The Revolution of Sigmar

Brevan Kindlebrin

Halfling sorceror with the Rakshasa bloodline. Both witty and brave, Brevan is willing to put himself (and others) in harms way in order to achieve his goals.

Brevan Kindlebrin

Description

Brevan is extremely manipulative both in his spellcasting and witohut. He has perfected diplomacy and deceit alike to an art form, having spent many long years pretending to be a human child in order to survive. This persona has left Brevan somewhat immature, though these behaviors occur in small streaks. Most of the time, Brevan is level-headed and cool, able to talk his way into what he wants and use his magic as his greatest weapon when talking doesn’t work.

As a combatant, Brevan specializes in spells that strike multiple enemies, favoring spells such as magic missile, scorching ray, and, more recently, ball lightning. He particularly enjoys jinxing his enemies, and the bungle spell has become something of a trademark of his, which leaves his enemies confused by such an urological turn of events. Although Brevan can be ferocious on his own, his strength comes from when he uses his spells to bolster his allies and hamper his enemies, which is a favored technique among Brevan’s.

Brevan has little to no actual combat experience without magic aiding him, having spent most of his childhood delving ever deeper into the forbidden secrets of his blood. In situations without magic, Brevan is prone to frustration and he is often known to make silly and outright suicidal mistakes while frustrated. He has recently acquired a human-sized dagger, a shortsword t ohim, and feigns extreme proficiency with his new weapon, though his actual skill with the weapon is less than desirable.

Bio

Brevan was raised on the outskirts of Sigmar City, in Gullykin. Because of an agreement between the adults of Gullykin, parents did their best to instill a superstitious fear of magic within the children of Gullykin, as those who practiced magic in the nation of Sigmar were at the mercy of the Sigmarian Mage-Slayers; a fate no parent wished upon their children. The plan worked; most of the children quickly became fearful of magic, especially after the Sigmarian Mage-Slayers swept through the town and murdered any one; man, woman, or child, who was accused of practicing magic.

The Kindlebrin family was an old one among the families of Gullykin; it was also one that had a history of magical blood. The ‘taint’ skipped Jeremiah Kindlebrin’s generation and his father’s generation, however, but the halflings of Gullykin knew that that the family had the blood, and young children who were alive during the Mage-Slayer’s inquisition begged for them to take Jeremiah away; just to be safe. Alas, they did not, and the town held their breath when Jeremiah’s wife, Abbenrose, was pregnant with their first child. Abbenrose made Jeremiah swear that should any of their children ever display the ‘curse,’ that she and she alone would have complete control over what to do with the child, to which Jeremiah agreed, hoping that the curse would skip his children as it did his father and him.

Years later, Jeremiah and Abbenrose had two sons; Lommy and Brevan. Though the children never realized it, there was tension surrounding the children, each citizen wondering whether or not one or both of the boys was cursed. When Brevan was a child of 7, Brevan found that he had the ability to make things come to him when he asked them. Over time, this power grew, until Brevan’s parents could deny it no longer; their younger son had the ‘curse.’ At this time, Brevan had just started school, where he was extremely gifted in the nuances of speech more than anything; he was particularly good at talking himself out of trouble, a skill his father had strained to teach him not long after his powers had started to show. Furthermore, Brevan spoke with both sophistication and adorableness, causing adults to melt in his hands. All except his mother, who had kept true to her word and took every precaution to prevent her son from using his powers while his father hoped that Abbenrose’s efforts would simply make Brevan’s powers disappear from lack of use.

This was not meant to be, as after four years of hiding his powers from the world, he decided to reveal them to his peers during their class. Quills danced around the room, sparks jumped from his fingers, and assignments were swept from their owner’s hands as if a small tornado had walked into the classroom. Some cheered at Brevan’s powers with glee, most were appalled by this new ‘witch,’ but none were overly shocked, given Brevan’s lineage. Ultimately, young Brevan’s show of power wound turn out to be the worst decision of his life; Brevan seemed to know this immediately when he saw his brother, Lommy, with his head buried into his arms with shame.

