Post by cai on Jan 18, 2015 8:56:48 GMT
Bran of the Blackbriar
Played by: cai
Character Sheet: Link To Mythweavers Character Sheet
Other Characters: [None, yet!]
Race: Human
Classes: Fighter 5
Effective Character Level: 5
Gender: Female
Age: 23
Alignment: NG
Deity: Tymora, Lady of Luck
Height/Weight: 5' 8" / 128 lbs
Personality:
Snarky, Talkative, Crude, and Curious to a fault
Appearance:
Redheaded with olive eyes, Bran is a somewhat attractive young woman, at least she would be, if she would clean the grime from her cheeks, hair, and fingernails. An adventurer to the heart, she often dresses in a utilitarian fashion, her favored garb being a long, flowing tunic and tights or breeches with cloth wraps for her gauntlets and boots, all topped off with a warm woolen cloak. Dangling from her belt and person are a number of trinkets and tokens from the cities, villages, and ruins she's visited, but her most prized token is the golden coin of Tymora she wears around her neck.
History:
The daughter of a blacksmith, Bran lived in relative peace in her parents' cottage in a small thorpe east of Greenest until the age of 14, when the war-drums sounded. A band of warriors bearing the banner of the Zhentarim marched into town, demanding the peasants' store of grain and all of the able-bodied men in the village, along with the blacksmith Aran's cache of weapons. Knowing full well Bran's father was an associate of the Harpers, they bullied him into revealing his secret stash before killing him outright and burning down Blackbriar. Trying to escape with several of her neighbors, Bran found herself taking a slew of arrows to the back, awaking several hours later buried in a mass grave, beneath her friends and neighbors. After clawing her way free, the blacksmith's daughter limped her way north to Iriaebor, where she was found laying before the city gates by a guardsman, and taken to the local temple of Lathander, where she received treatment and remained bedridden for three weeks, answering inquiries about the nature of her injuries and relating her story to the local priests and guardsmen, who lamented her ill-fortune, but had no way of helping her. Mustering up all of the strength she could, Bran immediately intended on seeking out revenge on the Zhentarim soldiers who wronged her family and enlisted in the city guard, training and serving in their ranks for the next two years. It was then that she met the sorcerer's apprentice Valen Thorne, her first true friend and confidante since arriving in Iriaebor. A man with a past muddied by the Zhentarim himself, Valen acknowledged Bran's plight and the two set off at their earliest convenience, traveling to Baldur's Gate in search of like-minded souls intent on destroying the Zhentarim. It was there that they met Goldlily, an agent of the Harpers who decided upon testing their mettle and gave the group their first taste of adventure and justice, in destroying a caravan of supplies headed for the Darkhold. Through many years and much travel, eventually taking a road that led her from Valen's interests, Bran still has no idea who in particular slew her family, but still seeks to mete out the cold blade of justice to the men who killed her father.
Threads:
Party Role Proficiency:
Battlefield Control: 5
Buffer: 5
Curiosity: 4. Bran is skilled in martial lore, engineering, and smithing.
Debuffer: 5
Dominator: 3. "Able to topple giants and ogres with cunning and wit." ~Valen Thorne, human sorcerer
Game Changer: 5
Healer: 4. "Hold still, I'm not sure if I'm supposed to give you stitches or suck something out." ~Bran
Meat Shield: 1. "You wanna know why I won't stay down? Because mah legs ain't broke yet!!" ~Bran
Melee Damage: 1. "She's a wreckin' machine!!" ~Drokkul Stonehall, dwarf bard
Mobility: 3. "Can't touch this! Too slow! Those arrows for me? Where're you aiming that ray? Waterdeep?" ~Bran
Party Face: 4. "You know...if you give us a discount, I'm sure the Orc wouldn't mind showing you her ta-ta's." ~Bran
Ranged Damage: 3. "Maybe you'd hit more kobolds if they were standing still, Bran." ~Levolian Threnodil, elf ranger
Sage: 3. "What can I say? Girl knows a lot about metal." ~Valen Thorne
Scout: 4. "Sneak harder. I should really stop talking while we do this, shouldn't I?" ~Bran
Thief: 5
Summoner: 5
Trapfinder: 4. "Shit, was that a pendulum? Luck be a lady tonight, cuz I'm goin' in!" ~Bran
Racial Abilities:
Skilled: +4 extra skill ranks at first level, and +1 for every character level attained thereafter.
