Brass Dragon

Gock's page

7 posts. Organized Play character for rainzax.


Race

| ⛨ 19 | ♥️ 32 | Saves @ 7**/8**/8** | Perception @ 7** w/ Darkvision | Explore ➤ Search for Traps!

Classes/Levels

| ◆◇↺

Gender

Dragonscaled Kobold Sewer Dragon Slayer (Chymist) 2

Homepage URL

RnR Playtest

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Gock

Senses
Perception (**) +7 w/ Darkvision

Defenses
AC 19 (leather); HP 32
Fortitude (**) +7, Reflex (*) +8, Will (**) +8

Offense
Slayer Class DC 18
Martial Weapons (*), Medium Armor (*)
On the Hunt (↺) When Foe drops or Quarry is crit, Quicken to Stride, Strike, or use Relentless actions

Kobold Breath (◆◆; 15-cone of acid, 1d4 round reset) Class DC Basic Reflex vs 1d4
Arbalest (P, 120-ft, 2h, 1r; backstabber, relentless reload) +8 @ 1d10

Trophies
Dragon's Tongue (primal fire dragon)
Outygh's Eye (occult spirit aberration)

Slayer Abilities:

Crossbow Slayer
Claim Trophy (and Trophies)
Drink Adaptation Serums
Mark Quarry
Monster Lore
On The Hunt (↺)
Reinforce Arsenal
Slayer's Arsenal

Bloodscent (◆ or ◇)
With a glance, you can judge how close your target is to falling. You Recall Knowledge about a single creature you can see. If you succeed, for the next minute you know all conditions that creature has and an approximate percentage of its remaining Hit Points. You can use this ability as a free action if the creature you target is your quarry or is taking persistent bleed damage.

Chymist’s Vials, Chymist's Eye (◆), and Ignition Vial (◆◆)
You believe that a battle is won well before it begins, and you use your knowledge of alchemy and herbalism to guarantee victory. Your signature tool is an alchemist’s toolkit that also contains the following special alchemical concoctions, which you can use while wearing it. You can designate a different alchemist’s toolkit as your signature tool when you Reinforce your Arsenal, transferring your special adjustments to it. In addition, you gain the Alchemical Crafting skill feat.

Chymist’s Eye (◆)
[alchemical, manipulate]
Frequency: once per hour
Effect: You drink a chymist’s eye vial, gaining the ability to detect your quarry within 30 feet as a precise sense for the next 10 minutes; Reinforced You also gain one special vision ability the creature the trophy was claimed from had, such as darkvision or a cloud giant’s cloudsight, for the duration.

Ignition Vial (◆◆)
[alchemical, fire, manipulate, relentless]
Frequency: once per minute
Effect: You drink an ignition vial, then blow a cloud of deadly energy from your mouth. Creatures in a 15-foot cone take 2d4 fire damage with a basic Reflex save against your class DC. The damage increases by 1d4 at 3rd level and every 2 levels thereafter; Reinforced Ignition Vial deals one of the trophy’s non-physical damage types, if any, instead of fire, and has the matching trait instead of fire.
Specialized Arsenal (7th) The frequency of Ignition Vial and Chymist’s Eye both become once per round.

Crossbow Slayer
You find that a crossbow’s versatility is the perfect companion to your own, and you eagerly reload it to get back in the fight. Interacting to reload gains the relentless trait for you.
Special: If you have a consecrated panoply signature tool, you can load a hunting spike into a crossbow when you reload it. The next time you use Hunting Spike, its thrown trait uses the crossbow’s range increment.

Claim Trophy and Trophies
You have access to the remains of a creature that was your quarry when it died.
You spend 1 minute gathering a trophy from your defeated quarry and add it to your trophy case, preparing it to reinforce your slayer’s arsenal. The exact nature of the trophy varies depending on the quarry; it might be a dragon’s fang or hide, a lich’s empty soul cage, or fragments of a tyrant’s armor. If you Claim a Trophy while your trophy case is full, you choose which trophy to discard. As part of Claiming a Trophy, you can also immediately Reinforce your Arsenal with it. This allows you to reinforce one of your hunting tools with the new trophy and make any choices about its properties that you normally make when you Reinforce your Arsenal during your daily preparations. When
you Reinforce your Arsenal this way, you can’t reinforce or make any choices about the properties of any hunting tools except the one you reinforce with the new trophy.

Trophies are used to Reinforce your Arsenal during your daily preparations, adding additional benefits to your hunting tools. The nature of your trophies varies depending on your quarry, but each has certain common characteristics, determined by the creature from which it was claimed. While all trophies have an associated magical tradition for the purposes of your slayer feats and class features, they are not inherently magical and don’t have a tradition trait unless the creature they were claimed from did. Some slayer feats and class features might also reference a particular characteristic of the creature a trophy was claimed from, beyond a trophy’s common characteristics.
• Traits: A trophy’s traits are any traits the creature had, not including rarity or size traits.
• Damage Types: A trophy’s damage types are any damage types that the creature could deal with its Strikes or non-spellcasting abilities, or that the creature had immunity to.
• Traditions: A trophy is associated with the traditions matching the creature’s tradition trait, if any, and the tradition of any spells it could cast, if any. If the creature had neither a tradition trait nor the ability to cast spells, the trophy’s tradition is occult.
At 1st level, you have a single trophy already, which you claimed in a battle before your adventures or were given during your training. If you are creating a higher-level slayer, you start with an additional trophy for every 2 levels you have. Your starting trophy has the following characteristics of your choice.
• Traits: One of aberration, beast, dragon, giant, or undead.
• Damage Types: One of cold, fire, electricity, or spirit.
• Traditions: One of arcane, divine, primal, or occult.

