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Flick4E

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Return to Kingdom Under Seige

Flick Brambleford

Flick is a gnome.  As such there are certain stereotypes that go with it. 

  • Gnomes are short.     Yes he is short, but that is by human or elf standards.  At standing 4 feet tall, he is large by Gnome standards.  He will laugh off most short jokes, but too many of them and he will start to take them personally.
  • Gnomes are pranksters.     While Flick likes a good joke or prank on occasion, he is actually on the serious side much of the time.  Being trapped in the underdark by yourself for months tends to make a person somber.
  • Gnomes are stealthy.     Flick doesn't go out of his way to make excess noise, but he doesn't hide from threats if that gets the job done better.  Brute force is an option with him.
  • Gnomes wear pointy hats.     Flick will just laugh at you for implying this.  Some predominate scholars and elders will, but that is more old-fasion than high fasion. 

In some ways he acts more like a dwarf than a gnome, but he hasn't forgotten his heritage.

 

     He grew up in the East Rift and explored ruins and such with a nearby stronghold of Dwarves.  During one excursion they were ambushed and many of his party were killed.  Cut off from an easy way home, the few survivors wandered the unmaped tunnels.  After a week or so, he and the last remaining dwarf (Morgan) were attacked by the remnants of the same group that attacked them before.  Morgan gave his life to buy time for Flick to escape, but instead of fleeing his mind twisted and almost snapped.  He took Morgan's axe and desimated the ambushers.  A new voice in his head came to the front of his mind and introduced itself as "Crow".  Crow was the product of Flick's mental breakdown, and caused the violence.

     After many weeks or months of wandering and ambushing foes Flick stumbled back to (a different dwarven) civilization.  An elven woman (Lila'syvis) helped him to control Crow, and to call on him when he was needed and not just randomly.  Lila'syvis died shortly after that from a condition that prevented her from returning to the surface.  After she passed on, Flick decided to leave the East Rift and wander the surface looking for a soulution to his split personality and peace.  After 2 years of traveling Farun, he found himself in Myth-Dannor.

 

See Flick's Background for a more in-depth story if you like.

 

     Whilst walking around town and not expecting trouble Flick will usually leave his Executioners Axe at home.  The city seems safe enough that walking around with a huge axe is overkill.  He does however carry his dynamic hand axe.  Both axes were found in the same tunnels that Flick was trapped in years back.  The blades appear to be made of a grey stone with flecks of mica in them, but both are very hard and very sharp.  He wears hide armor that has a pattern that faintly resembles eyes, but is otherwise normal looking and well taken care of.  He also carries a dagger, but this is a normal dagger in all ways.  He has a worn helmet that may at one time had a pair of short horns sticking out the sides, but one has been broken off long ago.  He also has a monocle tucked away in a small metal case in his belt pouch that he uses for up-close examining of things.  His manner of dress is plain, favoring greens and earth tones.  When packing rations for the road, he preferres dried fruits, mushrooms, and whatever dried meat is available.

 

Race: Gnome Class: Barbarian 

Paragon: Badger Warrior 

Level: 18 Exp: 99,000
Age: 80  Height: 4 feet  Weight: 80 pounds  Alignment: Good  Next: 119,000

 

Languages Known:

Common, Elven, Dwarven, Deep Speech, Giant, Draconic.

Carrying Capacity:

Light --> 220 lbs; Heavy --> 440 lbs; Max Push/Drag 2200 lbs

 

Ability Scores

Mod

+1/2 Lvl

 

Defenses

Hit Points

Str: 23 +6 15   A/C: 32 Max: 146
Con: 19 +4 13   Fort: 31 Bloodied: 73
Dex: 11 +0 9   Ref: 27 Surge: 36
Int: 14 +2 11   Will: 23 Surge/Day: 12
Wis: 11 +0 9   Speed: 7 Passive Insight: 19
Cha: 11 +0 9     Passive Perception: 19

 

 SKILLS

Bonus

Skill name

Stat

Mod + 1/2

Trained

Penalty

Misc

9 Acrobatics Dex 9   0  
13 Arcana Int 11   n/a 2
21 Athletics Str 15 X 0 1
9 Bluff Cha 9   n/a  
9 Diplomacy Cha 9   n/a  
16 Dungeoneering Wis 9 n/a 2
20 Endurance Con 13 X 0
9 Heal Wis 9   n/a  
11 History Int 11   n/a  
9 Insight Wis 9   n/a  
9 Intimidate Cha 9   n/a  
9 Nature Wis 9   n/a  
9 Perception Wis 9   n/a  
11 Religion Int 11   n/a  
11 Stealth Dex 9   0 2
9 Streetwise Cha 9   n/a  
9 Thievery Dex 9   0  

Class and Race Skills

Reactive Stealth

W/cover or concealment at initiative, make a stealth roll to become hidden.

Fade Away

Immedeate Reaction: When struck for Dmg, become invisible until begining of next turn or until you attack. 1/encounter.

Fay Origin

Origin is fey, not natural.

Trickster's Cunning

+5 racial bonus to saving throws against illusions.

Master Trickster

Use Ghost Sound as minor action 1/per encounter.

Class/Destiny Features

Barbarian Agility

Gain +1 AC and Reflex when not wearing heavy armor per tier (currently at +2 )

Feral Might - Rageblood vigor

Swift Charge 1/enc, +14 THP when enemy drops to 0 HP. (con mod, +5 from tier, +5 w/Feat)

Rage Strike

Gain Rage Strike power.

Rampage

Critical hit with barbarian attack power grants free melee basic attack 1/round.

Badger's Toughness

When you take an action point, you can spend a healing surge as a free action.

Badger Form

When raging, +1 AC, secend wind is free action, and look like a badger.