Feats:
Level 1: Power Attack (PHBI): On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Level 1: Improved Initiative (PHBI): You get a +4 bonus on initiative checks.
Level 1: Battlefield Inspiration (Miniatures Handbook): As a free action, you can inspire courage in your allies. Each ally within 30 feet of you (not including you) that can hear you and has an Intelligence of 3 or higher gains a +2 circumstance bonus on saving throws against fear effects.
Special: You may select this feat multiple times. Its effects stack. Each time you take the feat, your bonus increases by +2.
Level 3: Improved Bull Rush (PHBI): When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Class Abilities:
Aspect: Not all warriors are the same. Some are cunning generals, some brilliant leaders, and others pragmatic veterans. At first level, a fighter selects one of three Aspects: Adept, Leader, or Tactician, gaining benefits as shown on the table below-- he gains the listed feat as a bonus feat without needing to meet the prerequisites, and adds the listed skills to his list of class skills. Once selected, a fighter cannot change his Aspect.
Combat Versatility (Ex): A fighter masters weapons and combat techniques like most men read books. At first level, he creates three fighting styles. At 4th level, and every subsequent 4th level, he may create one additional fighting style.
For each fighting style, he may select a number of fighter bonus feats equal to one-half his fighter level, rounded up. He may switch between fighting styles as a free action, gaining the benefits of the bonus feats of whatever style he's currently using.
He counts as knowing all bonus feats selected for this ability at the same time when it comes to qualifying for feats, prestige classes, and so on.
Fighting Style | Bonus Feats Used |
Single Sword | Weapon Focus (Longsword), Weapon Specialization (Longsword), Cleave |
Wilhelm Tell | Point Blank Shot, Precise Shot, Rapid Shot |
Of Hoplite Form | Shield Specialization, Shield Ward, Block Arrow |
Case of Rapiers | Two-Weapon Fighting, Two-Weapon Defense, Twin Sword Style |
First in the Fight (Ex): A fighter adds one half his fighter level to initiative rolls.
Talent Pool (Ex): When the going gets tough, the fighter gets going. Starting at second level, a fighter is granted access to a pool of bonus dice, known as his Talent Pool. At second level, this pool consists of only one d4, but it increases by one dice every even-numbered level. In addition, at levels 6, 10, 16, and 20, the size of the dice increases by one step-- d6s at 6th level, d8s and 10th, and so on.
At any point in the game, a fighter may expend die from his talent pool to gain a bonus to certain checks. He rolls each expended die and adds the result to his check. He may not expend more dice on a single check than his Aspect's key ability modifier. He must expend dice before rolling the original check.
When not in combat, expended dice are regenerated at the rate of one die every (10-key ability modifier) minutes, to a maximum of one per minute. In addition, at the beginning of each combat encounter— when initiative is rolled— the fighter recovers all expended dice.
Talent Dice may be expended to benefit any attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), in addition to certain extra uses based on the fighter's Aspect:
- Leaders may expend dice to gain a bonus on Charisma checks and Charisma-based skills.
Armor Mastery (Ex): Beginning at 3th level, a fighter may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.
Aspect Ability (Ex): At 3rd level, and every subsequent third level, fighters may select one ability from the lists below. Unless otherwise mentioned, using these abilities is a standard action. You may only use one Aspect Ability per turn.
Grit (Ex): Beginning at 4th level, a fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.
The Power of Steel (Ex): Beginning at 4th level, a fighter's weapons count as magic for the purposes of bypassing damage reduction. In addition, when wielding a non-magical weapon, he gains a competence bonus to attack and damage equal to one-fourth his fighter level.
