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About This Game

Prepare yourself for a battle of wits, power, and magic against one of the most iconic monsters in all of RPGdom...The Beholder!

Game System

Pathfinder 1e
  1. What's new in this game
  2. Nivel Syrris | HP: ~~~/~~~ | AC: ~~ (Touch: ~~) | CMD: ~~ | SP: ~~/~~ | Status/Effects:  Even before the still-fresh rebirth - or remaking, transformation, or what-have-you - induced a shift in power in the mistwalker, Nivel didn't have need to breathe. His powerful connection to his elemental heritage allows him to survive without air indefinitely... and yet, as he stands on the strip of land ahead of the cabin overlooking the ocean, Nivel takes a deep, heavy breath and exhales slowly. Despite the sense of calm, the newfound power surging through him reacts strangely with his Mistsoul connection. He feels bewildered as a terrible migraine surges through his head. The voices of his people all speak over one another, creating a chaotic maelstrom of input as the spirits fight over how to shape the power Nivel possesses. Shades of alternate timelines flicker in and out, adding to the confusion. The mistwalker fights to remain calm and collected despite the war being waged beneath the surface, with his very essence being repaired and reshaped at a quantum level. It doesn't seem to be a quick process, as the tingles persist while he addresses his peers and their would-be new companion. "Is everyone accounted for? Is everyone alright?" He looks over at Anima, still perched on his shoulder. "And you, Anima... You said you were sent. Who sent you? How can we trust you?" Nivel takes a moment to look everyone over before checking himself. He inspects his crossbow... the illusion he had laid upon it had faded, no longer hiding its size, but it also appears altered. The enchantments were changed. Changing, just like he is.   "I didn't mean that to be so harsh, Anima. I'm told I can be... overly blunt. The fact remains, we don't know anything about you, and you wear an appearance not at all unlike the creatures who have overtaken this island. I don't wish to pre-judge, but we were sent here to eradicate Beholders, with rather limited intelligence informing us of what to expect upon the island. Certainly we were not informed that the portal would explode, nor that we would gain a new source of power, as Monique has expressed. I feel it, too." OOC   The middle text is copied/pasted from my last post, as it was technically meant to take place now, though at the time I had no idea what would happen next. 😄  
  3.     Monique Monique sank to the ground and put her hands to her head, still reeling from all she had seen. Physically, she felt fine, but mentally, the effects of the snarling mass ‘threads’ she had seen overwhelmed any attempt at focus.   Finally, her companions words sunk in, and she forced her mouth to form words. “Not... not a portal explosion.” She winced at the effort to speak. “Not just a portal explosion. I saw... I’m not sure what I saw. There are origin myths about the Gods weaving a tapestry that became the universe; I think I saw some of that tapestry, broken and tangled, unravelling reality and remaking it.”   She breathed a shuddering sigh, and took stock of herself. With a growing mix of alarm and wonder, she said, “I... I think we’ve been unravelled and remade. I have lost some of the magic abilities I once had, and gained others. And there is some new ... power ... I’ve never felt before. Do the rest of you feel it, too?” OOC (none) none.   Mechanics   Spiritualism uses left 10/10 Poppet uses left: Llyarden/Cal: 2 Slayer/Blaidd: 0 Venn/Nivel: 0 Paxon/Devlin: 2 Yamazaki/Yukito: 1 Statblock Monique Rousseau Female Human Scholar / Hedgewitch, Level 15, Init 16, HP 255/225, Speed 30 AC 57, Touch 57, Flat-footed 46, CMD 55, Fort 24, Ref 27, Will 21, CMB +11, Base Attack Bonus 11 light crossbow +21 / +16 / +11 (1d8, 19-20x2) crossbow-launched flashbang +19 (1d8+1d8, 19-20x2) (+8 Dex, +26 Misc) Abilities Str 10, Dex 26, Con 24, Int 40, Wis 10, Cha 30 Condition Martial Focus x2 sp 60/60 Notes: none  
  4. Mythic Advancement and Rebuild Notes Mythic Features MYTHIC TIER 1 HP Bonus: 8 (4 for each path) Ability Bonus: +2 Intelligence Mythic Feat: Extra Path Ability -> Mythic Sphere KnowledgeAs a free action, you may spend 1 mythic power to acquire any base sphere (or any talent from a sphere you already know) for one minute. If a talent gained with this ability normally allows you to expend martial focus or a spell point to make its effect persist, you may do so even if you lose access to this talent before spending the resource. You may not have more than one active effect lasting 1 hour or more created through this ability at any given time. Mythic Power: 7 (3 + 3xtier + 1 drawback) Gifted Path Mastery: Mythic Sphere Mastery - BarrageYou gain one (blitz) talent you do not already have and, as a free action, can expend one mythic power to transform any ammunition you are holding into a different type of ammunition (as long as the new ammunition is not more expensive than the old ammunition or composed of a different special material). For example, you could transform a slow burn arrowEoG into a splintering arrowEoG. This transformation reverts back in one round. If you have the Sniper sphere, you may expend one mythic power when making a barrage to apply a (snipe) talent you know to the first attack in your barrage. (Gain Distracting Shot (blitz)) Gifted Path Ability: Speed of ThoughtOnce per encounter, as an immediate action, you may expend your martial focus and one use of mythic power to take a full round of actions. You may only do this after an opponent has declared an action (such as making an attack or casting a spell) and cannot regain your martial focus during this turn of actions. Spheremaster Path Mastery: Mythic Sphere Mastery - TimeAs an immediate action, you may spend one mythic power to cast any (time) effect you know. You may apply any other talents you could normally use when using that talent. You may use this ability before resolving the previously announced action—for example, if an enemy attacks you, you could use this to activate the After Image talent to gain concealment against them. In addition, you may spend a point of mythic power when using alter time. If you do, targets affected by your Slow ability are denied their Dexterity bonus to AC for as long as they are Slowed and targets affected by your Haste ability gain an additional move action each round. Spheremaster Path Ability: Mythic Sphere Mastery - DestructionAs a free action, you may spend one mythic power and select a (blast type) talent you know that is part of a blast type group. For the next 24 hours, you have access to all talents from the blast type group the talent you selected belongs to. In addition to this effect, you also permanently gain two (blast shape) talents and can use those (blast shape) talents without paying their spell point cost three times per day. You may instead choose to designate one or two (blast shape) talents you already know for this reduced cost effect, replacing the reduction for one or both of the new blast shapes, respectively. (Gain Energy Strike, Energy Bomb)   Drawbacks Radiant Power Unfit for Power Qualities Flowing Power Boons Mythic Exemplar "Rebuild" Change-log Remove Feat: Extend Stance — Add Extra Magic Talent: Lingering Illusions Remove Feat: Master Alchemist – Add Extra Magic Talent: Instill Time [instill] Remove Feat: Improved Shadow Shield (surreal) — Add Extra Combat Talent: Wide Open (exploit) Remove Feat: Shadowy Slay (surreal) — Add Concentrated Splash Remove Rogue Talent: Shadow Tools (surreal) — Add Combat Trick: Exemplar (boast)  
  5. Devlin  Ah, the sea after a storm. So peaceful.    Devlin took in the panoramic vista for a few moments, enjoying the refreshed feeling inside him, ignoring the feeling of something bad having just happened. Storm? What storm? There was the explosion, but that wasn't...   Blaidd's rough voice brought his mind back into the reality of the situation. All the gears clicked into place and started turning and ticking like one of his clocks. The disaster with the portal. A catastrophic rupture in space, in time, in reality itself that only seemed to have ceased when it ran out of raw power to drive it. Theoretically at least. Devlin almost slipped into an overclocked mental state to run the calculations, but he held off. He opened his mouth to reply to Blaidd, but then closed it again. It would have been complete speculation, and plenty of verbal vomit as he worked through exactly what that was at the same time he tried to explain it.   Wait. What was going on? Devlin never missed a chance to condescendingly explain a complicated concept to someone, even -- no especially -- when he didn't fully understand it himself. Was he even himself anymore? He reached up and checked his hair. It was perfect. He looked down at his stylish coat, his gear, his cuffs, his cravat. Impeccable. It was like he was the best version of himself, and that was saying something. It must have related to this feeling inside him, the thrumming perfect note. It felt a little like when he shuffled timelines, finding the perfect chain of causality to accomplish a task. Except that was momentary, and this feeling was there this whole time, so far.   He opened his mouth again to explain, but Yukito beat him to it, in his own way. "Well put. I have my theories, but they can wait. I too want to hear what our little friend has to say. And also to see what is in this quaint little abode here..." Devlin, listening to the conversation, began sauntering toward the cabin.     