Wild Push

When you crit with a melee attack while raging, push target str mod (6) squares.
   

Feats

Toughness

+5 HP per Tier. (+10 currently)

W.P (Execution Axe)

Proficiency with Execution axe.

Weapon Focus (Axe)

Gain +1 Dmg per tier with axes. (+2 total)

Weapon Expertise (Axe)

Gain +1 Attack rolls per tier with axes. (+2 total)

Imp. Rageblood Vigor

Gain 5 extra THP from Rageblood Vigor.

Linguist

Learn three new languages

Rageblood Recovery

Spend healing surge when you hit with Swift Charge

Armor Spec. (Hide)

+1 AC and armor check penalty -1 with Hide armor

Hide Armor Expertise

Use Con. modifier (+4) instead of Dex. or Int. for AC when in Hide.

Fleet-Footed

+1 to Speed
   
   

At Will Powers

Name Vs. Action Effect/DMG Special

Howling Strike

+22 vs. AC Standard 1[W]+2d6+12 Can use while charging.

Recuperating Strike

+22 vs. AC Standard 1[W]+1d6+12 Gain 4 THP on hit, 9 if raging.

Encounter Powers

Name Vs. Action Effect/DMG Special

Fade Away

--- Imm. React You turn invisible until end of next turn Need to take dmg to evoke.

Ghost Sound

--- Standard Can make sound(s) originate form a square within 10 squares of you.  

Swift Charge

--- Free Charge an enemy. Use when I drop an enemy to 0.

Vigorous Strike (17)

+22 vs. AC Standard 3[W]+12 Gain THP equal to half your level + Con mod (13)

Tide of Blood (7)

+22 vs. AC Standard 2[W]+12 +1 Dmg for every enemy within 4 squares of me.

Mauling Badger (11)

+22 vs. AC Standard 2[W]+12  Hit knocks target prone. Until end of turn, if foe gets up, make melee basic as imm. react.

Crack the Skull (13)

+22 vs. Fort Standard 3[W]+12 Hit: Target dazed until my next turn.  

Daily Powers

Name Vs. Action Effect/DMG Special

Rage Strike

+22 Vs.AC Standard See table below.  Half on Miss Damage depends ot level of Daily sacked.  Lvl 5=4[W]+12, Lvl 9=5[W]+12, Lvl 15=6[W]+12

Silver Phoenix Rage (5)

+22 Vs. AC Standard 2[W]+12 +5 ongoing fire (SE) Miss = Half Regen 3; First time I drop to 0, spend a helaing surge as imm. interrupt.

Black Dragon Rage (9)

+22 Vs. AC Standard 2[W]+12 +5 ongoing acid (SE) Miss = Half At the end of each of my turns, each enemy is blinded until the end of my turn.

Thunderfury Rage (15)

+22 Vs. AC Standard 3[W]+12 + Knock target prone Miss = Half Any adjacent foe that hits or misses me triggers imm. reaction of basic melee attack.

Utility Powers

Name Action Effect Type

Combat Sprint (2)

Move Move at my speed +4; gain +4 AC vs opp. attacks I provoke. Encounter

Indomitable Shift (6)

Minor Shift 4 squares, gain 1d10 THP +1 per creature within 2 squares of me. Daily

Wellspring of Renewal (10)

Minor Gain 13 THP and un-mark myself if marked Encounter

Bestial Vigor (12)

Minor Gain 36 THP and make a save vs. each effect that a save can end Daily

Spur the Cycle (16)

Free Take a stanard action after dropping an enemy to 0 HP Daily

 

 

Equipment (main)

 

Type

Location

Name

Weight

Weapon Back Bloodclaw Exicutioner Axe +4 14
Weapon Belt Dynamic Hand Axe +2 3
Armor Body Assassinbane Hide Armor +3 25
Head Head Horned Helm (heroic) 3
Arm Arm Iron Armbands of Power (heroic) 1
Hands Hands Gauntlets of Ogre Power 2
Feet Feet Ocean Striders 1
Neck Neck Cloak of Autumn's Child +4 2
Waist Waist Simple leather belt --
Ring Finger Ring of Invigoration --
       
       
       
       
  Back Handy Haversack 1
  Belt Belt pouch (2) 1
  B of H Bedroll 5*
  B of H Trail Rations (3 days) 3*
  B of H Waterskins (3) 12*
  B of H Sunrods (3) 6*
  B of H Stonemeal Buiscuts (4) 2.5*
  B of H Spare Clothing 5*
  B of H Torches (2) 2*
  B of H Spare Clothes 5*
  B of H

Quiver of arrows(30)

3*
  B of H Rope of Climbing 5*
  B of H Floating Lantern 2*
  B of H Pint of Oil (2) 2*
  Belt Transference Dagger +2
  Collar  Sending stone  .5 
  B of H  Spare Blanket  4* 
  B of H  Quill, Ink, Paper, Journal (in weather-proof bag) 5*
  B of H Basic cooking set (pot w/lid, utensils, bowl, etc...) 10*
  Belt Tin cup (mug) 1
       
       
       
       

* These items are in the Handy Haversack, and do not count towards Flick's total weight carried.  The bag can hold a total of 1000 pounds and up to 200 cubic feet.

 

 

Equipment (left belt pouch)

 

Name

Weight

Flint and steel

.5
Charcoal --
Candle (3) --
Lifeshroud (1) 1
Stonemeal biscuit (1)  .5 
Monocle  .5
   
   
   
   

 

Equipment (right belt pouch) 

 

Name

Weight

Potion of Vitality (3) --
Potion of Healing (5) --
Alchemist Fire lvl 11 (2) 1
Alchemist Frost lvl 11 (2) 1
35,600 residum --
   
   
   
   
   

 

 

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