Drinking & Dragons


From Drinking and Dragons
Brennel Flippins
RACE: Halfling (Strongheart)
ROLE: Sneaky, secondary caster
GROUPS: Warriors of the Morning Breeze, Iron Men, Church of Misadventure
Formerly played by: User:Ryan

Brennel Flippins is a fashionable and charming halfling, living the life of an adventurer in Lone Rock City until a heist turned ugly at the last minute. While he successfully found an alibi, he, Roscoe, and others involved left Lone Rock City to return when things had blown over.

  • Stayed out of sight while Jones killed King Talen.

Personality Profile

  • Full name: Brennel Flippins
  • Birth date: Marpenoth 2
  • Birth order: second of 4
  • Parents (or Guardian) and parent's occupations as well as additional family information:
  • Major childhood influences, traumas, events, emotional wounds: He was dipped into a lake repeatedly by his mother during a canoe trip before he learned how to swim. He never took a liking to water since then. He prefers marine travel on large ships, and is afraid of traveling on rocky smaller boats.

One day while hunting with his friend Shep in the woods, they came upon a dire weasel. The weasel, sensing the weaker enemy latched onto Shads and almost lethally wounded him. After finishing off the weasel, who had latched himself onto Shep, he checked to make sure Shep was okay. As Shep lay there bleeding, Brennel wept and held a dying friend in his arms. He suddenly felt infused with a divine power (cure minor wounds from Shep) and mimicked the spell he had seen Shep cast numerous times, taking Shep's holy symbol in his hand.

Shep's bleeding stopped, and Brennel thanks Brandobaris for giving him the power to save his friend. After a week of keeping it to himself, guilt caused him to tell the temple clerics what happened, in case his ability had harmed Shep in a way he couldn't see.

  • Talents: keen fashion sense, passable singing voice (untrained)
  • Flaws, vulnerabilities: unlikely to risk himself harm unless the party decision is against him, cowardly, very critical of appearances (he tends to trust people with few physical flaws), opportunistic (although not really a flaw, he chooses not to rush into a situation unless he's sure he has the upper hand)
  • Strengths: good with children, loyal to friends
  • Religious affiliation/Patron Diety: Brandobaris, extremely devoted. He thinks that his power was granted by his god (which probably isn't the case)
  • Attitudes, personality type: extrovert, optimist
  • Primary relationships, marital status and capacity for intimacy: Close with immediate family members, single, not interested in settling down. He'll wait until he returns to his village
  • Occupation: exonerated from working in order to discover his new powers, spent time a short time as a hunter (spot, hide, move silently, tumble, search), and time as an arcane student under a village wizard (spellcraft).
  • Education: complete education with very basic arcane training
  • Taste in clothes: colorful and trendy, when he can afford them. he doesn't wear nice clothing when he knows it's going to get dirty
  • Food preferences: Everything. But never in excess.
  • Health habits: drinks socially, enjoys full rest
  • Recreation activities or hobbies: active connoisseur of candies, spelunking
  • Pets: none, times before lintbrushes were difficult. He doesn't hate animals, he just prefers they don't jump all over him
  • Favorite possessions: his most expensive clothing
  • Mannerisms, expressions, gestures: flighty but warm toward those he likes. often goes over the top with expressing appreciation. can be seen as a bit of a brown-noser, and he does brown-nose, but often with no ulterior motive other than to gain the favor of others. he taps his leg constantly, sometimes even when he's not nervous. Everyone from his hometown asks him if he has to go to the bathroom
  • Worst physical trait: equivalent of a Polish nose, but a little larger
  • Best physical trait: Attractive build, toned and healthy
  • Reason he or she is motivated: To learn more about his rare power (what you said)
  • 2 Enemies: Tilo (a bully and long-time nemesis from school), Dreena (woman who consistently wears white after highharvestide despire Brennel's pleading)
  • 2 Friends: Shads, training acolyte of Brandobaris (best friend from village who helped Brennel discover his power) Roscoe - mentor for spellthieving knowledge in LRC, where Brennel prefers to stay (at living cost)
  • Reactions under stress: Look for the first sign that I'm outmatched. If outmatched I run, or try to set up a plan of escape for my friends
  • Lifestyle (poor, moderate, rich, luxury): moderate
  • Goals, long and short term: join a supportive guild in Lone Rock City, discover more about the spellthief ability, become active in the events of Lone Rock City.
Brennel, done South Park style.

