Brar

Take a seat and buy me that ale you owe me. Hey, I won that game of dice fair and square, my friend! Ah, that's more like it.

Comfortable? Good. Now I'll tell you why Kord is the best god. He is the Brawler, the Mighty Contender, the strongest of gods, and he tells us that we should strive to be our best. Victory is praised, but defeat is not shameful, because it is the challenge that matters! After all, what does victory over the weak mean? Nothing!

Kord does not want your prayers or your fancy offerings -- simply be bold and fearless! Those are the meat and drink of the Mighty Contender, and he will smile on those that challenge mountains, wrestle giants, and slay dragons. And while you lost at dice today, my friend, keep striving and the Brawler will grant you good fortune in the days to come -- unless you face me, that is!

Brar is a mountain of a man, standing nearly 2 meters tall, with wild red hair, gleaming green eyes, and the earnest grin of a child. If asked, he says he comes from the Far South, but has been traveling for years as a disciple of the Brawler, so he no longer calls anywhere home. Instead, he is constantly looking to the horizon for new battles, new challenges, anything dangerous and deadly against which to match Vanquish (his greatsword), his faith, and his mettle. He is loud, enjoys his drink, and rarely turns down a game of chance or an opportunity to test his strength.

Brar came to Quail Valley in the company of gypsies, rogues, and mercenaries, looking for adventure. He found everything he hoped for with a group of intrepid adventurers – Auroleva, Belflin, and Corian – who were trying to plunder the tomb of the infamous Larin Karr himself.


Brar
Male human cleric of Kord 9
CG Medium humanoid
Init +0; Senses Listen +4, Spot +4
Languages Common
AC 21, touch 11, flat-footed 21 (+10 armor, +1 deflection)
hp 53 (9 HD); Diehard
Fort +11, Ref +5, Will +14
Speed 20 ft.
Melee +1 adamantine greatsword +11/+6 (2d6+7/19-20)
Ranged sling +6 (1d4+4)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +10
Special Actions +9 bonus to Str 1/day, reroll 1/day, spontaneous cure spells, turn undead 3/day (+2/2d6+9)
Cleric Spells Prepared (CL 9; Domains: Luck, Strength)
5th—flame strike (DC 19), righteous might (Strength)
4th—air walk, divine power (x2), freedom of movement (Luck)
3rd—dispel magic (x2), magic circle against evil, prayer, protection from energy (Luck)
2nd—aid, align weapon, bear’s endurance, resist energy, spiritual weapon, bull’s strength (Strength)
1st—command (DC 15), divine favor (x2), remove fear, shield of faith, enlarge person (Strength)
0th—create water, detect magic, detect magic, guidance, guidance, purify food and drink
Abilities Str 18, Dex 10, Con 13, Int 8, Wis 18, Cha 10
Feats Diehard, Endurance, Great Fortitude, Iron Will, Martial Weapon Proficiency (greatsword)
Skills Concentration +13, Heal +11, Knowledge (religion) +4
Possessions Vanquish (+1 adamantine greatsword), +2 full plate, periapt of wisdom +2, gauntlets of ogre power, prayer bead of karma, ring of protection +1, 22,708 gp.