Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
85 gp
Languages
Description
Brasik is a hulking giant, standing eight and a half feet tall and weighing a little more than seven hundred pounds. His complexion is grey, almost with a bluish tint. His eyes and hair are both as black as the midnight void. His face seems more human than ogre with a humanly proportioned nose and his lower jaw only just noticeably jutting forward. His eyes, however are deep set and protected by a large brow ridge hanging above them. Unlike most of his kind, who seem to carry with them a constant aura of contempt and a permanent scowl, his is a countenance of thoughtful reflection and content. His face is framed by a dark mane, generally swept back but still unkempt, like with a barely contained wildness. Sometimes, especially when he's reading, he can be seen sporting a small pair of glasses, which really give him an odd look about him. Brasik wears a brown and green tabard over an enchanted chain shirt. On his chest over his heart he bears the Chimera of House Deneith. While he travels in the streets, he wears a cloak and hood. His size is not easily hidden and is usually enough to disturb those around him, but he at least tries to hide his lineage as much as possible when he knows there might be trouble otherwise. A thick steel chain is carefully wrapped around is right arm and waist, attached to a dense metallic sphere like a cannon ball. While Brasik walks, it swings to and fro, dangling at his waist. He likes to call it his Ol' Ball'n'Chain. In his hands it becomes a devastating weapon, but he uses it with a grace and rhythm that's one might consider beautiful to behold... so long as you were not on the receiving end.
Personality
Brasik is a fearsome giant on the outside, but inside he is as soft as a teddy bear. His abusive childhood somehow was not enough to crush the softness out of his soul. He appreciates the soft spring breeze as he takes in the scent of freshly blooming flowers. He loves a good belly laugh. He enjoys a glass of wine and a good book before bed. But, he also takes great pleasure in fighting. It thrills him as nothing else can. When he can, he'll participate in good-natured, friendly brawl... though he rarely finds any takers. When he speaks, it tends to be slowly and deliberately. He knows he's not the brightest, so he tries to think carefully before he talks. Brasik is also incredibly loyal, but even more than that, he is the kind of person that would throw himself in the way of a hurtling boulder if it meant saving another, even a complete stranger. His temperament tends to be pretty even, although he does have ogre blood running through his veins. When he does rise to anger, it is a terrible thing to witness.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
The Ol' Ball'n'Chain functions as a Corrosive Spiked Chain +1, except that it deals Bludgeoning Damage rather than Piercing. Ferocity Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack. Class: Barbarian. Level: 1st. Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will. Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet). He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check. While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely. The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Maneuvers and Stances Hunter's Sense Tiger Claw (Stance) Level: Swordsage 1, warblade 1 Prerequisite: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness becomes clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314). Sudden Leap Tiger Claw (Boost) Level: Swordsage 1, warblade 1 Prerequisite: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous You leap to a new position in the blink of an eye, leaving your opponents baffled. You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check. Charging Minotaur Stone Dragon (Strike) Level: Crusader 1, swordsage 1, warblade 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefield, your position yourself to deliver a devastat-ing charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward. As part of this maneuver, you make a bull rush attack (PHB pg. 154) as part of a charge. Neither the movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent’s result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow) Mountain Hammer Stone Dragon (Strike) Level: Crusader 2, swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness. Roots of the Mountain Stone Dragon (Stance) Level: Crusader 3, swordsage 3, warblade 3 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place. Like a living mountain, you choose your position on the battlefield and sink your roots into the earth. With your spot chosen on the field, you cannot be shifted from your position. While you are in this stance, you gain a +10 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an opponent’s grapple attempt. Any creature that attempts to move through your threatened area or the space you occupy takes a –10 penalty on any Tumble checks it makes. This stance also grants you damage reduction 2/—. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth. Bonecrusher Stone Dragon (Strike) Level: Crusader 3, swordsage 3, warblade 3 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: See text Save: Fortitude partial; see text You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places. As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage. This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing. Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets. Claw at the Moon Tiger Claw (Strike) Level: Swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature You leap into the air, catching your foe off guard as you slice down into him. You learn to leap into the air and slice at a foe’s vulnerable points. Like a great cat, you spring into the air and attack your foe from an unexpected direction. As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit. The maneuver is still considered expended.
Condition and Effects
Additional Information
Other Notes
[
Show Printable Version
]
Brasik's history is a mystery, even to himself. He does not know who his parents were, but it is obvious he is of both human and ogre heritage. At the age of 16, a Sentinel Marshal of House Deneith, Jamus Sozin d'Deneith, discovered Brasik. He had been battling other monsters in a free for all gladiatorial match in the Great Crag. Brasik managed to hang on until only he and a minotaur were left standing. Even though the minotaur towered over him, Brasik surprisingly held his own. Unfortunately, the minotaur eventually bested Brasik, but Jamus was impressed. It was not Brasik's incredible heart or ferocity that won him over, but instead the way he held himself as he fought, and the very manner he engaged his opponents. Most creatures like Brasik fought solely with brute force and frenzied rage. However, Brasik seemed to possess an awareness, control, and battle cunning that set him apart from his kind. After the tournament, Jamus sought out Brasik, and found him nursing his wounds. After speaking with Brasik, he found the ogre kin to be not only a naturally gifted fighter, but also insightful and curious... traits he would never have expected. But Brasik's knowledge of the world around him was limited, and he lived a hard life fighting simply to survive. Jamus made Brasik an offer. He would take Brasik under his wing and train him as his student. Brasik did not take long to accept the offer. He had long wanted to see the world outside the Crag and the barrens. Brasik proved to be an exceptional student. His appetite to learn and fight was voracious, and his natural strength and focus quickly made him an opponent worthy of respect. Brasik was also an avid reader, especially interested in military history. He tended to read slowly, taking a long time to process and digest what he read. His curiosity not enough to overcome his inherent limitations. After several years of training, Jamus decided it was time that Brasik repay his kindness, and join the Blademarks Guild. Of course, Brasik did as his master asked. Brasik quickly rose through the ranks, using his master's tutelage to its fullest extent. Soon, Brasik proved himself through his merit, and was asked to join the Defenders Guild. Since then, Brasik has been given a contract that takes him to Flamekeep, Thrane. Though Brasik doesn't show it, he is uneasy about taking the contract. His life in Droaam and all he's heard about the Church of the Silver Flame has given him a very negative view of the Church. Even bearing the official House Deneith coat of arms, Brasik is aware that he will not be treated kindly there.