Flynn - The Drunken Spring Brawler

Player: Matt | Race: Human | Class: Brawler (Drunken Master) Level 3 Origin: South Blue | Affiliation: Seafoam Scrappers

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Quick Reference

StatValueStatValue
AC15Initiative+3
HP22/22Speed40 ft
Prof Bonus+2Passive Perception13

Devil Fruit: Bane Bane no Mi (Spring Spring Fruit) Alignment: Chaotic Good | XP: 900 / 2,700 Bounty: 2,500,000 Berries


Ability Scores

STRDEXCONINTWISCHA
12 (+1)16 (+3)14 (+2)10 (+0)15 (+2)8 (-1)

Saving Throws: STR +3, DEX +5 Proficient: STR, DEX


Skills

SkillModProfSkillModProf
Athletics+3Perception+4
Survival+4

Expertise: None Languages: Common, Sailor’s Cant


Combat

Attacks & Weapons

Unarmed Strike (Melee)

  • Attack: +5 to hit (DEX +3 + Prof +2)
  • Damage: 1d6+3 (choice of bludgeoning, piercing, or slashing)
  • Properties: Can make as bonus action after Attack action
  • Spring Enhancement: First melee attack each turn gains +5 ft range

Quarterstaff (Melee)

  • Attack: +3 to hit (STR +1 + Prof +2)
  • Damage: 1d6+1 bludgeoning (1d8+1 versatile)
  • Properties: Versatile

Dart (Thrown)

  • Attack: +5 to hit (DEX +3 + Prof +2)
  • Damage: 1d4+3 piercing
  • Range: 20/60 ft
  • Properties: Finesse, thrown
  • Quantity: 10 darts

Armor & Defense

  • Armor: None (Unarmored Defense)
  • AC Calculation: 10 + DEX 3 + WIS 2 = AC 15
  • Hit Dice: 3d10
  • Death Saves:

Class Features

Brawler (Drunken Master) - Level 3

Brawling (Level 1)

  • Damage Die: 1d6 (increases to 1d8 at level 5)
  • Ability Modifier: Use DEX instead of STR for unarmed strikes
  • Damage Type: Choose bludgeoning, piercing, or slashing with each attack
  • Bonus Attack: After Attack action, make one unarmed strike as bonus action
  • Brawler Weapons: Simple melee weapons without two-handed or heavy, improvised weapons

Unarmored Defense (Level 1)

  • Formula: AC = 10 + DEX + WIS
  • Current: 10 + 3 + 2 = 15
  • Requirements: No armor, no shield

Spirit (Level 2)

  • Spirit Points: 3 (equal to Brawler level)
  • Recharge: All after short or long rest
  • Spirit Save DC: 13 (8 + Prof 2 + WIS 3)

Spirit Abilities:

  • Flurry of Blows (1 point): After Attack action, make 2 unarmed strikes as bonus action
  • Patient Defense (1 point): Take Dodge action as bonus action
  • Deft Escape (1 point): Escape grapple/restraints as bonus action while grappled

Unarmored Movement (Level 2)

  • Speed Bonus: +10 ft (total 40 ft at level 3)
  • Bonus Action: Disengage or Dash
  • Jump Enhancement: Jump distance doubled for the turn when using Dash/Disengage bonus action

Deflect Missiles (Level 3)

  • Trigger: Reaction when hit by ranged weapon attack
  • Effect: Reduce damage by 1d10 + DEX + Brawler level (1d10+6)
  • Catch: If damage reduced to 0 and have free hand, catch the missile
  • Throw Back: Spend 1 spirit point to throw caught missile (20/60 ft, counts as brawler weapon)

Throat Chakra (Level 3)

  • Range: 30 feet
  • Effect: Understand and detect intentions of allies through short phrases

Drunken Master Archetype (Level 3)

Drunken Arts (Level 3)

  • Trigger: Start of each turn (if at least 1 HP)
  • Effect: Gain temporary HP equal to WIS modifier (2)
  • Scaling: Doubles to 4 at level 6

Swinging Stance (Level 3)

