Space Goblin

Jeddrix "Drix" Brimmlock's page

1 post. Organized Play character for AngryArchaeologist.


Full Name

Jeddrix "Drix" Brimmlock

Race

Half-Orc

Classes/Levels

Soldier / 1

Gender

Male

Size

Medium

Age

33

Alignment

Chaotic Good

Deity

Desna

Location

Absalom Station

Languages

Common, Orc

Occupation

Mercenary

Strength 15
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 12

About Jeddrix "Drix" Brimmlock

Background:

Jeddrix "Drix" Brimmlock was born into servitude on Apostae. From a young age he showed a talent for making music noise. Drix's parents were very supportive and sent him on a one way ticket to Absalom Station for enrollment in a prestigious performance academy said to be able to trace it's history to pre-gap bard colleges.

Upon arrival at Absalom Station, plans went horribly awry. The academy appeared to not know Drix was coming. Furthermore, he had no funds to return home. Destitute and alone, Drix was determined to become the galaxy-class performer he had always wanted to be. Armed with daft optimism and a foolish dream, Drix takes mercenary contracts to earn money and works on song writing in his down time.

Drix believes his single "Skittermanda' Boots [parental advisory]" was a real hit. He often reminds passerbys that it was #101 on the top 100 list. If one was ever interested in hiring him for a private performance he would be more than willing. Drix can be found around Absalom Station waiting to sign autographs should he happen upon someone who wanted one.

Jeddix "Drix" Brimmlock is a Half-Orc Soldier, Mercenary Theme, Shock and Awe fighting style. Chaotic good, follows Desna. Check out his demo.

Character Sheet:

Male Half-Orc Soldier 1
Chaotic Good, Desna, Medium humanoid (human/orc)
Init +1; Darkvision 60 ft; Perception +0
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Defense SP 9 HP 13 RP 3
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EAC 13; KAC 15
Fort +4 (+2 against deafen); Ref +1 (+2 against blind); Will +2
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Offense
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Speed 30 ft., (25 in armor)
Ranged Pulsecaster Rifle 1d6 E (50ft, 40/2, nonlethal)
Melee Seismic Pick, light (2handed, 1d4 So, Penetrating, Powered, 20/1, Critical: Deafen)
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Statistics
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Str 15 (+2); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1)
Base Attack Bonus +1
Skills (4 ranks/level)
[Acrobatics (1) +3, Athletics (1) +5, adjusted for -2 Armor check penalty], Intimidate (1) +7, Survival (1) +6
Proficiencies: Light Armor Proficiency; Heavy Armor Proficiency; Basic Melee Weapon Proficiency; Advanced Melee Weapon Proficiency; Small Arms Proficiency; Longarms Proficiency; Heavy Weapons Proficiency; Sniper Weapons Proficiency; Grenade Proficiency; Weapon Focus (Advanced Melee);
Feats Light Armor, Basic Weapons, Grenades, Small Arms, Improved Initiative, Mobility
Languages Common, Orc
Other Abilities: Loud and Proud (Shock and Awe fighting style lev1), Orc Ferocity
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Gear
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Pulsecaster Rifle
Seismic pick, light
Battery x1
Lashunta ringwear I
Everyday clothing
Personal comm
Consumer backpack
Medpatch x2
Serum of healing mk 1 x2
Hygiene kit (Drix is always Stage-ready)
1 week field rations
Credstick (30 Cr)
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Abilities
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Loud & Proud: You gain a +2 bonus to saving throws against effects that would blind or deafen you. Any weapon you wield that has the powered weapon special property or that uses ammunition gains the bright weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the blind critical hit effect or the deafen critical hit effect. If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon's normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect.

Orc Ferocity: Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying ) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.