About Brandr Silver-BloodBrandr Silver-Blood
Mechanics Breakdown:
Fortitude +17 = +5 Base + 5 resistance + 5 Con + 1 luck + 1 trait = +17 Reflex +19 = +10 Base + 5 resistance + 3 Dex + 1 luck = +19 Will +16 = +10 Base + 5 resistance + 0 Wis + 1 luck = +16 Melee +4 courageous mithral glaive +23/+18/+13 (1d10+13/ 20 x3) or +19/+14/+9 (1d10+25/20 x3)
Gear, Magical and Mundane:
Combat Gear bead of newt prevention*, deck of illusions, dust of dryness (2), wand of fireball (14 charges, CL 5th), wand of lesser restoration (18 charges, CL 3rd), wand of endure elements (17 charges, CL 1st), wand of identify (33 charges, CL 1st), wand of ventriloquism (35 charges, CL 1st), wand of fly (22 charges, CL 5th), three wands of cure light wounds (24 charges, 32 charges, 47 charges, CL 1st), potion of water breathing, potion of cure moderate wounds (2), potion of lesser restoration, potion of invisibility, potion of jump, potion of feather fall (2), potion of gaseous form, potion of resist energy (fire), scroll of true seeing (CL 12th), scroll of remove curse (CL 8th), scroll of remove disease (CL 6th), scroll of raise dead (CL 10th), quiver with 40 arrows Other Gear headband of mental prowess (+4 Int [Stealth, Use Magic Device], +4 Cha), celestial chainmail, +4 courageous mithral glaive*, +1 shortbow, ring of protection +4, scholar’s ring*, belt of physical might (+4 Str, +4 Con), cloak of resistance +5, circlet of persuasion, glove of storing, boots of the winterlands, amulet of natural armor +3, unfettered shirt*, goggles of night, spellguard bracers*, handy haversack, bag of holding (type III), deep red sphere ioun stone (+2 Dex), clear spindle ioun stone (sustenance), 3 pages of spell knowledge (tongues, scrying, charm monster)*, stone of good luck, lesser extend metamagic rod, lesser quicken metamagic rod, immovable rod Mundane Gear noble’s clothing, 450gp in jewelry (2 rings, amulet, cloak clasp), bandolier with 8 throwing daggers, canteen, 10 feet of chain, 10 candles, 5 pieces of chalk, cooking kit (iron pot, ladle, skewer, wooden cutting board, cutting knife, iron tripod, packet of tinder, selection of seasonings) deluxe dungeoneering kit (2 candles, chalk, hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, everburning torch), folding pole, gear maintenance kit (metal polish, small file, leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, sewing needle and a few buttons), grooming kit, bard’s kit (backpack, bedroll, belt pouch, flint and steel, inkpen, iron pot, journal, mess kit, mirror, soap, 10 torches, 50 feet of hemp rope, 5 days of trail rations, waterskin), bullseye lantern, 10 pints of oil, finely printed copy of Shelyn’s holy book Melodies of Inner Beauty, gold holy symbol of shelyn, climber’s kit, masterwork lyre, healer’s kit, surgeon’s tools, cold weather outfit, furs, noble’s outfit, explorer’s outfit, dice, alchemists fire (3), holy water (4), thunderstone (2), silver mirror (for scrying) 1000gp, 1000sp, 200cp Traits:
Inner Beauty (Shelyn, Religion) Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check. Resilient (Combat) Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result. You gain a +1 trait bonus on Fortitude saves. Skill Breakdown:
Acrobatics +22 = 17 ranks + 3 Dex + 3 trained + 1 luck - 2 ACP = +22 Appraise +8 = 1 rank + 3 Int + 3 trained + 1 luck = +8 Bluff +42° = see Perform Climb +14 = 4 ranks + 6 Str + 3 trained + 2 climber's kit + 1 luck - 2 ACP = +14 Diplomacy +42° = see Perform Fly +11 = 2 ranks + 3 Dex + 3 trained + 4 maneuverability + 1 luck - 2 ACP = +11 Heal +8 = 1 rank + 0 Wis + 3 skill focus + 3 trained + 1 luck = +8 Intimidate +42° = see Perform Knowledge (arcana) +24 = 9 ranks + 3 Int + 3 trained + 8 bardic knowledge + 1 luck = +24 Knowledge (dungeoneering) +20 = 5 ranks + 3 Int + 3 trained + 8 bardic knowledge + 1 luck = +20 Knowledge (history) +22 = 2 ranks + 3 Int + 3 trained + 8 bardic knowledge + 1 luck + 5 scholar's ring = +22 Knowledge (local) +20 = +5 ranks + 3 Int + 3 trained + 8 bardic knowledge + 1 luck = +20 Knowledge (nature) +24 = 9 ranks + 3 Int + 3 trained + 8 bardic knowledge + 1 luck = +24 Knowledge (religion) +24 = 9 ranks + 3 Int + 3 trained + 8 bardic knowledge + 1 luck = +24 Perception +21 = 17 ranks + 0 Wis + 3 trained + 1 luck = +21 Perform (comedy) +42 = 17 ranks + 8 Cha + 3 trained + 3 competence + 6 skill focus + 4 prodigy + 1 luck = +42 Perform (oratory) +42 = 17 ranks + 8 Cha + 3 trained + 3 competence + 6 skill focus + 4 prodigy + 1 luck = +42 Perform (sing) +21 = 6 ranks + 8 Cha + 3 trained + 3 competence + 1 luck Perform (string) +21 = 6 ranks + 8 Cha + 3 trained + 3 competence + 1 luck Sense Motive +42° = see Perform Sleight of Hand +6 = 1 rank + 3 Dex + 3 trained + 1 luck - 2 ACP = +6 Stealth +22 = 17 ranks + 3 Dex + 3 trained + 1 luck - 2 ACP = +22 Use Magic Device +32 = 17 ranks + 8 Cha + 3 trained + 3 competence + 1 luck = +32 Spellcraft +15 = 8 ranks + 3 Int + 3 trained + 1 luck = +15 Gear Breakdown:
