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Bestiary / The Brewmaster

The Brewmaster

Being: Skrillik

Faction: Brewery

HP: 24 (+1d6 x END)

GP: 9

School: Creation

Pressure: 53

AP: 21

RP: 9

Movement: 60 ft.

Virtues: Catlike, Natural Immunity, Reactive

Equipment:

Alchemy Gun, Chem Staff, Hazard Vial x 3, Chem Vial x 3, Grenade Launcher, Grenades (Random) x 3

Flaws: Gambler, Poor Hygiene

STR     AGI     END     INT     SPD     CHA

Current

Max

4

6

9

14

8

8

14

14

12

12

6

6

Description


The Brewmaster is a conjuration-based controller who mixes battlefield control, support effects, and environmental chaos. He rotates between summoning constructs, activating volatile effects, and directly enhancing allies through buff zones.


Tactics

If it isn't already active, he uses Conjure: Greater Being early to deploy his “Spill Angel”, replacing it with smaller versions immediately upon death with Conjure: Being and then Conjure: Minor Being, in order.

Switches between Pyro/Toxin Manipulation to maximize Aflame and Poison status effects.

Relies on Minor Aid + React to heal the Spill Angel with his RP.

Rides his Spill Angel, which uses Sentinel abilities to protect him.

Can shift from support to offense quickly by unleashing area effects with his Grenade Launcher or Alchemy Gun.

Abilities


  • Conjure: Minor Being

  • Conjure: Being

  • Conjure: Greater Being

  • Conjure: Tool

  • Minor Aid

  • Pyro Manipulation 

  • Toxin Manipulation

  • Add AOE

  • React

  • Elemental Resonance

  • Juggling Strike


Ability Combos

Pyro Manipulation + Toxin Manipulation + Add AOE

Elemental Resonance + Add AOE

Minor Aid + React

Pyro Manipulation + Juggling Strike

Weapon Proficiencies


Launcher Lv 5

Handgun Lv 3

Twinblade Lv 3

Skill Proficiencies


Crafting Lv 5

Sabotage Lv 5

Security Lv 3

Leadership Lv 3

Signature Ability


Spill Angel: Overdrive

The Brewmaster cranks a sequence of valves on his mechanical harness. Steam and glowing fluid hiss from vents as chemicals pour outward. His constructs grow brighter, stronger, and more erratic as the Spill Angel goes into overdrive, humming with resonant fumes and dealing additional elemental damage of his choice.


Base: Elemental Resonance
Upgrades: 8 Points

  • 3 Buff: Attack

  • 3 Buff: Defend

  • State Application: Hasted

Notes: The Buff: Attack grants a +3 to attack rolls, while the Buff: Defend does the same for defend rolls. It also grants the Hasted state to increase the target's speed and agility. Since the base ability has its own duration based on the number of Resonance Stacks and a 1 minute time limit, this is a buffing Signature that does not require +Duration upgrades to last.


This can technically be used on other targets, but thematically it is used on his summoned Constructs. If you wish to use it on other targets, perhaps change the ability visuals in the description.

Unique Traits



Being Traits


Skitterstep: Whenever you are in darkness, dim light, or hidden, your SPD increases by 2.


Gas Tolerance: You are unaffected by Toxic terrain effects and gases and can breath normally without special equipment.


Volatile Ingenuity: You gain Potential in your choice of Crafting or Sabotage. In addition, you have resistance to damage from volatile, alchemical, or explosive items, when interacting with them using the chosen skill.

 

Hydrophobic Physiology: Water reacts violently with Skrillik biology, causing chemical burns and tissue breakdown. Exposure to non-trivial amounts of water (rainstorms, submersion, pressurized sprays, water-based abilities, or soaked terrain) deals 1d4 damage which ignores your GP, automatically hitting if you do not Evade. If you begin your turn Wet or Submerged, you take 1d4 damage until removed from the source and dried.


Impulsive Thoughts: When under stress, temptation, or high-stakes chaos, the GM may call for a DR 6 Resilience or Security roll. On a failure, you must take an action aligned with your first impulsive thought after rolling (never self-destructive, but often inconvenient).

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