OOC and Mechanics   Actions none OFF TURN Group Benefits     Current Momentum Pool: 31/31 Within 30' of Devlin (this is the light aura on him in Roll20), you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0 Conditions: - Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, which is all on the battlefield) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 75%ACTIVE Afterimage: 50%/75% Decoy: 50% until triggered INACTIVE (75% afterimage, and 50% defensive decoy)   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE     INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0] Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0] Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0] Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Academic Knowledge: +2 CMB, DCs against Beholder, 1 min Shadow Magic: Energy Strike, Invigorating Blast, 1 min Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +39+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS  |  Damage: 4d8+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +44+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS +1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1] [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2] [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Resources SP: 90/90  Shadow Pool: 5/5  MF: 2/2 Stamina Pool: 17/17  Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 248/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks Communication Sapphires: 19/20              
  6. Yukito Nanaya Demon Slayer Yukito snapped to, blinking several times as he took in the scenery around the party.  He looked around, as though searching for someone that wasn't there, then clicked his tongue, clearly in annoyance.  The slayer fished out a flask from his vest pocket and took a swig.   He winced as images of the immediate past felt like they were shattering and being rebuilt within his own psyche.  It was like the threads of fate were severed and reconnected in a single motion - unnerving and strange, and only slightly painful at that moment.  "I'm no expert, so I would just call that 'absolute crap'.  The term 'causality event' is stuck in my head, but I have no idea if that's correct or not."    The slayer replaced the flask in his vest, then pulled out a small steel case that when opened revealed cigarettes.  "If that portal explosion was anything like what I dealt with before, which kind of was a portal explosion too, I think, then that might be the term we're looking for.  I don't know - some egghead called it that when I explained how I was ejected from my homeland thanks to a dying mind flayer's attempt to teleport away from my blade."   He placed a smoke in his mouth, lit it with a quick cantrip, then continued.  "Regardless of what it was, it looks like we're all alive and in one piece.  So instead of being worried about what happened, let's focus on the present.  For example..."  He turned and looked the tiny beholder in its many eyes while taking a long drag.  "What are you?  You're too small to be a proper beholder, and last I checked, there's no such thing as 'baby beholders'....  So, explain yourself."  He exhaled a large puff of smoke towards the tiny beholder. Actions   Stats Yukito Nanaya Human demon slayer HP 189/210 Nonlethal -64  SP 74/90  Martial Focus: 1/2 Speed 80ft Init 34  AC 69 77 Fort 20 Ref 33 41 Will 29  BAB 11  Dueling Blade +35 (1d8+16, 17-20 x2) Hasted/Enhanced Blade +43 (1d8+19, 17-20 x2)   Str 14 (2) 16 (3) Dex 40 (15) 50 (20) Con 22 (6) Wis 40 (15) Int 12 (1) Cha 12 (1) Debuffs: Shaken (-2) for 1 round   Short Term Buffs: Temporal Haste (CL20; +3 to AC/Attack/Reflex, +50' speed, +5 AoOs) - duration 20 minutes Sage Enhance (+10 DEX, +2 STR; effective BAB 15, DR 7/-)  duration 15 rounds Long Term Buffs: all last 15+ hours Sage: Flight (60' perfect) (110' perfect) Divination: Blindfolded Oracle 75', Foreshadow (+3 AC/+4 Ref+Init), Sense Presence (aberrations currently) 75', See Hazards, Precog Smite +4, Precog Defense +4 Protection: Ablating 50%, Armored (armor +7, shield +5), Friendship, Ray Deflection 40% War: Momentum 28/30 Ability References      
  7. Blaidd stood with the others staring southwards where they had fled from or rather at the giant hole that had been carved from the land. A shudder ran through him at the thought of the nothingness that was left and the sensation they had each just experienced. His body felt strange, the air hummed and colourful lights danced before his eyes.   Blaidd felt the overwhelming sensation to be sick, feeling his stomach lurch, fighting the natural inclination to empty his lunch. "Well.....That was a bloody close call." Trying to comprehend what they had just experienced, Blaidd studied the others, noticing a slight change in each of them. "So anyone smarter than I am, like to explain what the hell was that?"  