Bead of newt prevention* - This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer. +4 Courageous mithral glaive - This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1). [Received this weapon from the Cairn of the First King far to the north; took it from the hands of a huecueva priest of Nocticula who had fallen from Shelyn's favor-- the glaive is adorned with images of wings and birds.] Celestial chainmail - This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and and arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell, CL 15th) once per day. [Cloth-like chainmail worn under his heavy armor, bought from a black market merchant in Kalsgard.] Stone of Good Luck - This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks. [A gift from his mother-- a vibrant palm-sized rainbow-colored stone.] Scholar’s ring* - A scholar’s ring grants complete understanding of any written text or spoken language, even one that the wearer has never encountered before (as the comprehend languages spell), as well as a +5 competence bonus on Knowledge (history) checks. In addition, once every 5 days the wearer can invoke a legend lore spell (CL 5th) related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring. [Picked off of the corpse of a wizard-thief in the employ of Irrisen.] Circlet of persuasion - This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks. [A pair of earrings made of platinum and silver, given as a gift from White Estrid after rescuing her from assassination.] Glove of storing - This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot. [Five rings colored red, yellow, blue, green and purple worn on all five fingers of his left hand.] Boots of the winterlands - The wearer of these boots is able to travel across snow at her normal speed, leaving no tracks. Additionally, the boots enable her to travel at normal speed across the slipperiest ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if she were affected by an endure elements spell. [Heavy bunyip leather boots crafted by an Erutaki trader early in his adventuring career.] Unfettered shirt* - This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer’s movement. Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes. [A gift from the Temple of Shelyn in Kalsgard for the new Linnorm King, deemed "too Brandr" to wear.] Goggles of night - The lenses of this item are made of violet crystal. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective. [Stolen goggles from a Red Mantis Assassin, the lenses are segmented like an insect's eye.] Spellguard bracers* - Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat. The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result. [A pair of leather vambraces covered over with stains and scratches-- Brandr's first magical item.] ° versatile performance
Backstory:
Brandr was never the kind of kid to get involved in a war, the hunt for the most powerful linnorm in the world, the kind of guy to find himself lost in the First World or caught up in the feud between Linnorm Kings, and he definitely never imagined himself neck-deep in crypts, catacombs, ancient dungeons and endless caverns. But, well, what's a person to do? Just let the adventure pass them by? Brandr was left on the steps of the temple of Shelyn in the city of Trollheim just after he was born, and had lived there his entire life. He was trained from birth to be a healer by the man he called 'Father', but could never find the aptitude or focus necessary to become a priest-- even if it was of the flighty goddess of love. He disappeared from the temple one night, ran away to the city of Kalsgard and met his "old friends"-- the people who he adventured with for nearly fifteen years. Brandr discovered his love of story, found the love of his life and lost her, fought the Death-Prince of Ara'thariel, weathered the anger of White Estrid, hunted dragons, watched as his best friend ascended to the throne as a Linnorm King, defended his city against the fury