Drink Adaptation Serums
[alchemical, manipulate]
You drink your adaptation serums, made of a unique brew intended to protect you from extreme conditions, which you gain as a secondary tool. For the next hour, you gain one of the following effects, chosen when you Reinforce your Arsenal.
• You treat severe or extreme cold as mild cold, and you treat incredible cold as severe cold.
• You treat severe or extreme heat as mild heat, and you treat incredible heat as severe heat.
Reinforced For the duration, you also gain resistance equal to your level to damage of any of the trophy’s damage types dealt by hazardous terrain or by an effect that would damage you upon entering or starting your turn in a particular area, such as toxic cloud or wall of fire.

Mark Quarry
You designate a single creature, spending 10 minutes listening to rumors about it, researching it in a library, or taking note of its tracks. After you finish gathering details, the GM tells you whether the creature’s level is equal to or higher than yours. If it is, you can mark that creature as your quarry, preparing your tools to hunt it. You gain a +2 circumstance bonus to Survival checks when you Track your quarry and to Monster Lore and Society checks to Recall Knowledge about your quarry. You also gain additional benefits based on your slayer’s arsenal. You can have only one creature designated as your quarry at a time, and the designation lasts until you use Mark Quarry again or until your level exceeds your quarry’s. If you already had a creature designated as your quarry when you used Mark Quarry, the first creature can’t be your quarry again for 24 hours.

Monster Lore
Your training and experience means you have comprehensive knowledge about dangerous monsters, and you can often correctly deduce information about
even creatures that are new to you. You become trained in Monster Lore, a special lore skill that can be used to Recall Knowledge about non-humanoid creatures
of any kind, but typically only to identify their notable vulnerabilities, resistances, and weakest defenses. Monster Lore can’t be used to Recall Knowledge about
topics other than creatures.
At 3rd level, you become an expert in Monster Lore; at 7th level, you become a master in Monster Lore; and at 15th level, you become legendary in Monster Lore.

On The Hunt (↺)
Trigger: You see your quarry be critically hit, or any creature within 60 feet be reduced to 0 Hit Points.
You throw yourself into battle, redoubling your efforts. You gain the quickened condition until the end of your next turn, and you can use the extra action only to Step, Stride, or use an action with the relentless trait.

Reinforce Arsenal
Requirements: You are performing your daily preparations.
You can reinforce any number of your hunting tools with unused trophies from your trophy case, granting them any additional benefits listed in their reinforced entry. A hunting
tool can be reinforced with only a single trophy at a time; if you reinforce the same tool again, you return the previous trophy to your trophy case. Even if you didn’t reinforce any
of your hunting tools, some hunting tools also allow you to make choices about their properties when you Reinforce your Arsenal, such as the damage type dealt by a bloodseeking blade signature tool’s initial benefit.

Slayer's Arsenal
As a slayer, you have an arsenal of hunting tools that you specially prepare to target your current quarry. Your hunting tools have no effect in anyone’s hands but yours. If you lose any of your hunting tools, you can replace all missing tools with one week of downtime. Many hunting tools represent a specific piece of equipment, typically a level 0 common item, which you gain automatically and don’t need to pay for; you can replace such a tool with a new item of the same kind or add runes to an eligible item, but you must pay for them normally.
At 1st level, you have a signature tool, a special hunting tool for which you have a particular affinity and which you are especially adept at modifying to suit your quarry. Choose a signature tool, gaining its initial benefit and a unique action called a slaying technique.
The following signature tools are on pages 17–18.
• Chymist’s Vials: Your signature tool is a set of unique alchemical vials and the equipment to prepare more.

Skills (10)
Athletics (*) +4
Acrobatics (*) +8
Crafting (*) +6 w/ Snare Crafting
Lore: Monster (*) +6 w/ Bloodscent
Lore: Kobold (*) +6
Medicine (*) +6
Nature (*) +6
Society (*) +6
Stealth (*) +8
Survival (*) +6

Equipment:

Worn (2.1) @ Leather Armor (L), Healer's Tools (B), Repair Toolkit (B); Bolts x5 (0.5)
Held (2.0) @ Arbalist (BB) w/ affixed Potency Crystal

Item
0: Arbalest (8.00) w/ Bolts x5 (0.5), Leather Armor (2.00), Healer's Tools (5.00), Repair Toolkit (2.00)
1: Potency Crystals x3 (12.00), Healing Potions x2 (8.00)

Earned: 40.00
Spent: 37.50

Progression:

Ancestry and Genral
1: Dragonscaled Kobold, Kobold Breath
3: Ancestral Paragon > Scamper
5: Snare Genius
7: Fleet
9: Briar Battler

Background and Skill
1: Sewer Dragon; Crafting, Kobold Lore, Snare Crafting
2: Battle Medicine
3: Survival > Expert
4:
5: Crafting > Expert
6:
7: Survival > Master
8:
9: Crafting > Expert
10:

Class
1: Slayer, Chymist > Alchemical Crafting, Crossbow Slayer
2: Drink Adaptation Serums
3: Reflex Expertise
4: Apply Spirit Oil
5: Tip of the Tongue, Weaponm Expertise
6: Final Flourish
7: Slayer's Insight, Specialized Arsenal
8: Defensive Hunt, Slayer Expertise
9: Persistent Focus,
10: Share Insight