  8. OCULUS EYELAND - OVERLAND MAP - POST PORTAL OCULUS EYELAND - REGIONS MAP - POST PORTAL  
  9. The Trading Post   The sextet of Hunters, plus one tiny, highly animated mini-beholder, quickly broke contact with the undead horde, and their floating, unliving monstrosity of a master. They made their speedy getaway, by various means, to the north of the trading post, and were almost immediately able to lose themselves in the wide, lush grasslands that abutted the small village. Unfortunately, they were, despite their incredible speed, relentlessly pursued by the ever more rapidly expanding Portal. The whole time, Anima, who was still firmly affixed to Nivel's shoulder, continued to urge them on every time they tried to stop. The initial estimate by Cryoleptus, of a single furlong, proved to be entirely inadequate, as, within seconds, that limiter was blown away by the multiplicative increases in the expanding ring of the Portal event horizon, as well as the terrifying, all consuming darkness that was at it's center. Before the group had gone more than a few seconds, the sphere had expanded to such a degree that the trading post, as well as it's entire compliment of comparatively slow moving Zyclops, not to mention the frozen and encased in stone Death Tyrant, were reduced to so much cosmic dust...and still the Portal and Sphere advanced. Adrenaline pumping through their veins, the Hunters poured on the speed, sprinting, leaping, and flying away to the north, all the time urged on by the high pitched, frantic voice of a small, seemingly helpful, little abomination. Just as it seemed that they'd finally outrun the electric, nullity fueled death that was chasing them, two members of their team had a horrifying vision rip through their consciousness. Devlin, happening to glance over his shoulder as he sped away saw a massive burst of temporal energy suddenly pour forth from the center of the inky black sphere. Alternate timelines literally ripped their way into the Now, each one beating on him in waves of pure psyhic agony. Agony that was, to a lesser extent, both through their own various abilities to affect Time, as well as Monique's spell that was currently allowing them to slip more efficiently through Time's Stream, shared by all the other Hunters. Such was the extent of the raw, horrifying power, that it nearly drove them all to their knees, and it was only through sheer will that any of them were able to continue moving. Worse still, however, was the sight that lurked in the center of that maelstrom of chaotic, collapsing entropy...a sight that, fortunately for five of them, only one of their number could discern. To Monique, it looked as though the sky itself had been rent asunder. From the boiling chaos at the heart of the null sphere, a mass of what appeared to be snarled, tangled 'threads' appeared. Threads which were shattered, shredded, and then stitched back together by a madman, all in the space of a single heartbeat. A massive pulse of pure, raw, causal quintessence ERUPTED from the center of the sphere. The snarl of 'threads' was, for that tiny picosecond, etched on the retinas of all and sundry, and then everything evaporated in a blaze of blue-white, actinic light, as the lightning laced edge of the portal swooped over them all, moving faster than they could possibly react to. Darkness swallowed them, and their worlds were reduced to snippets...shards of raw, unadulterated agony. It felt like the very foundations of their lives...their immortal souls...were torn apart and scattered on the Astral winds. For a timeless time, the six...no...the seven...drifted in a sea of pure pain. Pain that existed on a soul deep level, pain that drove them all to the brink of madness...and beyond. The seven passed out of all seeing. Out of all knowing. Out of all sensing. Until only the agony of their tormented souls remained... . . . . . . . . . . . ...Surcease. From somewhere within, the Seven felt...peace. A balm, spreading over their spirits, over their consciousness, soothing away the pain. Dulling the memory of it, and staving off the insanity that it's near continuous touch had inflicted. A mingling, myriad of voices, a seven part harmony, flowed through the aether. A grand note THRUMMED through each of them, as though the cords of their souls had somehow been plucked by the world's most expert harpist. And without warning, the seven found themselves whole and hearty, standing on a cliff overlooking the sea. The air was calm, peaceful, with the first hints of a freshening sea breeze coming off the ocean. Birdsong came from the nearby trees, and the sound of insects and other small animals drifted on the breeze. Just ahead of them, a large cabin sat, it's walls weathered by salt and wind. It was abutted on two sides by a small, rough stone wall, and a small garden sat off to one side, as well as multiple flower beds. A stovepipe poked up from the roof of the cabin, but no telltale hint of smoke indicated that the place was currently inhabited, and no light shone through the large windows. Turning in a complete circle, the Hunters, as well as their mini-beholder companion, who was still attached firmly to Nivel's shoulder, could see that they were surrounded on three sides by the ocean. The cabin on a cliff was at the northernmost tip of a spit of land that extended into the water for nearly a mile. Looking about, everything seemed normal. The landscape was peaceful, almost idyllic, rolling grasslands, dotted