L4W:PC:Brudd Brassback (Halford)

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Summary

Brudd Brassback Player Halford
Minotaur Cleric (Unaligned) Level 1 (XP 0)
Initiative -1
Passive Insight 18 Passive Perception 16; Senses normal vision
HP 28 Bloodied 14 Surge Value 7; Surges Per-Day 10
AC 16 Fortitude 14 Reflex 11 Will 15
Speed 5 Size medium
Str 18 (+4) Dex 8 (-1) Wis 16 (+3)
Con 16 (+3) Int 12 (+1) Cha 10 (+0)
Racial Abilities Ferocity, Oversized, Goring Charge
Class Features Healer's Lore, Healing Word, Ritual Casting
image:Battack.gif Basic Attack Bastard Sword (large) +7 vs AC 1d12+4 (+ 1 Versitile if two handing) damage.
image:Branged.gif Ranged Basic Attack Javelin (large) +6 vs AC 1d8+4 damage Range 10/20 -- Heavy Thrown
Feats Weapon Proficiency Bastard Sword
Skills Acrobatics -2, Arcana 1, Athletics 3, Bluff 0, Diplomacy 5, Dungeoneering 4, Endurance 2, Heal 8, History 1, Insight 8, Intimidate 0, Nature 5, Perception 6, Religion 6, Stealth -2, Streetwise 0, Thievery -2
Languages Common
Rituals Gentle Repose (Heal), Animal Messenger (Nature)
Powers
Righteous Brand (At Will Standard Melee ✦ Divine, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 1d12(+1 Versitile if two handing) +4 damage, and one ally within 5 squares of Brudd gains a +4 bonus to melee attack rolls until the end of the Minotaur's next turn.
Sacred Flame (At Will Standard Ranged 5 ✦ Divine, Implement, Radiant)
Target: One creature
Attack: +3 vs. Reflex
Hit: 1d6 + 3 radiant damage, and one ally Brudd can see chooses either to gain 0 temporary hit points or to make a saving throw.
Cause Fear (Encounter Standard Melee ✦ Divine, Fear, Implement)
Target: One creature
Attack: +3 vs. Will
Hit: The target moves its speed away from Brudd. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Divine Fortune (Encounter Free Action Personal ✦ Divine)
Target: Personal
Effect: Brudd gains a +1 bonus to his next attack roll or saving throw before the end of his next turn.
Turn Undead (Encounter Standard Action Close burst 2 )
Target: Each Undead Creature in burst
Attack: +3 vs. Will
Hit: 1d10 + 3 radiant damage and the creature is pushed 3 squares. The target is immobilized until the end of Brudd's next turn.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word (Encounter (Special) Minor Close burst 5 ✦ Divine, Healing)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6+3 hit points.
Special: Brudd can use this power twice per encounter, but only once per round.
Goring Charge (Encounter Standard Melee ✦ Minotaur Racial Power)
Target: One creature
Attack: +6 vs. AC
Hit: 1d6 + 4 damage, and the target is knocked prone.
Avenging Flame (Daily Standard Melee ✦ Divine, Fire, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 2d12(+2 Versitile if in two hands) +4 damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.

Fluff

Background

Brudd is a long time citizen of Bacarte born and raised in the infamous port. His mother passed when he was barely more than a calf and he was briefly cared for by his father Faun - who now owns the Drowned Man, not that Brudd gets anything more than the time of day from the skin flint. His size and his races fierce reputation provided him with a great deal of protection, even in Bacarte's dangerous streets, and his father schooled him in some rudimentary fighting skills which have since served him well.

In his early teens Brudd began working as a low level enforcer and dockhand for the Merchants of Bacarte, being naturally tight fisted Brudd often had far more coin than his fellow workers and soon began to loan money with hefty interest rates. It did not take long for Brudd's budding enterprise to draw the attention of the Hobgoblin Margan Kraith Bacartes resident Cleric of Hadeys and premier loan shark. Margan not being one to skimp on examples had the Minotaur brought before him and informed him that loan sharking was a zero sum game and explained what that meant as his thugs broke Brudd's ribs. When an enraged Brudd managed to break free and down two of his attackers and kill one an amused Margan offered him a deal.

Brudd became Margan's apprentice as both a money lender and a priest, brudd who had never been religious before found that Hadeys was a god he could relate to. For three years Brudd served as Margan's second, but now he is tired of the greedy hobgoblin taking the lions share of the profits and too fond of his mentor to attempt to oust him - not to mention too sensible.

