Bromen Spellbane's page

263 posts. Alias of Deylinarr.

Full Name

Bromen Spellbane




Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'












Common, Dwarven, Draconic


Mage slayer

Strength 18
Dexterity 18
Constitution 16
Intelligence 13
Wisdom 13
Charisma 8

About Bromen Spellbane

Centuries ago the dwarven oracles predicted the end of the world, an end that would come in the form of arcane magic. The natural dwarven distrust of magic is routed in these prophecies, but for a few clans it became an all-encompassing obsession to prepare for this final battle. Clan Vrektel was one of those clans. Magic had its place of course – it is hard to deny the added power an enchantment can give a weapon or armor – but the clan strived hard to keep themselves ‘pure’ by following the old ways and limiting its exposure to the corrupting influence of the arcane.

On the day of Bromen's birth the clan received another prophecy: the time was at hand, and this child would be the weapon against the enemy. His father Aralak was one of the clan elders and greatly respected, and he could not have been prouder to learn that his blood would have a part to play in the coming apocalypse. That very day the preparations started - ancient divine magics were used to alter the child’s normal dwarven abilities against magic, and he was trained in ancient traditional dwarven combat. His entire life he was given a single goal: be ready to fight against spellcasters to stop the end of the world.
The training was rigorous. Bromen was taught various strategies for stopping the threat of a spellcaster as they hide like cowards behind their minions and cannon fodder. He was a good study, but since the clan knew he needed to be the penultimate warrior they trained him at an extremely slow pace.
On his 50th nameday there was a final prophecy. He was never told the details, just that it was time to go forth and fulfill his destiny. The clan was concerned that Bromen was not ready – he had mastered every technique they had shown him but he had so much more to learn, and while his immunities to magic were better than most he had not yet learned how to use that to disrupt the magic-users he was battling.
The oracles would not be swayed: it was time, and ready or not Bromen had to begin to fulfill his destiny. The clan gave him a dorn dergar of amazing quality, and Aralak proudly gave Bromen the fine armor he himself had been crafting for his son for years.
For two decades he traveled the land, but nothing happened. Unsure if he had misheard the prophesy but not willing to go home, the dwarf began tracking down rumors and hints of arcane dangers. Anything from a wizard grasping for power to a dangerous artifact, he achieved many victories and won many spoils. Sometimes he ventured with a group but never for that long. Its been 20 years since he left on his quest and he still feels his destiny unfulfilled. Upon hearing of the mysterious island he felt compelled to add his skills to the quest, perhaps this time finding his place in history as was preordained so long ago

Bromen Spelllbane- CR
Male Dwarven Fighter (Two-Handed) 6 / Inquisitor of Torag (Spellbreaker) 3
NG Medium Humanoid (Dwarf)
Init +6; Senses Darkvision 60’, Perception +13

AC 23, touch 15, flat-footed 19 (+8 armor, +3 Dex, +1 Deflection +1 Dodge)
hp (6d10+3d8)(37+18+6+27)Current: 88/88
Fort + 11, Ref +7, Will +6
+1 vs spells, spell-like abilities, and poison
Roll Will saves vs mind-affecting twice and keep best result
SR 14
Defensive Abilities +4 dodge bonus to AC vs giant subtype.
Spd 30 ft. (20+10boots)
+2 Fire Forged Dorn Dergar +16/+11 (1d10+11/x2) Overhand Strike (1d10+13/x2)
- Power Attack +13/+8 (1d10+20/x2) Overhand Strike (1d10+22/x2)
Dwarven Arrows (Cold Iron Lt Hammer) +12/+7 (1d4+4/x2) range 20
Dagger +12/+7 (1d4+4, 19/20/x2) range 10
Special Attacks +1 racial bonus on attack rolls vs orc and goblinoid subtypes, spellkiller attack vs arcane casters

Str 18 (14 +4belt), Dex 18 (17 +1lvl), Con 16 (13 +2race +1lvl), Int 13, Wis 13 (11 +2race), Cha 8 (10 -2race)
Base Atk +8; CMB +11 (+13 on bullrush, +15 on overrun); CMD 25, 27 vs overrun
Feats Power Attack (L1), Improved Overrun (F1), Combat Reflexes (F2), Dodge (L3), Mobility (F4), Darting Viper (L5), Disruptive (Dom), Weapon Focus: Dorn Dergar (L7), Combat Patrol (F6), Weapon Specialization: Dorn Dergar (L9)
Glory of Old +1 trait bonus on saving throws against spells, spell-like abilities, and poison
Reactionary +2 Initiative