  • Action: Bonus action, spend 1 spirit point
  • Duration: 1 minute (concentration)
  • Effect: Roll d8 at start of each turn for random benefit:
    1. Drunken Rage: +WIS (+2) to all damage rolls
    2. Completely Hammered: Resistance to bludgeoning, piercing, slashing
    3. Drowning Sorrow: Enemies within 30 ft have disadvantage attacking others
    4. Slippery Drunk: +10 ft speed (50 ft total), no opportunity attacks
    5. Cackling Stupor: Flurry of Blows is free (no spirit point cost)
    6. Reckless Abandonment: All attacks at advantage
    7. Flirtatious Facade: All attacks against you at disadvantage
    8. Blacked Out: Roll twice, gain both benefits (reroll duplicates/8s)

Devil Fruit Powers

Bane Bane no Mi (Spring Spring Fruit)

Type: Paramecia (Body Enhancer) | Rarity: Uncommon Charges: 5/5 (recharge daily at dawn)

Spring-Loaded Lunge (Passive)

  • Effect: First melee attack each turn gains +5 ft range
  • Synergy: Combines with Brawler reach for powerful opening strikes

Spring Legs (Passive)

  • Long Jump: 20 ft (no running start needed)
  • High Jump: 10 ft (no running start needed)
  • Fall Damage: Reaction to negate fall damage and land on feet
  • Mobility: Incredible vertical and horizontal movement

Bounce Back (Bonus Action)

  • Trigger: After impacting hard surface (from jump or fall)
  • Effect: Bounce back in opposite direction using long/high jump distance
  • Movement Cost: Does not expend movement
  • Tactical Use: Ping-pong between enemies or retreat quickly

Spring Hopper (Action, 3 charges)

  • Duration: Until end of turn
  • Effects:
    • No opportunity attacks for the turn
    • Gain 2 additional free jumps (3 total jumps)
    • Free melee attack after each jump (must land within 5 ft of target)
  • Tactical Use: Attack multiple enemies in one turn, extreme mobility

Devil Fruit Techniques (spend charges)

  • Jump (Self) - 1 charge: Triple jump distance for 1 minute (Brawler enhances movement)
  • Spring Snipe (Thunderous Smite) - 1 charge: Next melee hit deals +2d6 thunder damage, target makes STR save DC 13 or pushed 10 ft and knocked prone
  • Thunder Step - 3 charges: Teleport 90 ft, creatures within 10 ft of departure point take 3d10 thunder damage (CON save DC 13 half)

Sea Weakness: Deep water/seastone suppresses powers and saps strength


Resources & Tracking

Current Resources

  • Spirit Points: 3/3 (recharge on short rest)
  • Bane Bane Charges: 5/5 (recharge daily at dawn)
  • Spring Hopper: Available (3 charges to activate)
  • Drunken Arts: Automatic 2 temp HP each turn
  • Swinging Stance: 1 spirit point to activate
  • Hit Dice: 3d10

Equipment

Carried:

  • Quarterstaff, Darts x10
  • None (Unarmored Defense)
  • Brewer’s Supplies, Navigator’s Tools
  • Explorer’s Pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope

Currency: — Berries


Personality & Background

Background: Sailor

Feature - Ship’s Passage Flynn can always secure passage on a vessel for himself and his companions by swapping labor or performing, provided he doesn’t betray the crew’s trust.

Personality

  • Traits: Cracks jokes in the middle of a brawl and treats every tumble as part of the dance
  • Ideals: Live untethered; freedom and good company matter more than gold
  • Bonds: Owes his life to the ragged crew that fished him from the Calm Belt after a botched raid
  • Flaws: Reaches for the bottle when nerves fray, even if sobriety would serve better
  • Dream: To open the world’s rowdiest floating tavern and toast from every Grand Line port

Physical Description

  • Race: Human
  • Appearance: Sailor’s build, weathered from sea travel
  • Style: Casual sailor’s clothing, always ready for a brawl or a drink

