Vencarlo Orinsini

Shamus Treemark's page

18 posts. Organized Play character for ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Shamus Treemark

Race

HP 10/19 | AC 18 | F +5 R +5 W +7 | Perc +7 |

Classes/Levels

speed 30 ft | focus 0/0| Hero 1 | Active Conditions:

About Shamus Treemark

Todd March
N male (he/him) human confident slayer 1

Perception +7;

Languages Common, Kelesh

Skills Acrobatics +5, Athletics +7, Deception +0, Diplomacy +3, Intimidation +0, Lore: Warfare +3, Medicine +2, Nature +5, Stealth +5, Survival +5, Monster Lore +3

[reaction] On the Hunt

Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +0

Items scale mail, healer's tools,

AC 18; Fort +6, Ref +5, Will +7
HP 19

Speed 30 feet

Melee
pick +7 (Fatal d10), 1d6+4 P + 1d6 F
flail +7 (disarm, sweep, trip), 1d6+6 B + 1d4 F

Ranged
Sling +5 (Propulsive), Damage 1d6+2 B

Actions:

◆◆Honed Strike(concentrate, relentless)
You center yourself and calm your breathing, then strike. Make a Strike with your bloodseeking blade signature tool. You gain a +2 circumstance bonus to your attack roll and ignore the target’s concealed condition (if any).

◆◆SUDDEN POUNCE (FLOURISH RELENTLESS SLAYER)
You leap into the fray with abandon. Make a Long Jump. If you land within melee reach of at least one enemy, you can make a melee Strike against that enemy. If you leaped at least 15 feet, the enemy is off-guard to this Strike.

Trophies:

Current Trophy:
Trophies
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.

Feats & Abilities:

PAIRED BLOODSEEKER FEAT 1
SLAYER
Prerequisites bloodseeking blade signature tool Whether you carry two identical weapons or a useful sidearm, your signature weapon is paired, threatening your quarry with a storm of blows. You gain a paired bloodseeker as a secondary tool, which is a level 0 common one-handed simple or martial weapon of your choice. You can designate a different one-handed weapon as your second blade when you Reinforce your Arsenal, transferring your special adjustments to it.
Your paired bloodseeker gains the initial benefit of your bloodseeking blade signature tool, except that you roll d4s instead of d6s for the additional damage. It also gains the specialized arsenal benefit when your bloodseeking blade signature tool does. You can use Honed Strike, or any other ability that requires you to wield or Strike with a bloodseeking blade signature tool, with your paired bloodseeker instead.

Bloodseeking Blade
You have an even closer connection to your weapon than most slayers. Your signature tool is a level 0 common simple or martial weapon of your choice. You can designate a different simple or martial weapon as your signature tool when you Reinforce your Arsenal, transferring your special adjustments to it.
Initial Benefit—Bloody Fuller If your quarry is resistant to physical damage dealt by this signature tool, you ignore an amount of that resistance equal to 1 + the number of weapon damage dice;
Reinforced Your first Strike with this signature tool each turn deals 1d6 additional damage of one of the trophy’s damage types, chosen when you Reinforce your Arsenal. The extra damage increases to 2d6 at 11th level and to 3d6 at 19th level.
◆◆Slaying Technique—Honed Strike(concentrate, relentless)
You center yourself and calm your breathing, then strike. Make a Strike with your bloodseeking blade signature tool. You gain a +2 circumstance bonus to your attack roll and ignore the target’s concealed condition (if any).

CLAIM TROPHY
CONCENTRATE EXPLORATION SLAYER
Requirements 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.

MARK QUARRY
CONCENTRATE EXPLORATION SLAYER
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.

REINFORCE ARSENAL
CONCENTRATE EXPLORATION SLAYER
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.

ON THE HUNT [reaction]
SLAYER
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.

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.

Ancestry Feat
Natural Ambition

Class Feat
Paired Bloodseeker
Sudden Pounce

General Feats
Fleet

Skill Feats
Quick Jump