Lieutentant Pavo Voc

Brem's page

20 posts. Alias of cdglantern.


Full Name

Brem Sarason

Race

Aasimar

Classes/Levels

Hospitaler 1st

Gender

Male

Size

Medium

Age

67

Special Abilities

Resist Acid 5, Resist Cold 5, Resist Electricity 5

Alignment

LG

Deity

Sarenrae

Location

River Kingdoms

Languages

Common, Halfling, Sylvan

Occupation

Wanderer

Strength 16
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Brem

Brem Sarason
Male Aasimar Paladin (Hospitaler) 1
LG Medium Outsider (Native)/ humanoid (human)
Init +0; Senses Perception +4; Darkvision 60 ft
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor, +0 Dex, +0 size)
hp 12 (1d10+2)
Fort +5, Ref +0, Will +3;
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Offense
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Speed 30 ft.
Melee scimitar +4 (1d6 +4/18-20/×2)
Ranged Shortbow +1 (1d6 ×3)
Smite Evil 1/Day: +3 Attack; +1 Damage
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Statistics
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Str 16, Dex 10, Con 14, Int 14, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Power Attack
Traits Drawback: Unlearned, Blade of Mercy, Poverty-Stricken, Rostlander
Skills Diplomacy +9, Knowledge (religion) +6, Perception +4, Sense Motive +5, Survival +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common,Halfling, Celestial
SQ Resist Acid 5, Resist Cold 5, Resist Electricity 5, Darkvision 60ft,
Other Gear Scale armor, Scimitar, Short Bow, Arrows (20), Backpack, Bedroll, Flint and steel, Wooden Holy Symbol, Waterskin, Light Horse, Pack Saddle, Saddlebags, Bit and Bridle, Signal Whistle, Soap, 5 Gold
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Special Abilities
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Scion of Humanity An aasimar with this racial trait counts as an outsider (native) and a humanoid(human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil(Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

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Brem was born to older parents who had previously struggled to procreate. He, unlike most Aasimar, when born appeared entirely human and growing up on the southern most border of Brevoy, his family did not know any reason why he wouldn't be anything but human.

Well past the age that most boys' features had hardened, Brem still seemed delicate. His 17 year old body looked like it belonged to an 11 year old. This fact saved him when the brigands came and destroyed everything that he knew. Unwilling to kill such a small figure, he was spared. His mother had passed a year earlier due to sickness and his father had tried to fight.

During the next years things began to change. His soft features began hardening as his height increased. His shoulders broadened and ensured no one would ever mistake him for a girl again. He also began stealing for food and looking at the faces of the innocence and only feeling hate. Sometimes joining others to take what they cold, other times simply being alone.

Eventually he took refuge from the elements in a small structure without a roof. His sleep never came, because it is too hard to sleep through guilt. Finally, as the winter solstice sun came up over the horizon, he fell to his knees and prayed for forgiveness and then he slept.
His goddess heard him. Her voice told him to go home and so he began the journey. He was soon met on the road by a man wearing his goddesses symbol. They walked together and they talked. Day in and day out they spoke at length of forgiveness and of the nature of the soul and of second chances.

Brem was surprised when Gavin followed him to the old abandoned farmstead on the southern border of Brevoy. There, through prayer, his heart was filled with the ideals of forgiveness. There he began to wrestle with his inner anger. There, the two built a small shrine to their goddess and when it was complete, a woman arrived carrying two scimitars. When she left after the next morning prayers, she left with but one and Brem Sarason was finally born.

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Brem is kind and soft spoken, but within his head he often reacts first with thoughts of anger. He looks to be an extremely good looking human and this hides his true nature. He himself is now aware of what he is, but still thinks of himself as human first.
Brem is anxious to return to the lands from which his captors roam, but excited to see how the experience can make him, and others, better.