Brandis Sunwell

Name: Brandis Sunwell
Race: Aasimar
Level: 2
Class: Crusader (Cleric)
Alignment: Neutral Good


Str: 14
Dex: 10
Con: 14
Int: 8
Wis: 18
Cha: 16

HP: 17/17
AC: 19
Touch AC: 10

Will: 7 = 3 + 4
Fort: 5 = 3 + 2
Ref: 0

Base Attack: +1
Melee: +3 (+5 with a Masterwork Longsword)
Ranged: +1


Skills

Diplomacy: 7 = 1 + 3 + 3
Heal: 8 = 1 + 3 + 4
Knowledge (Religion): 4 = 1 + 3
Spellcraft: 4 = 1 + 3


Racial and Class Features

Ability Adjustments: +2 Charisma, +2 Wisdom. Aasimars are insightful, confident, and personable.

Senses: darkvision (60 feet.)

Racial Skill Bonuses: +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Abilities: daylight 1/day (caster level equals the aasimar's class level).

Resistance(s): acid, cold, electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can
choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Trait: Divine Warrior: You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that
affects weapons.

Trait: Adopted by Humans: Bonus Feat

Crusader Traits: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*.

At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*.

At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader’s deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Diminished Casting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.


Feats

Shield Focus: +1 AC when using any Shield
Weapon Focus: Longsword: +1 Attack when hitting with a longsword
Selective Channeling: Can exclude enemies when channeling healing energy or allied undead when channeling positive energy to deal damage.


Special Abilities

Channel Energy 1d6: Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Domain: War (Tactics): Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Spells

Level 0: Create Water, Stabilize, Purify Food/Drink

Level 1: Magic Weapon, Bless, Protection from Evil


Equipment

253 gp 4 sp

Cost of Living: Poor (3 GP/Month)

Masterwork Longsword 15 gp 1d6 1d8 19–20/×2 — 4 lbs. S +1 Attack

Chainmail 150 gp +6 +2 –5

Shield, heavy wooden 7 gp +2 — –2

Adventurer's Outfit

Backpack W/ Bedroll, 3 days trail rations, Waterskin, 50 ft hemp rope


Backstory

Brandis Sunwell was born in the country of Mendev and all his life has been funneled into the clergy of Iomedae. His family was rather surprised when the celestial Sunwell blood expressed itself in their son after skipping a couple of generations, producing a handsome young Aasimar, though it could be hard on the boy being raised by humans when he was most decidedly not one no matter how similar he might have looked to his mortal parents. He had massive expectations settled on his shoulders practically since birth, his wealthy family sparing no expense for their son's physical and mental training through his childhood to ensure he would be something to bring them pride and prestige in the Crusader-Nobility of their pious country, strong and learned in the ways of Iomedae.

There was, of course, a problem with all of this. Poor Brandis was never really HAPPY being ushered through all of this hard training and schooling with all of this weight on his chest. He never really got a childhood like the other kids did and never made many friends, which was a shame because he was consistently charming and genuinely loved people, often making good friends with the help if he couldn't be close to the other noble children. He even comported himself very nicely in front of the Crusader-Queen when he was only 12.

Thankfully there was one thing that Brandis did want: To be a PALADIN. He loved people and so craved their safety, happiness and protection over his own. Sadly, Brandis' views on the law were a bit… too flexible for the path of the Paladin. Despite this his teachers in the temple put him through as a cleric instead and though he learned all the various rites he didn't have the head for the scholarly side of being a holy man, so instead he was snuck into martial training classes with the aspiring Paladins then went to learn magic with the Clerical studies students, practicing the prayers and meditations to Iomedae that would bind what faith he had into divine power.

He cobbled together his own special brand of crusader-ship and, despite himself, managed to make his teachers and his parents proud of him. Now, at age 16, he's been released from the church to go on pilgrimage and prove himself a force of good and justice in the world as the final stretch of his training.


Appearance

Brandis's celestial bloodline manifests itself in some obvious ways and some more subtle ways. Subtly, his face is strikingly handsome with a strong chin, cute rounded nose, big silver-blue eyes and thick, straight blonde hair kept trimmed short on his head. In some lights his face looks more aquiline and beautiful, rather than handsome. His body is solidly built, tight and firm with muscle though not bulging out with it, and he stands at an average if solid height of 5' 8". He often wears shining chainmail and tabards of his faith, emblazoned with the sword of Iomedae on the back and the twin blades of Mendev on the front. Thin white-silver lines trace his cheekbones, pectorals, abdominals and down his legs like very faint tattoos, when he is in a state of emotional turmoil these lines flare to a brightness that shows even through armor and cloth and in great anger and distress the phantom outline of wings can be seen fanning out from his back.

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