Class | Spellthief 7
Race: Strongheart Halfling
Racial Abilities: As standard halfling, except for a bonus feat at 1st level, and no +1 racial bonus to saving throws.
XP: | Next XP: 28,000
Alignment | Size: S | Type:Humanoid
Sex: Male | Height: --- | Weight: --- | Hair: --- | Eyes: ---
Patron Deity: Brandobaris
Abilities Str 12 +1 | Dex 18(20) +4 (+5) | Con 12 +1 | Int 12 +1 | Wis 12 +1 | Cha 14 +2

AC 19, touch 15, flat-footed 15 | (+4 Dex, +4 Armor, +1 size)
HP 37
Init +5
Speed 20 ft. (30 with boots)
Fort +3, Ref +7, Will +6 (+1 vs. spells)


  • Light X-Bow +12 | 1d6 | 19-20 x2 | Range: 80' | P | 0 lbs.
    Special: Other weapon details
  • Dagger (MW) +12 | 1d3+1 | 19-20 x2 | Range: n/a | P | 0 lbs.
    Special: the masterwork weapon is cold iron. He also may choose his silver dagger for -1 attack and -1 damage, or an ordinary dagger for -1 attack
  • Dagger, Thrown +13 | 1d3+1 | 19-20 x2 | Range: 10' | P | 0 lbs.
    Special: halflings enjoy a +1 racial bonus to thrown weapon attack rolls

Base Attack +5 | Grapple +2 (+5 BAB, +1 str, -4 size)


  • 1st: Dodge
  • S. Halfling: Mobility
  • 3rd: Weapon Finesse
  • 6th: Two-Weapon Fighting


Languages: Common, Halfling, Orcish

Spellthief Spells and Abilities

Spellthief Spells:
Caster level 3

Spells Known 1st level spells | DC 13

  1. True Strike
  2. Critical Strike (CV)
  3. Expeditious Retreat

Spells per day
1st: 2

Sneak attack +2d6

Steal Spell: On a successful sneak attack, Brennel can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. He can choose to steal up to 2nd level spells.

The target of a steal spell attack loses the indicated spell from memory if she prepares spells, or an equivalent spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. Brennel can decide which spell to steal, otherwise the DM determines the stolen spell randomly. If the chosen spell isn't available, the chosen spell or spell slot is determined randomly by the DM from those that are available.

After stealing a spell, Brennel may himself cast the spell. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. Brennel must provide the same components as normal in order to cast a spell . Alternatively, Brennel may cast a spell of those he knows of an equal or lower spell level than the spell he stole. Brennel must cast the spell or use its energy within one hour or stealing the spell.

At any time, Brennel may only have a maximum total spell level of stolen spells equal to his spellthief class level. If he chooses to steal a spell that would take him over this limit, he must then choose to lose spells such that the limit is not exceeded (16, CV).

Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See rogue's trapfinding ability (16, CV).

Detect Magic: Brennel can cast detect magic 2 times per day at a caster level equal to his class level.

Spellgrace +1: Brennel gains a +1 competence bonus on his saves against spells.

Steal Spell Effect: On a successful sneak attack, Brennel can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a single spell effect currently affecting the target. A willing target means an effect can be stolen with a touch as a standard action. Brennel can choose which effect to steal, otherwise it is chosen randomly by the DM. A spellthief can't steal a spell effect if its caster level exceeds his class level+2(6th level).

Brennel retains the spell effect for 1 minute per class level (4 minutes), or until the duration of the effect expires, whichever comes first. Afterwards, the effect returns to the original creature. A spellthief can only gain the benefits of a spell effect that could be cast on him by the original caster. This means no personal spells, or spells that can only target animals. However, a non-transferable spell is effect can be supressed for 1 minute per class level (4 minutes). This ability doesn't work on spell effects that are immune to dispel magic (like bestow curse) (16-17, CV).

Steal Energy Resistance 10: On a successful sneak attack, Brennel can choose to forgo dealing 1d6 points of sneak attack damage and instead gain some or all of a target's resistance to an energy type. A willing target can be stolen from with a touch as a standard action. Again, if the chosen resistance isn't present, the DM randomly decides it. The resistance of the create to the stolen energy lowers by 10, and the resistance gained by Brennel increases by 10, which cannot stack with itself, nor with resistance from temporary effects. This resistance to energy lasts 1 minute, and then returns to its owner. A creature that is immune to a resistance still imparts its resistance, but instead doesn't lose any immunity to the energy.

Brennel can use this repeatedly, but must choose a different energy each time.

Absorb Spell: To be updated.

Brennel:Personality Profile


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