Veteran of a Thousand Wars (Ex): A fighter lacks the extensive formal education of a wizard, but he knows how to kill things. He may make a special knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the table below
Check Result | Bonus Granted |
10-15 | +1 |
16-25 | +2 |
26-30 | +3 |
31-35 | +4 |
36+ | +5 |
The Bigger They Are... (Ex): Bigger isn't always better. Beginning at 5th level, when attempting a combat maneuver against a larger foe, a fighter gains a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference.
At 8th level, this bonus improves to +8 against foes who are two size categories or more larger than him, effectively cancelling out two size categories worth of difference. Against foes one size larger than the fighter, this bonus is still only +4. For example, a medium sized fighter would have a +4 bonus to grapple checks against and ogre (large size), but a +8 bonus against a cloud giant (huge size).
Equipment:
Longsword (PHB): This classic, straight blade is the weapon of knighthood and valor.: -15 gp
Composite+4 Longbow (PHB): You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating (representing an especially heavy pull) to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. For instance, a composite longbow (+1 Str bonus) costs 200 gp, while a composite longbow (+4 Str bonus) costs 500 gp.: -500 gp
60 Serpentstongue Arrows (RotW): Arrows aren’t very useful for attacking objects, so the elves developed the serpentstongue arrow, which has a forked point with sharp edges on the tips and inside the prongs. A skilled archer can neatly sever a rope or leather strap with a serpentstongue arrow. A serpentstongue arrow deals both piercing and slashing damage, and it deals full damage (rather than the usual half damage) to objects with a hardness of 5 or less.: -9 gp
Kukri (PHB): This heavy, curved knife has its sharp edge on the inside of the curve.: -8 gp
Morningstar (PHB): A morningstar is a heavy mace (or club) with a spiked metal crown that deals both piercing and bludgeoning damage.: -8 gp
+2 Mithral Chain Shirt (PHB/DMG): A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows.: -5,100 gp
+1 Mithral Heavy Shield (PHB/DMG): You strap a shield to your forearm and grip it with your hand. A heavy shield is so unwieldy that you can’t use your shield hand for anything else.: -2,020 gp
+1 Cloak of Resistance (DMG): These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). -1,000 gp
Honeyleather Pup Tent, Medium (RotW): Honey leather is a light canvas used as protection against rain and dampness. It gets its name from its golden color and its texture, which resembles soft, cured leather. Elves, raptorans, and halflings use honey leather for tents and to protect camping gear. It snags and tears easily, so honey leather isn’t much good outside camp. It is, however, waterproof thanks to the alchemical treatment that gives it its color and texture.
A character equipped with a honey leather tarpaulin big enough to drape over his body gains a +1 circumstance bonus on Survival checks made to resist the effect of severe weather. If the character is stationary, the bonus increases to +2. A tarpaulin ranges in size from 3 feet square (for Small or Medium characters) to 6 feet square (for Medium or Large characters). A tent made of honey leather provides a +4 bonus on Survival checks for anyone inside. The cost of all such tents include poles and stakes. A small pup tent (roomy enough for one Small character to lie down with his gear) is 2 feet wide by 4 feet long. A medium pup tent (roomy enough for one Medium character and gear) is 3 feet by 7 feet. Pup tents are as tall as they are wide. A square tent 10 feet wide is big enough for a party of four Small or Medium characters. A square tent 20 feet wide is big enough for a party of eight Small or Medium characters or four Large characters. Square tents are half as tall as they are wide. -60 gp
Backpack, Bedroll, 2 belt pouches, waterskin, 1 week of trail rations, everburning torch, 2 flasks of alchemist's fire, 1 smokestick, 4 tindertwigs, 1 whetstone, 1 pound of soap, and 50 feet of hemp rope. -248 gp, 10 sp, 1 cp
Total Inventory Cost: 8,987 gp, 10 sp, 1 cp
Companions:Links to Companions Mythweaver Sheet
Other Misc Information: