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About Brental FensonBackstory, Appearance:
Brental’s birth was an auspicious sign in Silverhall. The last Aasimar to be born in Silverhall was a legendary man named Brental Lebeda, one of the local nobles. The legendary Brental was said to be a powerful warrior, a wise man, and a capable leader. As a young man, the legendary Brental fought against trolls that rampaged through the region. When he grew, he helped Silverhall to remain strong during the invasion of Choral the Conqueror, neither joining with Rogarvia nor rattling their sabers like the Aldori swordlords further south. As an older man, Brental Lebeda established a shipping empire that linked Issia and Rostland and opened Brevoy to the wealth of countries further down the Sellen, cementing the family and the city as terrifically affluent.
Brental Fenson (the nonlegendary) remembers growing up and listening to these stories with great interest, imagining himself as this great hero. He and his parents were frequently brought to the court of modern House Lebeda. Over lavish and decadent meals, Lord Kymon (may he rest in Pharasma’s grace) and Dame Sarrona Lebeda inquired about Brental’s growth and development with great interest. There were high expectations of the young Aasimar: perhaps he would grow to be a noble Paladin of Abadar, or Erastil! Brental displayed certain martial talents, but the quiet young man did not show much promise in the path of the holy warrior. The lessons of the local priests similarly fell on mostly deaf ears. Instead, Brental found himself drawn to the land. There was little surprise, just thinly veiled disappointment, when Brental announced his decision to train with one of the local druidic lodges. Brental was initiated into the Oakstewards in Sevenarches further to the South. His training remained entirely secret, even to his parents. But he emerged an Initiate of the Green Faith. All that House Lebeda asked in return for their investment in his training was that he ensure their family’s continued trade success further on down the River. The Oakstewards have continued to maintain friendly trade relations with Rostland, and Brental is happy to take any credit for such providence even though he feels like he did little. One story that Brental can tell is about one of the final tests of his druidic training. The Oakstewards expected him to go into the woods and seek out a young animal to rear as a companion. Some druidic initiates died during such missions as they tried to snatch a cub from its mother’s breast only to be mauled. Brental knew that if he was patient, he would find the right creature. It took many months, and the Aasimar bypassed several wonderful animals that he just could not bond with. Then Brental found a mastodon calf being chased by a pack of wolves. Brental recognized what was going on: the mastodons in the area had been hunted to near extinction, while the wolf population had exploded, causing other problems for local hunters and farmers. With a wild bellow he engaged the wolf pack. He killed one and drove the others off. The mastodon was terrified, but Brental soothed its nerves. The two warmed up to each other quickly. It did not take long before Brental found more of what had happened: the calf led him back to a glen where the poor thing’s mother was lying sick with numerous sores: diseased beyond Brental’s capacity to heal her. The Aasimar tried nonetheless before accepting the limitations of his powers. Whispering a brief prayer, he summoned the ability to speak with these animals and received the mother’s blessing to take the calf—who was called Vodnykel—and raise him to be strong. Some divine spark passed from the mother to Vodnykel, triggering something in the young calf. Vodnykel’s skin shone with celestial energies not unlike Brental’s. Vodnykel’s mother was at peace, and Brental took the calf into his care. His training complete, Brental returned to Silverhall to serve not just his hometown, but all Rostland as an emissary of the Green Faith. He has fulfilled this duty ever since with quiet humility. He did not think much of joining the charters to settle the Stolen Lands until an invitation arrived from his superiors in the Green Faith. He was encouraged to apply to join one of these expeditions. No further instructions were given, but Brental now has a sense that perhaps he could live up to his namesake. And the Oakstewards would surely not call on him to join such an expedition if they did not have some agenda as well. Brental was prepared to serve his Order faithfully, whenever further orders came. Brental is an incredibly tall and hardy Archon-Blooded Aasimar, standing at 6’6” with a solidly-muscled build. His hair has grown since helping to found the kingdom of Helikia, no longer tightly cropped but flowing down over his shoulders, a vibrant white that shines silvery in the moonlight. His skin is still darkly weathered with the labor of the sun. His eyes are usually a deep shade of green, but they have been known to change color with Brental's health or moods. He wears a set of hide armor that once belonged to Salazar of the Fire Order, though he has added additional runes and Insignias to represent the whole of the Green Faith (a sign of his office). He carries a heavy wooden shield carved of a tall oak tree that he felled to help prevent a flood from sweeping away a village during his training. His scimitar, known as the Salamander, is crafted of sharpened obsidian and has various runic tokens carved along its edges, its handle hardened amber with the shapes of a few insects frozen in time within. Although that blade remains his primary weapon for when violence become inevitable, he retains an arsenal of other weapons and survival tools at his back. Everywhere he goes he walks alongside his adolescent mastodon. Vodnykel has thick, shaggy brown fur, two enormous ivory tusks capped with fine blades, and is taller than Brental now. The mastodon’s coat shimmers gently like Brental’s hair does, a sign of their shared celestial blessing. Goals and Motivations:
1. Short-Term Goals b. Vodnykel has been irascible lately. Brental is doing his best to train the young calf in his transition to full adulthood, but it is taking significant time and effort. 2. Long-Term Goals a. Brental wishes to live up to his namesake so that he doesn’t disappoint the people of Silverhall who have long had such high expectations of him. The young druid sees a few potential paths forward: fostering Vodnykel’s growth to become a truly fierce warrior (Mammoth Rider) or pursuing the path of an Archdruid to lead even more of his ilk (Green Faith Acolyte). As Helikia's High Priest, he may even deepen his religious fervor (Evangelist). b. The young druid also seeks to foster a balance between the species wherever he treads. The ecosystem of the Stolen Lands seems to cry out for balance: balance that Brental can provide. 3. Motivation to Found a Kingdom a. If people are going to be attempting to tame the wildness of the Stolen Lands, then it must be done properly: sustainable agriculture and hunting, respect for the native flora and fauna, and working with nature instead of against it. Whatever reasons Brental’s superiors in the Oakstewards had for sending him on this mission, perhaps to destroy it from within, Brental no longer cares. He is and will be his own man, destiny be damned. Relationships:
Brental Fenson
Details:
-------------------- Defense -------------------- AC 20, touch 12, flat-footed 18 (+2 Dex, +6 armor, +2 shield) hp 41 (5d8+10) Fort +7, Ref +3, Will +7 Resist acid 5, cold 5, electricity 5 --------------------
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Feats: Celestial Servant, Natural Spell, Power Attack
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Class Abilities:
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Nature Bond (Ex): At 1st level, a druid forms a bond with nature. [This druid has chosen] to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Mediator’s Ear (Ex): By 3rd level, a Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops a sense of other peoples’ attitudes, much as she does with animals. A Green Faith initiate gains a bonus on Diplomacy and Sense Motive checks equal to half her druid level. Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) Race Traits:
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Spell-Like Ability: Lawbringers gain continual flame once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Traits:
Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves. Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you. Betrayed: You were reported to a dangerous authority of the Oakstewards, Brother Salazar of the Order of Flame, and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group's agents again. You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so. Empathic Diplomat: You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier. Animal Companion:
Vodnykel Mastodon Elemental Companion (Water) N Medium magical beast Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7 --------------------
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Feats: Disruptive Companion, Light Armor Proficiency, Power Attack
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Lesser Elemental Manifestation (Ex): At 2nd level, an elemental companion gains one or more special abilities based on its element. This replaces evasion and improved evasion. Healing Sequence:
Base Heal +8
Specialized Healer's Satchel +2 (circumstance) Diagnosis +2 (circumstance, stacks): 1 minute First Aid, DC 15, Standard
Long-Term Care, DC 15, 8 hours
Treat Deadly Wounds, DC 20, 1 hour
Treat Poison, DC varies, standard
Treat Disease, DC varies, 10 minutes
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