of the fey and inspired mercy in the father of all linnorms. He not only became an accomplished natural arcane spellcaster and became famous telling the stories of his travels, but discovered the truth of his heritage-- he was the son of Shelyn, and his 'father' had been his true parent, learned all too late. By all rights, his story should be over. But it isn't. The Heralds of Summer's Return languish under the tyranny of the Kingdom of Irrisen to the east. Brandr has fought them before, watched as their champions were driven back, known the Blackravens who had helped them, and when peace came to Trollheim, politely and quietly crossed the border, looking for... well, to be honest, something worth talking about. Ever since, he's aided the Heralds the best he can, using his illusion magic and his silver tongue to make strides in the effort to take back Irrisen. However, the one thing he doesn't have is capitol-- necessary, lifegiving capitol that makes their operation even slightly possible. It costs a fortune to turn the eyes they need to turn and to quiet the lips they need to quiet, and it's a fortune Brandr doesn't have. The only way he knows how to make it, well, involves kicking in doors. To spread stories for gold out in the open would be to pander to the noble elite-- the legendary White Witches of Irrisen-- and to do that might mean certain death, or compromising his beliefs. Either is unacceptable. He's heard of Queen Tashanna, the loyalists and the Witchwar, and of their grave. If there's money, it's there, locked in that tomb, and if he can get it, it might mean life or death for a lot of people. Time to pick up the glaive again, and get back to work. Pre-Mythic:
Brandr Divine-Heart
Male human bard 17 CG Medium humanoid (human) Init +3 Senses Perception +19; darkvision 60 ft. -Defense--------------------------------- AC 29, touch 17, flat-footed 23 (+9 armor, +3 Dex, +3 natural, +4 deflection) hp 201 (17d8(98)+102) Fort +15, Ref +18, Will +17; +4 vs. bardic performance, sonic and language-dependant effects -Offense--------------------------------- Spd 30ft. Melee +4 courageous mithral glaive +21/+16/+11 (1d10+11/ 20 x3) or +17/+12/+7 (1d10+23/20 x3) Ranged +1 shortbow +15/+10/+5 (1d6/x3) Special Attacks bardic performance 42 rounds/day (swift action, countersong, dirge of doom, distraction, fascinate (DC 21), frightening tune (DC 21), inspire competence +5, inspire courage +4, inspire heroics, inspire greatness, suggestion (DC 21)) Bard Spells Known (CL 17th, concentration +19) 6th – (2/day) mass charm monster (DC 22), irresistible dance (DC 22), veil (DC 22) 5th – (4/day) greater heroism, mislead, song of discord (DC 21), greater dispel magic 4th – (4/day) break enchantment, greater invisibility, legend lore, rainbow pattern (DC 20), dimension door 3rd – (5/day) crushing despair (DC 19), daylight, glibness, good hope, haste, see invisibility, scrying† (DC 19), charm monster† (DC 19) 2nd – (5/day) enthrall (DC 18), blur, alter self, mirror image, minor image (DC 18), silence (DC 18), tongues† 1st – (5/day) alarm, charm person (DC 17), disguise self, feather fall, hideous laughter (DC 17), remove fear 0th – dancing lights, ghost sound (DC 16), detect magic, mage hand, mending, prestidigitation Eldritch Heritage Spell-Like Abilities 6/day – heavenly fire – +14 touch, 1d4+8 divine; does not function vs. neutral -Statistics------------------------------ Str 20, Dex 16, Con 20, Int 16, Wis 8, Cha 22 Base Atk +12/+7/+2; CMB +17; CMD 33 Feats Toughness, Skill Focus (heal), Martial Weapon Proficiency (glaive), Prodigy (Perform [comedy], Perform [oratory]), Power Attack, Weapon Focus (glaive), Dazzling Display, Eldritch Heritage (celestial; heavenly fire)**, Improved Eldritch Heritage (celestial; wings of heaven)**, Skill Focus (Perform [comedy]) Skills Acrobatics +22, Bluff +40°, Intimidate +40°, Diplomacy +34°, Sense Motive +34°, Perception +20, Stealth +22, Use Magic Device +30, Knowledge (arcana) +24, Knowledge (nature) +24, Knowledge (religion) +24, Knowledge (dungeoneering) +20, Knowledge (local) +20, Knowledge (history) +22, Perform (comedy) +34, Perform (oratory) +34, Perform (sing) +19, Perform (string) +19, Spellcraft +8, Heal +3 Languages Common, Ulfen; understands all languages spoken or written SQ bardic knowledge +8, jack of all trades (all skills are class skills), lore master 3/day, versatile performance (comedy, oratory, sing, string)°, wings of heaven 15 minutes/day (60 ft. fly [good]) |