by the occasional copse of trees or field of wildflowers. The nearby cliffs appeared to be some type of pale, grey granite, and were home to great clouds of seabirds and other wildlife. Far to the South, however, things had changed...and not for the better. A few miles away, presumably the location of the former Guild trading post, there was...nothing. Nothing except the sea. It was as though the hand of a deity had reached down and scooped up the entire center of that part of the eyeland, and into the resulting hole had rushed uncountable gallons of seawater. The missing land appeared to be the bottom half of a sphere...the upper half simply being the air...approximately a mile across. Combined with the natural bay that had already existed in the area already, it rather cleanly cut that part of the Oculus Isle in two. The sight was both awe inspiring, and more than a little terrifying. Stopping to take stock in themselves, the seven felt...strange. Each of them could feel, deep within themselves, that a new wellspring of might had opened, deep in their souls. Power unlike anything they'd ever experienced filled them to overflowing...literally. As they all looked about, each could see little whorls of energy, tiny firefly flickers of light spinning and dancing around their companions. Their eyes, including all eleven of Anima's, sparkled with power, visible even in the early morning light. The very air around them hummed with the promise of a new beginning.      OOC Info Congratulations!! You have officially survived not only your first combat, but you are all now Mythic characters. I know this is a big surprise, but it's something I planned from the very beginning with this game.  I always intended this to be more than just a 'Bug Hunt' adventure, and this is part of it.   Here's hoping I can do justice to the plans I have floating around in my brain.  😄   Please check out the Character Creation Thread (last post) for information on your new Mythical Abilities.   ENJOY!!!   Roll20 Link   Anima   The new little beholder, self identified as Anima, who is currently hiding behind Nivel, appears to be a normal beholder in every way, only it's the size of a basketball.  It's a Tiny creature, roughly 1' across, and it's eyestalks are of commensurate size (about the size of an average person's pointer finger).  IN all other ways it appears to be a standard beholder, but, as indicated, it's legitimately kind of cute. Anima's voice patterns are similar to Dobby the House Elf from Harry Potter...if you're not familiar with the Best Elf Ever™, then check out This Video on YouTube The tone of Anima's voice is basically identical to Navi from Legend of Zelda (the annoyingly cute little "Hey, Listen!" fairy)   Initiative Order     Lyrican HaverFannyPacks These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available. Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears. While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise. The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.   Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.   In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).   Combat Info           Nonlethal Portal Damage The Nonlethal Damage from the initial Portal teleport is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours.      
  10. Mythic Transformation ScEYEons of Fate You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more. You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below. You gain the Base Mythic abilities, with the following modifications. Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every tier. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next tier, and vice versa. Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier. Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points. Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc. Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells. Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well. In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously. Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery. Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list. True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability. All characters gain the following Mythic Tradition. This Mythic Tradition may not be modified in any way. Mythic Drawbacks Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use. This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier. Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).   Mythic Qualities Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost. When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.   Ability Increase Damage Per Round 2 1 4 4 6 9 8 16 10 25 12 36 14 49 16 64 18 81 20 100   Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul. Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action. Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover). Mythic Boons Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.      
  11. As Blaidd hangs a loft in the air surveying the chaos within the village, the frozen beholder, the portal continuously discharging energy (that was something he knew best to avoid even if he didn't understand it), the strange small beholder that was conversing with them. Confused but sure that he and the others needed to get out of here, Blaidd dashed northwards above the rooftops avoiding getting close to any of the undead villagers, flying on towards the direction the rest of the group headed.