Now Brudd seeks to find his fortune, and for preference quite a few other peoples fortunes to.

Appearance and personality

Age: 23
Gender: Male
Height: 7'2"
Weight: 300 lb.
Alignment: unaligned

Personality: A cheerful opportunist Brudd is swift to take offence and to tell people about it, but slow to anger. Like most Minotaurs Brudd is fiercely loyal if one can earn his respect or allegiance. Meticulous, fussy, and pedantic, he likes everything in its place and keeps all of his equipment in pristine condition. Brudd's relationship with his god is one of deep respect and reverence, but he tends to complain at length to Hadeys - he prefers this name to the Dauntonian version - whenever he finds himself in a tight corner. Brudd often attempts to haggle with his god, offering additional hours of prayer for aide, even threatening to donate money to other gods upon occasion; since he still has his powers the Minotaur assumes that Hadeys has a sense of humor about such things - or at least he hopes so! Lately Hadeys has been exceptionally good to Brudd who has begun to write a holy book for his deity, though one of a more practical bent than most holyexts.

Appearence: An imposing Minotaur whose fur is a mottled mixture of grey and black, save for a line of reddish fur which follows his spine to the nape of his neck. All told the creature must be well over seven feet in height, without accounting for his horns. He is dressed in gleaming chainmail and even his horns are polsihed to a sheen. Strapped to his side is a massive bastard sword and a shinning silver holy symbol of Hadeys.

Region

Bacarte - +1 Perception, +4 Streetwise in or about Bacarte.

Hooks

  • Hook 1: Brudd does not know it but his father, Faun Brassback, was once the Chieftain of the Brazen Bulls Herd - Faun is now the owner of The Drowned Man in Bacarte. The Brassback's distinctive bronze streak is typical amongst the tribes dominant males, and only such a male can challenge for leadership - though if a leader chooses to issue a challenge any can answer it. However Faun was driven off by a worshipper of the Horned King named Snerll Thunderhorn who goaded Faun into accepting his challenge, despite his lack of the brazen back by killing Faun's mate - Brudd's mother. Faun was beaten into unconciousness and set adrift upon a raft - as per age old tradition dictated. Snerll has dragged the Brazen Bulls back down into savagery, the slaughter all who come to their barren Isle in sacred rites where their prey are delivered blindfolded into the massive ruined labyrinths that dominate the Isle and stalked by the champions of the Horned King. However, many of the Minotaurs are not all happy with their lot, they remember the distant days of Faun's reign when the herd was making strides towards civilization and its benefits. But all bearers of a brass back, those with the right to challenge for leadership, have been hunted down and slaughtered by the ruthless Snerll... Or rather all but one.

Kicker

  • Love interest! Brudd has an on again off again romance with a Minotaur Paladin of Hadeys by he name of Dapple Merrowlite, or Daps. Dapple has already named their wedding day, claiming that she saw it in a holy vision. Brudd is fairly sure she is jokeing, she is jokeing right?She couldn't be serious, right? On the other hand Brudd would not put it past his god to stitch him up like that. Despite himself Brudd is not entirely displeased with the idea. According to Dapple they will be married on the next summer solstice.

Show Math

Ability Scores

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 2 0 18 4
Con 5 14 2 0 16 3
Dex 0 8 0 0 8 -1
Int 2 12 0 0 12 1
Wis 9 16 0 0 16 3
Cha 0 10 0 0 10 0
Totals 25   10



Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

4

str 3Bastard Sword (large)007AC
Basic Ranged

4

dex2Javelin (large) Heavy Thrown06AC



Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class -1/+1 dex/int 6 Chainmail 0 16
Fortitude+4/+4str/con0 14
Reflex-1/+1dex/int 0 11
Will+3/+0wis/cha2 0 15


Saving Throw Bonuses none

Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative -1 0 0 0 0 0 0 0 0 0 -1
Passive Insight 3 0 0 0 0 0 0 0 0 5 18
Passive Perception 3 0 0 2 1 Bacarte Regional 0 0 0 0 16


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 16 5 0 0 0 28 14 7


Surges per Day 10 (Class 7 + Con 3)


Speed and movement

Speed: 5 (6 race, -1 chainmail)


Racial abilities

  • +2 str, +2 con
  • Speed 6
  • Languages: common
  • Skill bonuses: +2 nature, +2 perception
  • Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconcious.
  • Oversized: You can use a weapon of your size or one size larger than you as if it were your size.
  • Goring Charge: You can use goring charge as an encounter power.


