Mykael Brewmor


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PBP Character Created:
4th Jun, 2015 - 3:18am

Last Updated:
17th Mar, 2017 - 3:44am

Player Member ID:

Member Name:

Character ID: 72

Character's Game Master:

ICon Pathfinder Kingmaker Stolen Land

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Mykael Brewmor

Character Title:

Character Class:
Fighter3 Paladin3

Character Status:


Character Alignment:
Lawful Good

Marching Position:
Right Fwd. Flank

Rival: ?

The Foe of Mykael Brewmor
Guardian: ?

The Knight Keeps

Character Body
Base Theme / Style
Character Combat Info
HP: 61/61 AC: 20 Touch AC: 12 Flat Footed: 20
Initiative: +4
Speed: 30ft (20ft with armor)
Base Attack Bonus: +7/+2 CMB: +10 CMD: 20
Saves: Fort +11; Reflex +4; Will +7
-Long sword-
+12/+7 atk; 1d8+3 dam (19-20/x2)
Character Description
Mykael stands approximately 5'10" tall and weighs approximately 180lbs, he is sturdy and well toned with short blonde hair and piercing blue eyes. He has scar on his left eyebrow that he received from his father during particularly rough training; Average height and frame but well toned and muscular, he is stronger than he looks at first glance

Mykael is impulsive and often allows his emotional response to overly influence his reaction to things without regard to long term consequences, but he is also likable and attractive and he can talk his way out of jam when he needs to.
Character History
Born near Rostov fifteenth day of Pharast; great-uncle is sword lord his father is guard in Rostov.
Character Magick / Spells / Powers
*Lay on Hands (5x/day 1d6)
*Detect Evil
*Smite Evil 1/day
Character Notes*
Knight Guardian Shields: The inner thougts of Mykael Brewmor are protected.

* Protected by Guardian
Deity / Allegiance / Cult
Now firmly dedicated to Iomedae
Familiar / Side Kick / Craft
Midnight N Large animal Init +2, Senses: low-light vision, scent; Perception +8 AC 18, Touch 13, Flat-footed 14 (+4 Dexterity, +2 Natural, -1 size, +3 armor) HP: 19 (2d8+10) Fort +8, Ref +7, Will +3 Speed 50 ft. Melee bite +5 (1d4+5), 2 hooves +5 (1d6+5) Space 10 ft; Reach 5 ft Strength 20, Dexterity 18, Con 21, Int 2, Wisdom 17, Charisma 11 Base Atk +1; CMB +7; CMD 21 (25 vs. Trip) Feats: Endurance, Run Skills: Perception +8 SQ Combat Trained Hide Shirt Barding.
Character Equipment
Long sword; short bow; short sword; heavy steel shield (w/spike); Spiked gauntet; Scale Mail; backpack; bedroll; winter blanket; chalk (5 pieces); flint & steel; piton (5); belt pouch; 5 days of trail rations; 50' hemp rope; 5 torches; waterskin; travelers outfit; 5 tindertwigs.
*Owl bear talon taken from owl bear killed in the forest
*2 potions of Cure Moderate Wounds
*Pewter Stein
*Book: Acts of Iomadae

Heavy combat trained warhorse named "Midnight"
--Longsword (Symbol of Iomedae)

9 cp
7 sp
131 gp
112 pp

65gp Trade Credit at Oleg's
Character Storage
Stored at Oleg's Trading Post:
--Scale Mail Armor (Great Uncles)--
Armor Check Penalty: -4
--Long Sword (Great Uncles)--

Stored at Freehold
--Light horse named "Patoot"
--Masterwork Longsword with symbol of Iomadae

On horse "Midnight"
--Long Sword (Symbol of Iomedae)
Game Master Notes*
Knight Guardian Protects: The secrets dispensed by ICon are protected from prying eyes.