  12. Nivel Syrris | HP: 226/255 | AC: 58 (Touch: 46) | CMD: 48 | SP: 25/38 | IP: 24/27 | Special: Improved Temporal Haste; 20% concealment; Shaken (1 round) With Anima planted firmly on his shoulder, Nivel beats a hasty exit from the explosive events transpiring in the trading outpost at which they had arrived only moments ago. His speed makes the retreat especially speedy, and though he has some skill in traversing wild terrain, his haste keeps him distracted from fully putting his mind to the task. As the group finds themselves in relative safety, Nivel stops to regroup. His mind is swirling with a miasma of thoughts, some his own while others pour in from the Mistsoul. His kind's shared memory, once fully-accessed, is a priceless resource; however, the encounter just now and the unstable energies which assaulted his very being seem to have caused an unforeseen reaction, and the Mistsoul is rapidly attempting to fix what's wrong. It sends rapid shivers up and down Nivel's spine, and his synapses are firing with erratic signals as they struggle to keep up with the chaotic information.   The mistwalker fights to remain calm and collected despite the war being waged beneath the surface, with his very essence being repaired and reshaped at a quantum level. It doesn't seem to be a quick process, as the tingles persist while he addresses his peers and their would-be new companion.   "Is everyone accounted for? Is everyone alright?" He looks over at Anima, still perched on his shoulder.   "And you, Anima... You said you were sent. Who sent you? How can we trust you?"   OOC/Combat Nivel remains shaken by LFT's demoralization for 1 round. (Moot if we're out of combat)    Nivel got out of dodge, traveling quite quickly. He also tried to puzzle out Anima's attachment effect, getting only a 35 on Spellcraft. He's also suspicious of the tiny beholder, and tried to Sense Motive with a 45.   As the party retreats, Nivel keeps an eye out for danger with a 35 perception check. To try and navigate without getting lost, he attempts a Survival check with a paltry result of 23; His lowest possible roll, but also sufficient to avoid getting lost. And Knowledge (Geography) to glean any relevant information from the map/surroundings and so forth, just in case, at 43.   
  13. Cal hardly even reacted to the zyclops near him erupting into warring energies as the black flames met the positive energy, ignoring the onyxes shattering as they lost their power and leaving him coated in scratches as the shards flew out. His only reaction was to the black lightning arced through him, and he gritted his teeth - but his gaze never left the Death Tyrant, and another eye materialised on his arm, a ray of shimmering energy arcing out to strike the stone casing around the Beholder, and where it touched a grey sheen spread like a sponge falling into water as the stone hardened into iron.   He raised his hand, and another eye appeared on his palm, projecting another ray - directly into himself, and he was picked up as though by some unseen giant and hurled unceremoniously away from the trading post - and then the expanding portal caught the Death Tyrant's prison and the black lightning arced from his hasty transmutation to him, shattering his telekinetic hold and sending him tumbling into a tree for the second time in as many minutes.   He coughed and struggled his way out of the crater he'd left in the old oak, his wounds already healed - although he looked a little...drained, almost.   But that savage grin hadn't left his face for a second.   "Worth it."~   He didn't notice the dark onyx shards disappearing into his flesh as his alchemical transformations reacted to their latent power.   OOC     Statblock Callum Venris Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360/360, 0+112 nonlethal, Speed 80 AC 51, Touch 42, Flat-footed 41, CMD 58, Fort 29, Ref 24, Will 24, CMB +16, Base Attack Bonus 11 Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2) Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2) +5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc) Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10 Condition None +1 to saves vs mind-affecting +2 to saves vs transmutation effects used by aberrations +2 to saves vs any effect used by aberrations +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead -2 to saves vs [evil] +2 AC/FFAC vs aberrations Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves 75% fortification   --- Spell Points 73/90, Martial Focus On Delayed Damage 0/44, Hand's Knowledge 1/1, Hypervitalise 592/600, Impromptu Formula 20/22, Spirit Allies 4/6 Current Formulae (9/11): Alchemist Fire [Alkali Blast] Alchemist Fire [Electric Blast] Alchemist Fire [Fire Blast] Alchemist Fire [Nether Blast] Salve DC50 Salve DC50 Panacaea DC50 Panacaea DC50 Itching Powder  