After returning from lunch, all of the students had moved their desks to the outskirts of the classroom, including Lommy, leaving Brevan stranded in the middle of the classroom as if he were on display. Confused, Brevan couldn’t understand why people acted the way they did over his powers; to him, magic was as natural as breathing and he couldn’t understand what was wrong with it.

Or, he did. From the ramblings of his father, Brevan knew exactly what people thought was wrong with his powers. Jeremiah called Brevan’s powers ‘evil,’ but Brevan couldn’t understand why people thought flashing lights and flying pencils were evil. From that point forward, his parents seldom smiled at his accomplishments and rewards were rarer still. Brevan consciously decided to never show his power again, instead deciding to practice away from everyone else with only Swiftfoot, a fox and the family’s pet, as his only companion.

Brevan practiced whenever he could sneak away from the rest of the town, often going to the boarders of the Wild Hills to do so. His father constantly reminded Brevan to remain vigilant, and Breavan was; but for all the wrong reasons. Brevan vigilantly practiced what he knew was his craft; his true calling in life. Each day his power grew stronger and every moment was harder than the last when it came to concealing his powers. Over time, Brevan’s relationship became strained with his parents and Lommy all but refused to speak with him. Brevan was sure that his life couldn’t get any harder or any worse. Or so he thought, until he almost killed one of his classmates in a bout of rage.

Joppy Jamtoes was a troublesome halfling boy. Despite his cruelty towards other children, he was the apple of his father’s bulbous eyes, for Joppy was the privileged son of Mayor Jamtoes. Both Brevan and Lommy had been victims of Joppy’s bullying before, but Joppy’s persistence and cruelty towards the Kindlebrin boys multiplied with each passing day after Brevan revealed his powers to his class, for Joppy had never made it a secret of how low he thought witches were.

Joppy was as old as Lommy, and while the two were never friends, this did mean that Joppy was four years older than Brevan; there was a substantial difference between 16 year-old Joppy and 12 year-old Brevan. On each birthday, Joppy demanded that each family gift him for his birthday. But the year had been rough for the Kindlebrins and they could afford no gift, let alone the two that Joppy expected, since there were two Kindlebrins in his class. In compensation, Joppy and some of his cronies confronted Brevan and Lommy on their way home, during their lunch break. Joppy offered Lommy the chance to run, which he took; an act that all but killed Lommy in Brevan’s eyes. Joppy and his thugs forced Brevan to the ground and beat him, taking precautions to gag his mouth and keep his arms pinned. When they had finished, Joppy left the young boy in the streets.

By the time Brevan pulled himself up, got home, and ate his lunch around his mother’s dotting, he was late for class. Walking into the room during a lesson, Joppy was snickering at Brevan’s bruised face with a victorious smile. Brevan, in return, walked in front of Joppy, who opened his mouth to brag, undoubtedly, and unleashed a torrent of magical lightning in the halfling boy’s face, nearly stopping his heard from the massive amount of electricity. Brevan was rushed home by the teachers, his parents crying. Mayor Jamtoes was frantic about the trauma that his son had endured within twelve hours, armed Mage-Slayers had burst into the Kindlebrin household and dragged Brevan away to their antimagic prison.

While in prison, Brevan learned that Joppy had survived the attack. Brevan was apathetic; he didn’t care if Joppy lived or died, and he had too much to worry about. Not three weeks in, Brevan overheard the guards whispering about his death. They wanted to publicly execute Brevan for public morale, but he was too young to kill. Brevan took a risk that day; never hearing of any halfling joining the Mage-Slayers, he took a hopeful guess that none of them knew how quickly halflings aged. From that day forth. Brevan went out of his way to act as childish as he could afford without arousing suspicious. Sure enough, his acts earned him an entire decade of life within the prison; Brevan took precautions to even keep his physical appearance as childish as possible by shaving off nearly all of his body hair as quickly as it grew.