Last nag (warning): 10th Jan, 2017 - 2:00pm

* Protected by Guardian
Character Item Location
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Mykael Brewmor
Male Human Fighter-3/Paladin-4
[Lawful Good]

21yrs old
5'10" tall 180lbs brown hair,/blue eyes

Favored Class: Paladin

Lay on Hands 1d6 5x's per day (5/5)


HP: 61 AC: 20 (Breastplate 6 + heavy steel shield 2+ Defender of the Society trait 1 + Shield Focus 1)
Touch AC: 12 (+1 Defender of the Society trait) Flat Footed AC: 20
Speed: 30ft (20ft with heavy armor)

BAB: +7; CMB: +10; CMD: 19

(+2 Divine Grace)
Fort +11 (7 base+2 ability); Reflex +4; Will +7
Strength: 16 (+3)--+2 Racial bonus
Dexterity: 10 (+0)
CON: 14 (+2)
INT: 10(+0)
Wisdom: 10 (+0)
Charisma: 15 (+2)

Initiative: +4 (0 ability mod. + 4 Improved Initiative Feat)
Speed: 30ft (20ft with armor)

Total bonus= Ability mod + Ranks + Misc Mod
Acrobatics +0
Appraise +0
Bluff +2
Climb +7 (1 rank)
Craft/Weapons +1 (1 Rank)
Craft/Weapons +1 (1 Rank)
Diplomacy +4 (2 Rank)
Disable Device (Untrained)
Disguise +2
Escape Artist +0
Fly +0
Handle Animal +6 (1 Rank)
Heal +0
Intimidate +9 (4 rank)
Knowledge (Religion) +4 (2 Rank)
Knowledge (Planes) +1 (1 rank)
Knowledge/Local +1 (1 rank)
Linguistics (Untrained)
Perception +0
Perform +2
Profession (Soldier) +5 (2 rank)
Ride +5 (2 rank)
Sense Motive +4 (1 rank)
Sleight of Hand (Untrained)
Spellcraft (Untrained)
Stealth +0
Survival +5 (2 rank)
Swim +7 (1 rank)
Use Magic Device (Untrained)

*Improved Initiative [+4 bonus on initiative checks]
*Power Attack [Trade melee attack bonus for damage]
*Cleave [Make an additional attack if the first one hits]
*Bravery +1 [+1 Will save vs. Fear]
*Weapon Focus (Longsword) [+1 atk bonus]
*Shield Focus [gain +1 AC when using shield)
*Extra lay on hands (Use lay on hands two additional times per day)
*Vital Strike

*Armor Master [When you wear armor of any sort, reduce the armor check penalty by 1, to minimum penalty of 0]
*Sword Scion [start with longsword and gain +1 trait bonus on attacks made with this weapon]
*Defender of the Society [+1 bonus to AC when wearing medium or heavy armor]

Armor Training 1 (Reduce armor check penalty by 1)

--SPECIAL(Class Features)--
*Aura of Good--The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

*Detect Evil--At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

*Smite Evil 2/day--twice per day (lv 4), a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

*Divine Grace--At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

*Lay on Hands (6x/day 2d6 xtra lay on hands feat adds two per day)--Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

*Aura of Courage--At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

*Divine Health-- At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

*Mercy--Shaken: The target is no longer shaken.

*Channel Positive Energy (5/5 per day)--Use of this ability consumes two uses of lay on hands; charisma based; use paladin level. Channel positive energy that deals damage to undead or heals living creatures in a 30' wave of energy (2d6 damage or healing). Will save DC 14 for half damage.

*Spellcasting--Limited to level 5 (10 + Charisma) 1st Level: Bless Weapon


-Long sword, Iomadae Symbol-
+12 attack (+7 BAB; +3 Strength; +1 attack bonus for sword scion trait; +1 bonus for weapon focus)
1d8+3 slashing damage (19-20/x2);

-Silver Dagger-
+10 attack (+7 BAB; +3 Strength); 1d4+3 damage

-Short bow-
+7 attack
1d6 piercing damage (X3)
20 arrows

-Short sword-
+10 attack (+7 BAB; +3 Strength)
1d6+3 piercing damage (19-20/x2)

-Shield spike-
+10 attack
1d6+3 piercing damage (X2)

-Spiked gauntled-
+10 attack
1d4+3 piercing damage (X2)

Total Armor Check Penatly: -4 (-5 chain mail, -1 shield, +2 trait/armor training)

-4 Armor check penalty; +6 AC; Speed 20ft

-Heavy Steel Shield-
Armor Check Penalty -1.



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