Regional benefits

  • Skill bonuses: +1 perception
  • Regional skill bonus: +4 streetwise about Bacarte

Class features

  • Channel Divinity
  • Healer's Lore (add wis mod to heals)
  • Healing Word (see powers)
  • Ritual Casting


Feats

  • Weapon Proficiency Bastard Sword

Skills and Languages

Languages Common


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics-1dex-1Chainmail0-2
Arcana 1 int 0 1
Athletics54str-1Chainmail08
Bluff0cha00
Diplomacy50cha05
Dungeoneering3wis03
Endurance3con-1Chainmail02
Heal53wis08
History1int01
Insight53wis08
Intimidate0cha00
Nature3wis205
Perception3wis21Bacarte Regional06
Religion51int06
Stealth-1dex-1Chainmail0-2
Streetwise0cha00
Thievery-1dex-1Chainmail0-2



Powers

Powers Known
  • Minotaur Racial Power: Goring Charge
  • Cleric Class Features:
  • From Level 1:
    • At Will: Righteous Brand, Sacred Flame
    • Encounter: Cause Fear
    • Daily: Avenging Flame

Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
Righteous Brand +4 Str +3 Bastard Sword 0 7 AC
Sacred Flame +3 Wis +0 Implement 0 3 Ref
Cause Fear +3 Wis +0 Implement 0 3 Fort
Avenging Flame +4 Str +3 Bastard Sword 0 7 AC
Turn Undead +3 Wis +0 Implement 0 3 Will
Goring Charge +4 Str +2 Racial 0 6 AC


Equipment

Equipment Name Price Weight
Chainmail Armor 40gp 40lbs
Bastard Sword (large) 30gp 6lbs
Javelin (large) 5gp 2lb
Standard Adventurer's Kit 15gp 33lbs
Holy Symbol 10gp 1lb
Ritual Book 0gp 3lbs -



Gold remaining 110


Total weight: 85
Carrying capacity: normal load up to 180 lb. Heavy load up to 360 lb.

Tracking

Treasure

+100gp Starting Gold
 -40gp Chainmail
 -30gp Bastard Sword (large)
 -5gp Javelin (large)
 -10gp Holy symbol
 -15gp Adventurer's Kit
 +50gp Beginning of The Captain's Caper
 +10gp The Captain's Caper post 248
  Ritual Scrolls of Comprehend Languages, Endure Elements, Eye of Alarm,
  Water Walk, and Knock (PARTY TREASURE) The Captain's Caper post 248
 +50gp The Captain's Caper post 353
--------
  110g Remaining

XP

Link to xp awards here:

  • no xp awards yet

Total XP: 0

Changes

November 6th 2008, redux using templates and added acquired treasure.

Judge Comments

Approval 1

Approval from --Graf 05:12, 15 September 2008 (UTC)
Attributes cost/bonuses ok, batt ok,
senses -> math chart's completely mangled... but the actual numbers on the summary look fine
def -> your math section is mangled again... you have reflex 11 in your summary (and that looks right to me) but you've got an inexplicable 13 in the right hand column of the math
, saves ok, & skills OK, health ok, powers OK* ,
encumbrance/gold spent -> you gave yourself javelin x2 but only paid for one. I deleted the x2.

(*) = We've been asking people to actually fill out their powers with all the numerical variables. The point is to have a one stop shop so the DM can be confident 1) of what the numbers are and 2) that the numbers were checked by the judges. Basically the stat block should be similar to a wizards block and include the necessarily info to use that power without having to refer around the page and do math on the fly.
So I re-wrote most of your powers to reflect that convention. I'll put another note in the Character Creation Guide.

Comment: Are large items really the same price? I couldn't find anything in the PhB but I wasn't killing myself to find out.


Approval 2

Approval from --Dunamin

1. Corrected Initiative from +0 to -1 in Summary and Math section.

2. Math > Senses and Reaction. Nitpickery: Shifted around numbers and filled in cells in the table (+5 bonus for Trained were under Ability modifiers, for instance).

3. Math > Skills. Filled in Bluff entry (was empty before).

4. Math > Skills. Corrected Dungeoneering from +4 to +3 (Ability mod and final result).

NB. If the PC buys rituals in the future, he will have to note in the Math section which were paid for and which one were granted for free via Ritual Casting feature.

I don't know the Rules as Written on Large item price and weight, but it's no biggie to me.

I very much like Brudd's relationship with his god. Haggling with a merchant god for more divine power is just pure awesome!

Status

Status: Approved as 1st level character with 0 xp by Graf and Dunamin