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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +0 Shield, +2 Dex, +0 natural, +1 Deflection, +0 Dodge)
hp 85 (10d6+20) (+10 Fast learner) (+10 Toughnesss)
Fort +7, Ref +8, Will +11
Resist None

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Offense
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Speed 30 ft.
Ranged Ray +7 (1d8 20/x2), +2 Keen mage's crossbow +9 (1d8 18-20/x2)
Melee Dagger +5 (1d4 19-20/x2)
Special Attacks Immolation 14rds/day 1d6 fire damage with unarmed attacks and to adjacent enemies
Spell-Like Abilities

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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 12+2, Cha 17+2
Base Atk +5; CMB +5; CMD 16
Languages Common, Draconic, Elven, Sylvan, Celestial, Abyssal, Infernal

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Feats
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Fast Learner (1)
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Skill Focus (Diplomacy) (Human Bonus Feat 1)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Eschew Materials (Sorceror Bonus Feat)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Exotic Heritage (3) - Perception
Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stack with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply.

Eldritch Heritage (5) - Solar
Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Toughness (7)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Improved Initiative (Bloodline Feat)
You get a +4 bonus on initiative checks.

Skill Focus (Spellcraft) (Human Bonus Feat 8)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Cunning (9)
You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

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Traits
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Affable (Social)
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Self-Taught Scholar (Magic)
Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

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Class Features
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Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials:
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

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Adventuring Skills
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Acrobatics +5 (+3 Rank, +0 trained, +2 Ability, -0 Armor)
Bluff +10 (+3 Rank, +3 trained, +4 Ability)
Climb +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Diplomacy +19 (+9 Rank, +0 trained, +4 Ability, +6 Feat)
Disable Device +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Disguise +4 (+0 Rank, +0 trained, +4 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Fly +7 (+2 Rank, +3 trained, +2 Ability, -0 Armor)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate +10 (+3 Rank, +3 trained, +4 Ability)
Knowledge (Arcana) +15 (+10 Rank, +3 trained, +2 Ability)
Knowledge (Local) +10 (+5 Rank, +3 trained, +2 Ability)
Knowledge (Religion) +3 (+1 Rank, +0 trained, +2 Ability)
Knowledge (Planes) +3 (+1 Rank, +0 trained, +2 Ability)
Perception +12 (+6 Rank, +0 trained, +2 Ability, +2 Feat, +2 competence)
Ride +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Spellcraft +21 (+10 Rank, +3 trained, +2 Ability, +6 Feat)
Stealth +4 (+2 Rank, +0 trained, +2 Ability, -0 Armor)
Survival +2 (+0 Rank, +0 trained, +2 Ability)
Swim +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Use Magic Device +15 (+8 Rank, +3 trained, +4 Ability)

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Background Skills
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Appraise +15 (+0 Rank, +3 trained, +2 Ability, +10 Background) Background
Artistry +2 (+0 Rank, +0 trained, +2 Ability)
Craft () +2 (+0 Rank, +0 trained, +2 Ability)
Handle Animal +14 (+0 Rank, +0 trained, +4 Ability, +10 Background) Background
Knowledge (Engineering) +2 (+0 Rank, +0 trained, +2 Ability)
Linguistics +11 (+6 Rank, +3 trained, +2 Ability)
Lore +2 (+0 Rank, +0 trained, +2 Ability)
Perform +3 (+1 Rank, +0 trained, +3 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Sleight of Hand +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level:
Spells (9) Level 0 DC 13
Detect Magic: Detects spells and magic items within 60 ft. (Class Gain)
Read Magic: Read scrolls and spellbooks. (Class Gain)
Spark: Ignites flammable objects.
Prestidigitation: Performs minor tricks.
Acid Splash: Orb deals 1d3 acid damage.
Dancing Lights: Creates torches or other lights.
Mage Hand: 5-pound telekinesis.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Message: Whisper conversation at distance.
Breeze: Create a light wind.

Spells (5) Level 1 DC 14 6+1/6+1
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Burning Hands: 1d4/level fire damage (max 5d4).
Grease: Makes 10-ft. square or one object slippery.
Unseen Servant: Invisible force obeys your commands.
Snowball: Throw a conjured ball of snow at a target
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. (Bloodline)

Spells (4) Level 2 DC 15 6+1/6+1
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Alter Self: Assume form of a Small or Medium humanoid.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
See Invisibility: Reveals invisible creatures or objects. (Bloodline)

Spells (3) Level 3 DC 16 6/6+1
Fireball: 1d6 damage per level, 20-ft. radius.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Aqueous Orb: Creates rolling sphere of water.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. (Bloodline)

Spells (2) Level 4 DC 17 5/5+1
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
StoneskinMY: Grants DR 10/adamantine.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. (Bloodline)

Spells (1) Level 5 DC 18 3/3
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.

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Special Abilities
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Bloodline Arcana: Phoenix
When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

The Unseen World (Su):
At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

Immolation (Su):
At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.

Sunsight (Su):
At 1st level, you gain low-light vision and cannot be dazzled. If you already have lowlight vision, you instead gain a +4 bonus on saving throws against blindness effects.

Vermilion Wings (Su):
At 9th level, you gain the ability to grow a pair of phoenix wings from your back as a standard action. The wings grant you a fly speed of 60 feet with good maneuverability. You can dismiss the wings as a free action.

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Equipment
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Equipment list
Melee Weapons Dagger
Ranged Weapons +2 Keen mage's crossbow, 2 quarrels of Mithral durable bolts (20bolts), 2 quarrels of Silver durable bolts (20bolts)
Armor Silken ceremonial +1
Other Gear
Sorcerer's kit:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Outfit (Free)
Acid Flask x1

Magic Item
Potion of Aid
Potion of Barkskin
Potion of Bull's Strength
Potion of Mage Armor
Robe of Useful Items
Wand of Charm Monster (16/20 charges)
Wand of Acid Arrow (30 charges)
Ring of Protection +1
Traveler's Any-Tool
Wand of Mage Armor (47/50)
Rod of Cancellation (Depleted)
Winter Wolf Cloak ~ Quasi Artifact. Makes Ohime Sad. (Destroyed)
Ornate skull pendant (Given by Sorogar. Sylvan origin.)

Rod of Metamagic, Intensified (lesser)
The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat (Advanced Player’s Guide).

Headband of Alluring Charisma (+2)
This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Headband of Mental Prowess (+2 Wis and Cha)
This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer’s brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye.

The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.

Cloak of Resistance (+2)

Boots of the Mire
These soft leather boots confer several powers upon the wearer. First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other signs of his passage as long as he’s in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease.

Eyes of Keen Sight
These clear crystals fit over the wearer’s eyes. They grant the wearer a +2 competence bonus on Perception checks, and the wearer gains low-light vision. If the wearer has low-light vision already, these lenses double the distance the wearer can see with this vision.

Rod of Metamagic, Steam (Normal)
The wielder of this rod can cast fire spells effortlessly underwater up to three times per day as though using the Steam Spell feat.

Rod of Metamagic, Thundering (Normal)
The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat (Advanced Player’s Guide).

Staff of Belittling 10/10
Someone who carries this blue-and-white staff need never feel small nor weak, as the staff brings everybody and everything down to size. This staff allows the use of the following spells:
Reduce person (1 charge)
Reduce animal (2 charges)
Shrink item (2 charges)
Mass reduce person (4 charges)

Mage's Crossbow
This +2 light crossbow is made of silver that never needs to be polished. A mage’s crossbow is especially effective against creatures with spell resistance. Against such creatures, the weapon’s effective enhancement bonus increases to +3, and it deals an additional 1d6 points of damage. Whenever the wielder casts a spell that requires him to make a ranged touch attack (such as a ray) while he has the crossbow in hand, he gains a bonus on his ranged attack roll equal to the crossbow’s enhancement bonus against the target creature. If the spell hits, the caster also applies this bonus to the caster level check to overcome the target’s spell resistance (if any) and on the spell’s damage roll (if any).

Wealth 97,208 GP 0 SP

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Racial Traits
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Human
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Background Story
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As the crowd gathers, sensing an unusual atmosphere hinting of an event yet to come that would likely prove interesting.

With the inside of the building filled, people gathered along the little courthouse though it was not hard to hear the soaring tones of the chief justice reading out the charges laid against a rather handsome man.

Most knew of this stranger being rather charming and easy to get along. it seemed that he was on his way answering an invitation to a Rich patron to explore lands, capture beasts or secure trade routes depending on who you heard it from.

"Brek of Unknown House, you have being charged with Heresy, Fraud and Attempted Manslaughter. These charges have being bought forth from the Reverend Jaqiq D'Aterngao, Scion of house D'Aterngao, Junior Inquisitor of Nethys, Member of the Kortos Consortium. How do you plead?" Judge Angelo looks up he reads the listed charges. He looks at the Man named Brek and then to the one beaming with self importance, the said Reverend Jaqiq D'Aterngao.

"Not guilty on all accounts Your honor." the rather handsome man replies. Clad in a loose open Jerkin, tussled hair and leather pants Brek looked calm and at ease despite the shackles placed on him. The town constables reported that the man gave no resistance as they took him in.

"Well then." as Judge Angelo looked at the list.
"Shall we address the charges?" he sighs as he felt that this might be the start of a long day.

"Will Reverend Jaqiq D'Aterngao, Scion of house D'Aterngao, Junior Inquisitor of Nethys, Member of the Kortos Consortium." Judge Angelo paused to take a break at the number of titles he needed to read out.
"Please tell the court How, why and what this man accused of such crimes have done?"

A well dressed man steps forward, in the finest clothing and fashion of the Nobles he preens and strokes his mustache looking down imperiously on the gathered. Speaking in a pompus voice,
"The heretic Brek rejected Nethys, claimed to be a healer and has attempted to kill the stablehand with his sorcerous arcane flame. Its a blessing that I Scion of house D'Aterngao, Junior Inquisitor of Nethys, Member of the Kortos Consortium arrived in time to stop the villain's dastardy deeds." he looks very proud of himself.

"How did you stopped him?" queries Judge Angelo finding himself disliking this Inquisitor already.

Jaqiq D'Aterngao looks up raising his arms in a triumphant pose.
"I simply commanded him to desist and with my prestige, the miscreant feared my power and ceased his evil acts!"
A nearby guard facepalmed.

"I summon forth the stablehand Dek to shed some light on this matter. Is everything Reverend Jaqiq D'Aterngao sai-" a slight cough from Jaqiq D'Aterngao interrupts Judge Angelo.
"My apologies Reverend. Reverend Jaqiq D'Aterngao, Scion of house D'Aterngao, Junior Inquisitor of Nethys, Member of the Kortos Consortium. Is there any truth in that matter?"

The stable hand, Dek looks up.
"No your honor. Brek came to tis town, asking round most people on the best way to get himself up to Lord Baithro. The places, cities or towns around here too. Most of us were warming up to him since chap was easy on the eye and lips like Dibby the barmaid said he was."
Dek paused and then pointed to his hands.

"Then while I wus out getting hay for dem horses when the good reverend rammed into me with that fat behind he parades about knocking me into the water trough and getting me cuts all over." a few chuckles echoes around both the courtyard and courthouse with said Inquisitor looking affronted.

Dek continues as he ignores Jaqiq.
"Ole Brek here. He came by and asked if I was ok. Me a stable hand being asked if I was ok by an adventurer like Brek. I wus bleeding like pig and Brek helped. He placed his hands and Flames wash over me healing me cuts. It was amazing!"Dek exclaimed and showed his hands and arms though it looked normal to cheers from the crowd.

"Then this Reverend Jaqiq said that this was the power of Nethys Brek perverted it or something by his presence and commanded Brek to kneel before Nethys. Dun noe who Nethys is but there was only Brek him and me. So who's he gonna kneel to? Brek, this chap looks a bit confused and said he didn't follow this Nethys fellow too, neither was he some holy man and what he used was Blooming hands or was that burn but he could have it heal minor hurts. then the Good Reverend there went blooming crazy and called in the guards. Brek got arrested and I'm here telling me story." Brek gives Dek a thumbs up and his smile drew attention from most quarters.

"Well." Judge Angelo frowns as he hears the story from Dek.
"Does anyone else have anything to add on to this matter?" he asks.................

It didn't take long for Brek to be freed and ushered in the bar for a quick celebration. Though a certain purple faced Inquisitor complained loudly and proclaimed that Brek must have used his insidious sorcery to charm the entire town bending them to his will. He was largely ignored.

The next day, Brek bowed to the people who had made time to send him off.
"You are all wonderful people, the warmth of your hearth and willingness to educate this poor adventurer on the dangers of this region. You have my thanks" he bows to everyone.
"I bid you all farewell and maybe one day as my travels takes me, I might once more come upon your fair town and enjoy your hospitality and regale you all with my adventures over a pint but alas! I must seek my fortune and that lies towards this Lord Baithro. So farewell good people. Farewell and good health to you all." Brek waves farewell as he sets off on his journey.

He needed it.
Afterall......if not for his silver tongue and friendly demeanor he would have had it harder. Good thing the townsfolk was friendly.

He was Broke. He needed that job....Urgently.

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Physical Appearance
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General Personality
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Posting Rate
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Generally at GMT +8 timing but i check fairly often.