Connections

Allies

Antagonists

  • Marines - Has 2,500,000 berry bounty
  • World Government - Wanted pirate

Locations

  • South Blue - Homeland
  • Calm Belt - Location of botched raid and rescue

Campaign Moments

Session 1: Festival of Blades

The Killing Blow on King Iler

  • Delivered final killing blow to King Iler with roundhouse kick to skull (8 damage)
  • Natural 20 on second unarmed strike (“one-two wombo combo”)
  • Enemy’s eyes rolled back, fell dead
  • Performed Bruce Lee “Ha!” sound effect after killing blow
  • Won the Festival of Blades technically (dealt last strike)
  • Quote: “I transition into a roundhouse kick to the head”

Relentless Helper (Suspicious Motives)

  • Helped unload fish shipment in Hamar (2 hours work for 5 trout)
  • Made bread for tavern guests
  • Fed starving children in Fior village
  • Milked cows for healing supplies (received 3 healing milk portions)
  • Consistently offered assistance to NPCs
  • Party growing suspicious of “goody two-shoes” routine

Power-Hungry Ambition Revealed

  • Asked historian about marrying into chiefdom multiple times
  • Inquired if outsiders could become chief through marriage
  • Visited Uric specifically to ask about power positions
  • When rejected: “I would like to be the new chieftain”
  • Stated: “I want lots of physical and influential power”
  • After rejection by Cara, immediately sought necromancer
  • Quote: “That’s why I asked about bloodline”

Party Confrontation

  • Nora directly challenged: “I noticed you do all of these things to curry favor. What’s your deal?”
  • Flynn deflected: “What’s YOUR deal? You some Tom foolery?”
  • Luna: “You’re going to judge me for stealing and here you’re kissing butt? Fake butt. ‘Cause we all know something’s up.”
  • Party increasingly suspicious of his true motivations

Tragic Backstory Hints

  • Mentioned two children named Marzan and Marty (both blonde)
  • Uses past tense “had” when discussing them (implies they’re dead/lost)
  • Clearly traumatic subject - declined Nora’s offer to play lament
  • This trauma seems to drive his desperate power-seeking
  • Connection unclear but deeply personal

Combat Hero Status

  • Spring-jumped through Iler, dealing damage mid-flight
  • Dealt killing blow to tyrant king
  • Showed no hesitation in lethal combat
  • Effective use of Spring Devil Fruit in battle
  • Instrumental in tournament victory

Spring Devil Fruit Tactics

  • Used Spring Jump ability: 10ft-wide line toward enemy
  • Required enemies in path to make DEX save
  • Iler rolled 17 (succeeded = half damage), dealt 6 damage halved to 3
  • Passed through Iler’s position, landed behind him
  • Effective mobility tool for repositioning and damage

Session 3: Natural 20 Streak

Combat Excellence

  • Punched gut-shot enemy “right where he got shot”
  • Rolled natural 20 on second unarmed strike
  • Delivered finishing “one-two wombo combo”
  • Enemy’s eyes rolled back, fell dead
  • Dealt 13 damage total on critical hit
  • Performed Bruce Lee “Ha!” sound effect

Exploration & Risk-Taking

  • Explored even-numbered rooms in Pirate King Henry statue (2, 4, 6)
  • Took 1d4 electric damage from red button in Room 4
  • Rolled 1 on deduction check (worst possible investigation)
  • Tried to convince Llewyn to press button (knowing it shocks)
  • Shared information about Warlords with party afterward

Social Attempts

  • Attempted to flirt with ladies at tavern (unsuccessful)
  • Paid bar tab and received free drink
  • Most enthusiastic about exploration
  • Natural leader during dungeon exploration

Diplomatic Defense

  • Quote: “I tried to get this to out [without violence]”
  • Defending his attempt at diplomacy before bar fight
  • Shows he at least tries peaceful resolution first
  • Though combat quickly escalates when diplomacy fails

Memorable Quotes

Combat

“I transition into a roundhouse kick to the head.” - Calm delivery of killing blow on King Iler (Session 1)

“Ha!” - Bruce Lee sound effect after critical hit kill (Sessions 1 & 3)

Power Hunger

“I would like to be the new chieftain.” - Direct statement to Cara after victory (Session 1)

“I want lots of physical and influential power.” - Honest admission of goals (Session 1)

“That’s why I asked about bloodline.” - Confirming power-seeking intentions (Session 1)

“Okay? Now I go find the nearest necromancer.” - Response to being rejected for chiefdom (Session 1)