  14. The Trading Post The chaos that surrounded the Hunters continued, even as the six did their best to organize themselves and beat it back. The portal continued to thrum and hiss, and the traces of lightning that demarked it's event horizon grew with each passing second. A great tearing sound ripped through the air, and the portal, with it's accompanying inner sphere of absolute, matte blackness, grew by another huge margin, at least doubling in size. Such was the speed of the portal's spread, Yukito, who was closest, was nearly caught by it's unexpected speed. To the point where one of the many arcs of lightning brushed, barely against the sole of his boot as he rocketed away. And though he didn't suffer any direct, physical harm from the contact, his entire foot, halfway up his calf, went almost completely numb, and was filled with a horrible pins & needles feeling that traveled up and down the affected limb. Fortunately, his ability to fly made the functionality of said foot, for the moment, moot. Which was a good thing, as he briefly stopped and, with an exercise of his nature control powers, the swordsman encased the giant floating spherical monster, itself encased in a spherical shell of ice, in yet another layer, this one of dark, sandy stone. After that brief exercise, Yukito bolted away to the north, rapidly moving towards the edge of the small settlement. Even as the swordsman was hurtling northward, a burst of icy blue light flashed out, right where he'd initially been hovering, and struck the bevy of Zyclops that were, even now, attempting to follow and attack the fleeing, flying Hunter. At the same time as the ray struck, locking the group of undead in place, the leading edge of the Portal flashed forward, slamming into the entire group of former residents, and dropping them where they stood...marionettes with their strings thoroughly cut. Simultaneously, several bolts of black lightning swirled up and around the perimeter of the Portal, then lashed out, into, and through the doubly encased undead Beholder. More screaming ensued from within the coffin of icy stone, but it was more muffled. As before, several beams of black light blasted outward, some striking the ground nearby the Hunters, the various roaming Zyclops, and the occasional building. The majority, however, simply flashed harmlessly into the air. One unfortunate side effect of this, however, was that the edge of the Portal also encountered the icy results of Cal's spell. Another bolt of black lightning, fortunately, much smaller than the ones that had been impacting the Death Orb, arced across the empty space, and slammed directly into the racing beholder-mage. In a strangely lucid moment, even as the pain was arcing through his body, he realized that the 'damage' from the black lightning blast had a nearly identical feel to the pain that his casting normally caused. Not that that stopped the pain from nearly debilitating him...but at least it was a familiar agony. The 'hiccup' that had taken hold of the Zyclops but a moment before was repeated, but this time it lasted nearly a full second, and presented the perfect opportunity to the Hunters...an opportunity which they capitalized on. Monique, calling on the spirits who aided her, let loose a massive burst of positive, life giving energy. Several of the Zyclops simply dropped in their tracks, their bodies breaking out in a coruscating aura of black fire that seemingly tried to fight the positive energy flooding them, but, ultimately, failing, as the necromantic energy keeping them moving failed in the favor of the healing power that the scholar sent forth. Unfortunately for her, however, just like Cal, and Nivel before her, the energy matrix of Monique's spellcasting interacted a tad too closely with the unstable, whorling energy of the Portal, and sent a blast of power back into her core. And while it didn't stop her from moving, the pain was utterly horrendous, leaving her gasping for breath far more seriously than her simple run did. Of equal pain was the fact that the bolt, after ravaging her core, snapped a smaller, but no less potent, arc of energy into her elemental creation, causing the creation to crumble into it's constituent parts, leaving a large pile of rubble in the center of the town. Devlin, meanwhile, had spun around and was attempting to deal with the two...now one...Zyclops bearing down on Cal. He sent illusory decoys to cover most of his compatriots, even as he attempted to deal with his foes. His initial burst of action, about to be aimed at the former shepherd, was interrupted by Monique's blast of light power, which sent the Zyclops crashing to the ground. Reacting with supernatural quickness...and aided by a little tickle in his hindbrain...a warning by an alternate timeline 'him', perhaps...Devlin was able to quickly reorient on the still moving guard. A quick bit of legerdemain, followed up by a one-two punch of alchemical explosives, and the top half of the armoured guardsman was rapidly separated from the bottom half, both parts spiraling away, sending a wash of gore into the air...and only narrowly missing the time traveler. Blaidd, faced with a growing crowd of onrushing