Brevan was 22 years old when, somehow, the stars aligned and the gods gave him a chance to escape that foul place. Guards were asleep, keys were in reachable places, and windows were left ajar. To Brevan’s fortune, he escaped from the Mage-Slayers; a feat that has never yet been replicated. He fled as quickly as he could to the north, across the Evertide river and across the Thor’s Spine mountains, to Angelest City; a neutral city where Sigmar had no claim over him. Brevan lived their for two years, using his deceptive skills and magical prowess to carve out a meager existence for himself, living among human children in an orphanage. After nearly five months of living there, the orphanage’s caretaker caught him for what he was and told him to leave, Brevan crying that he, “was just a child.”

The next morning, Brevan woke up in a strange place, with all of his material goods beside him. He had no recollection of how he had got there, and only that a soulless, female voice beckoned him forward to, “test” for her….

Udalrich's Pathfinder Character Sheet

Character Name: Campaign: Player: Level:
Class: Race: Alignment: Deity:
Size: Age: Gender: Height:
Weight: Eyes: Hair: Skin:
Ability
Name
Ability
Score
Ability
Modifier
Temp
Score
Temp
Modifier

Total

Wounds/Current HP

Speed
STR HP
DEX AC = 10 + + + + + + + Damage Reduction
CON Total Armor Shield Dex Size Natural Deflect Misc
INT Total Dex Misc Experience Points
WIS Touch Flat-Footed Initiative = +
CHA
Saving Throws Total Base
Save
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
Conditional Modifiers CMB Total BAB Str Size Misc
= + + +
Fortitude = + + + + CMD Total BAB Str Dex Size Misc Base
Reflex = + + + + = + + + + + 10
Willpower = + + + + Spell Resistance Base Attack Bonus
Attack Attack Bonus Damage Critical
Range Type Notes
Attack Attack Bonus Damage Critical
Range Type Notes
Attack Attack Bonus Damage Critical
Range Type Notes
Add new weapon
x + - Attack Attack Bonus Damage Critical
Range Type Notes
Armor/Protective Item Type AC Bonus Max Dex
Check Penalty Spell Failure Speed Weight Special Properties
Shield/Protective Item AC Bonus Weight Check Penalty
Spell Failure Special Properties
Feats Special Abilities
Add new feat
x + -
Traits
Add new trait
x + -
Languages
Add new language
x + -
Other Possessions
Item Wt Item Wt
Add new possesion
x + -
Light
Load
Medium
Load
Heavy
Load
Lift Over
Head
Lift Off
Ground
Push or
Drag
Money
PP - , GP - , SP - , CP -
Skill Name Key
Ability
Skill
Mod
Ability
Modifier
Ranks Misc
Modifier
Acrobatics Dex
Appraise Int
Bluff Cha
Climb Str
Craft Int
Craft Int
Craft Int
Diplomacy Cha
Disable Device* Int
Disguise Cha
Escape Artist Dex
Fly Dex
Handle Animal* Cha
Heal Wis
Intimidate Cha
Knowledge* Int
Knowledge* Int
Knowledge* Int
Knowledge* Int
Knowledge* Int
Linguistics* Int
Perception Wis
Perform Cha
Perform Cha
Perform Cha
Profession* Wis
Profession* Wis
Ride Dex
Sense Motive Wis
Sleight of Hand* Dex
Spellcraft Int
Stealth Dex
Survival Wis
Swim Str
Use Magic Device Cha
Add new skill
x + -
* Trained Only † Armor Check penalty applies
Conditional Modifiers
Spellcaster 1
Known Spells Spell Save Arcane Spell Failure %
Domain/School 1: Domain/School 2: Spells
Known
Spell
Save DC
Level
Spells
Per Day
Bonus
Spells
0 0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Caster Level Concentration Spell Resistence Check Conditional Modifiers
Spells Known
0: 2: 4: 7:
5: 8:
1: 3:
6: 9:
Bio
Created by
Derived from Takissis' D&D 3.5 Sheet and ChainsawXIV's list implementation.