Deflection

“What’s YOUR deal? You some Tom foolery?” - Deflecting Nora’s questioning (Session 1)

“I tried to get this to out [without violence]” - Defending diplomatic attempt (Session 3)

Backstory

“I have a backstory, but you guys have done nothing but help me.” - Deflecting questions about motivations (Session 1)

Relationships

Party Members

  • Nora Shores: Questioned his suspicious helpful behavior directly; offered to play lament for his dead children (declined)
  • Luna: Called out his “fake butt kissing” and suspicious motives
  • Gluthoric: Received Light cantrip on head as mobile flashlight from Gluthoric
  • The Party (General): Growing suspicion about his power-hungry nature masked by helpful actions

NPCs

  • Fraga (Historian): Questioned about marriage into chiefdom; Fraga remembers his failed charm attempt
  • Jarl Uric: Asked about power structure; rejected Flynn’s inquiry about becoming chief
  • Cara (New Chief): Rejected Flynn’s request to become chieftain (“You’re not a native Lagadarian”)
  • Two Hungry Children: Fed fish to starving siblings in Fior; represents his genuinely helpful side
  • Hamar Villagers: Made bread for them, helped with labor

The Children Mystery

Flynn had two children named Marzan and Marty (both blonde). He uses past tense when discussing them, suggesting they’re dead or lost. This trauma clearly drives his desperate quest for power, though the exact connection remains unclear.

Character Development

The Contradiction Flynn embodies two seemingly opposite personalities:

  • Outwardly: Helpful, community-focused, assists everyone in need
  • Inwardly: Obsessed with gaining power and position at any cost
  • In Combat: Genuinely skilled, brave, and decisive with lethal force
  • Motivation: Mysterious past trauma (lost children) driving both behaviors

Power Hunger Evolution Session 1 progressively revealed Flynn’s true motivations:

  1. Subtle inquiries about marriage into power
  2. Direct questions about becoming chief
  3. Open admission of wanting “physical and influential power”
  4. Immediate pivot to seeking necromancer after rejection
  5. Party members now openly suspicious of his motives

Combat Prowess

  • Session 1: Killed King Iler with roundhouse kick (tournament winner)
  • Session 3: Natural 20 critical hit, 13 damage combo kill
  • Consistent pattern of high damage output and decisive strikes
  • Spring Devil Fruit mastery improving (mobility + damage)
  • Bruce Lee-inspired fighting style (“Ha!” sound effects)

The Helpful Act Despite power hunger, Flynn’s helpful actions seem genuine:

  • Fed starving children without seeking reward
  • Made bread for entire village
  • Worked 2 hours unloading fish for minimal payment
  • Obtained healing supplies for party (3 healing milk)

This suggests the “helpful persona” isn’t entirely fake - he genuinely wants to help people, but also strategically uses it to gain favor and position.

Internal Conflicts

  • Lost Children vs. Power Quest: What’s the connection? Revenge? Prevention? Redemption?
  • Genuine Help vs. Strategic Favors: Are his good deeds pure or calculated?
  • Hero vs. Villain: Path could go either way depending on how trauma is processed
  • Party Trust: Growing suspicion threatens his ability to achieve goals through them

The Necromancer Threat Flynn’s immediate response to rejection was seeking a necromancer. Combined with his past-tense discussion of children and power hunger, this raises dark possibilities:

  • Trying to resurrect dead children?
  • Willing to use dark magic for power?
  • Desperation overriding moral boundaries?

Combat Evolution

  • Session 1: Spring Jump (6 damage halved to 3) + Killing blow on Iler (8 damage)
  • Session 3: Natural 20 critical hit (13 damage) finishing combo
  • Learning to maximize Spring Fruit mobility with Brawler attacks
  • Two-attack combos becoming signature move
  • Critical hits on important kills (statistically lucky or narratively significant?)