Skills 39 ranks (6*2 Ftr + 3*6 Inq +9 Int)
Acrobatics +5 (5ranks +3DEX -3armor)
Intimidate +8 (5ranks +3class -1CHA +1stern)
Knowledge (arcana) +10 (6ranks +3class +1INT)
Knowledge (dungeoneering) +7 (3ranks +3class +1INT)
Perception +13 (9ranks +3class +1WIS), +15 to notice unusual stonework
Sense Motive +7 (2ranks +3class +1WIS +1stern)
Spellcraft +10 (6ranks +3 class +1INT)
Survival +7 (3ranks +3class +1WIS)


Shattering Strike (Ex) +1 bonus to CMB and CMD on sunder attempts
Overhand Chop (Ex) 2x STR instead of 1.5x STR bonus on single attack
Weapon Training (Ex) Two-Handed Only +1 flails
Spellkiller Inquisition: Bonus Disruptive feat. When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred bonus to AC for 1 minute per level. When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.
Defense Against Magic (Ex): +1 bonus on savings throws vs Evocation spells.
Foil Casting (Su): DC to cast in threatened area increases by 2, this stacks with Disruptive. Hitting arcane caster with ranged weapon increases concentration DC by 2 for 1 round.
Judgement (Su) 1x per day
Stern Gaze +1 to Intimidate and Sense Motive
Detect Alignment DE or DG or DL or DC at will, only one at a time
Track +1 to Survival checks to follow or identify tracks
Strong Willed (Ex) Roll twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.[/spoiler]

Combat Gear wand of CMW 25 charges (2250gp); wand of Silence 25 charges (2250 gp)
Other Gear
+2 Breastplate (4350gp)
+2 Fire Forged Dorn Dergar (8650gp)
ring of protection +1 (2000gp)
cloak of resistance +2 (4000gp)
brooch of shielding (101) (1500gp)
belt of giant strength +4 (16000gp)
3 MW Dwarven Arrows (Light Hammers) (906gp)
Dagger (1 lb) (2gp)
Belt Pouch (3.5 lbs) (1gp)
- 6 Thunderstones (180gp)
Belt Pouch (2.5 lbs) (1gp)
-Flint and Steel (1gp)
-MW Manacles (50gp)
Handy Haversack (2000gp)
-MW Dwarven Arrow (Light Hammer) (302gp)
-Dagger (2gp)
- 50’ Silk Rope (10gp)
- Bedroll (0.1gp)
- Mess Kit (0.2gp)
- Dwarven Trail Rations (5 days) (10gp)
- Wineskin: 8 cups Dwarven Stout (0.4gp)
- Sack (empty) (0.1gp)
Waterskin (2 lbs) (1gp)

PP: 70
GP: 833
SP: 19
CP: 9

Inquisitor Spells (CL1)
0-level: Acid Splash, Detect Magic, Guidance, Resistance, Daze, Disrupt Undead
1-level: Expeditious Retreat, Returning Weapon, Linebreaker, Litany of Sloth

Per Day: 0-level = unlimited, 1-level = 4

The Three Pillars of Mage Combat:

The First Pillar – ‘None shall stand between the Spellbane and the enemy.’
A fluid series of swings and strikes, followed by a short charge forward, using weight and momentum to knock away combatants to clear a path to the true arcane target behind them. Using Improved Overrun to get through the warriors to get to the caster behind them

The Second Pillar – ‘The Spellbane shall give the enemy nowhere to hide.’
Using the entire length of the dorn dergar to attack foes at both close and long range, to control battlefield so that no foe is safe. Combining Darting Viper and Combat Refexes to threaten as large an area as possible. Combat Patrol becomes the ultimate expression of this Pillar.

The Third Pillar – ‘No enemy shall cast against the Spellbane.’
Controlling the battlefield means not only threatening every foe in the area but also making sure that even trying to access the arcane arts becomes a risk. Adding Disruptive to the continuing mastery of the dorn dergar to make sure that the enhanced threat range not only stops minions (summoned or hired), it even can prevent a caster from casting at all

Worst Fear:
Not living up to expectations. Bromen spent decades being told he was the 'chosen one' but now that he's been out in the world a bit he has no idea what that means or how to do it. He feels the weight of that obligation heavily on his shoulders and it sometimes leads him to make rash decisions.....

Ultimate Goal:
Ironically, it is not to save the world and fulfill the prophesy. On a more personal level, Bromen's ultimate goal is to find his place in the world. He was sequestered for his training so never really felt like part of his clan. His travels in the world have shown him that his ways are a bit old fashioned so that separates him, and the fact that he always has an eye on the mission makes it hard for him to connect with any objective other than the prophecy.

At this point he is not discouraged but he is starting to believe that maybe there is more to his life than being the Spellbane.