Bounty Information

Current Bounty: 2,500,000 Berries

Wanted For:

  • Piracy
  • Previous raids
  • Marine encounters

Threat Level: Moderate (mid-tier bounty for early Grand Line)


Progression Notes

Future Features

Level 4:

  • Ability Score Improvement or Feat
  • Slow Fall: Reduce fall damage by 5× Brawler level when within 5 ft of wall

Level 5:

  • Brawling Damage: 1d8 (increased damage die)
  • Extra Attack: Attack twice with Attack action
  • Stunning Strike: Spend 1 spirit point to force CON save or be stunned until end of your next turn

Level 6:

  • Drunken Arts: Temp HP doubles to 4
  • Spirit-Fueled Strikes: Unarmed strikes count as magical for overcoming resistance

Level 7:

  • Evasion: DEX save for half damage becomes no damage; failed save becomes half damage
  • Stillness of Mind: Action to end charm or frighten effect

Level 9:

  • Unarmored Movement: Can run along vertical surfaces and across liquids on your turn

ASI/Feat at Level 4

  • Option 1: +2 DEX (18 DEX, +4 modifier) - Improves AC to 16, attacks to +6, damage +1
  • Option 2: +2 WIS (17 WIS, +3 modifier) - Improves AC to 16, Spirit DC to 14, temp HP to 3
  • Option 3: Mobile - +10 ft speed (50 ft), ignore difficult terrain from Dash, no opportunity attacks from melee targets
  • Option 4: Athlete - Climb at normal speed, running jump after 5 ft, stand up costs 5 ft

Combat Tactics

Spring Mobility Combo

  1. Spring Hopper (3 charges, action)
  2. Jump to first target (free attack on landing)
  3. Jump to second target (free attack on landing)
  4. Jump to third target (free attack on landing)
  5. No opportunity attacks entire turn
  6. Total: 3 attacks in one turn across battlefield

Drunken Master Combo

  1. Swinging Stance (bonus action, 1 spirit point)
  2. Drunken Arts (automatic 2 temp HP at start of turn)
  3. Roll d8 for random benefit each turn
  4. Attack action (potentially with advantage or bonus damage)
  5. Bonus action unarmed strike or Flurry of Blows (if Cackling Stupor)

Spirit Point Economy

  • 3 spirit points per short rest
  • Best uses:
    • Flurry of Blows (2 extra attacks for 1 point)
    • Swinging Stance (1 minute of random benefits)
    • Deflect Missiles + Throw Back (defensive + offensive)

Mobility Options

  • Base Speed: 40 ft
  • Bonus Action: Disengage or Dash (60-80 ft movement)
  • Spring Legs: 20 ft long jump, 10 ft high jump (passive)
  • Jump Spell: 60 ft long jump, 30 ft high jump (1 charge, 1 minute)
  • Thunder Step: 90 ft teleport with AoE damage (3 charges)

Unique Party Role

The Mobile Striker:

  • Highest speed in party (40 ft base)
  • Spring-enhanced jumps (20 ft long, 10 ft high)
  • Spring Hopper for multi-target attacks
  • No opportunity attacks during Spring Hopper

The Brawler:

  • Unarmed strikes with DEX (1d6+3)
  • Bonus action attacks every turn
  • Flurry of Blows for 2 extra attacks
  • Extra Attack at level 5 (2-4 attacks per turn)

The Drunken Fighter:

  • Temp HP every turn (2 HP, doubles at level 6)
  • Swinging Stance for unpredictable benefits
  • Can tank or dodge depending on d8 roll
  • Concentration saves to maintain Swinging Stance

The Wanted Pirate:

  • 2,500,000 berry bounty (Marine target)
  • Sailor background for ship passage
  • Navigator’s tools proficiency
  • Seafoam Scrappers connections

Notes

Personality Hooks: Laughs off danger, trades tall tales for drinks, feels most at home with a mug in hand on a swaying deck

Role in Party:

  • Mobile striker (40 ft speed, Spring Hopper)
  • Melee damage dealer (unarmed strikes, Flurry of Blows)
  • Tank (temp HP, Swinging Stance defenses)
  • Navigator (Navigator’s tools, Sailor background)
  • Ship passage provider (Sailor feature)

Strategic Value:

  • Can reach any enemy on battlefield
  • Multiple attacks per turn (2-4 attacks possible)
  • Self-healing via temp HP each turn
  • Unpredictable in combat (Swinging Stance d8 rolls)
  • Only party member with nautical expertise

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Last Updated: 2025-11-03