Zyclops, took rapidly to the air. He deftly avoided the grasping hands and pummeling weapons of the undead, and, when he had gained enough altitude to (barely) clear the nearby rooftop, he turned and blasted the former shepherd, sending the creature stumbling back against the building wall. Satisfied with his work, the tattooed Hunter then turned and began moving rapidly north, following his comrades. Back in the middle of the street, the tiny Beholder partially rotated it's entire body, orienting it's main eye, as well as several smaller eyes, on Nivel. Though at least half the little creatures eyes were still scanning the surroundings...most locked on the earth and ice encased Death Tyrant, the rest solemnly regarded the assassin. "Anima dont meanses no harms to youse. Anima promises. Anima sent. Sent to helpses you, yes." The little creature darted a look (several, really) at the rapidly growing Portal, and it seemed that Anima's entire body shuddered. Returning it's full attention to Nivel, Anima continued. "Youses is right though, MistHuman. Gotta go, and go's fast. BadScaryBuzzyPortal eating Magic, eating Time, eating Fate itself. Will unravel youses, unmake youses. Must go!" It stopped, and now all the creature's eyes focused on Nivel, locking gazes with him. There was an earnest look in the little beholder's many eyes, an appeal plain to see. "Anima comeses with you? Oh, thanks youse, thanks youse, thanks youse!!  Anima strong! Anima smart! Anima helpses youse!" Nivel's words in response seemed to overjoy the beholder, and it shivered all over, exactly like a puppy given a scratch behind it's ears. Moving slowly and deliberately, Anima floated closer, turning in midair, and facinged the same direction as Nivel. Touching down on his left shoulder, the Beholder did...something with one of it's eyes that caused a small ripple in the air, and then it seemed that the little creature was now firmly anchored to the assassin's shoulder, and would move when he did. At this distance, Nivel noticed that Anima had a dry, clean, mildly pleasant smell, not unlike the smell of a snake or lizard, with just a hint of some elusive metallic scent that he couldn't quite identify. Regardless, the little creature didn't seem to impede his movement in any way, and merely rested comfortably, for all the world like a many-eyed spherical parrot. As he was reconciling himself to the situation...or not, depending, Nivel noticed one other detail. A soft, almost sub-harmonic, sound seemed to be emanating from Anima. It sounded...and felt, as he registered the sensation in his shoulder and collar bone...exactly like a cat's deep, happy purr.       OOC Info Aaaaand, just like that, we are officially done with our first combat! WOOHOO!!!!!!  😄 😄 😄   If anyone (*cough*Cal*cough*) wants to launch another attack before completely breaking contact, you're welcome to.   Also, as should be obvious now, the Portal is growing alarmingly fast.  It appears to be doubling in size, every round, as does the sphere of blackness within it.   So...there's that.  🙂   Please feel free to post any last pot shots you want to take (if any), otherwise, post what you do as far as getting away from the portal.  As stated, there's no possible way the Zyclops can catch you this round, and, with the way the portal is growing, it's almost certainly going to hit LFT in what would have been the next round, which will drop the rest of the Zyclops, among other things.   So, congratulations on not only surviving your first encounter on Oculus Eyeland, but absolutely kicking ass!   Roll20 Link   Anima   The new little beholder, self identified as Anima, who is currently hiding behind Nivel, appears to be a normal beholder in every way, only it's the size of a basketball.  It's a Tiny creature, roughly 1' across, and it's eyestalks are of commensurate size (about the size of an average person's pointer finger).  IN all other ways it appears to be a standard beholder, but, as indicated, it's legitimately kind of cute. Anima's voice patterns are similar to Dobby the House Elf from Harry Potter...if you're not familiar with the Best Elf Ever™, then check out This Video on YouTube The tone of Anima's voice is basically identical to Navi from Legend of Zelda (the annoyingly cute little "Hey, Listen!" fairy)   Initiative Order     Lyrican HaverFannyPacks These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available. Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears. While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise. The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.   Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.   In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).   Combat Info           Nonlethal Portal Damage The Nonlethal Damage from the initial Portal teleport is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours.      
  15. Blaidd Glyndwr Blaidd tore through flesh and bone in fury cutting down the first undead cyclops before continuing his flurry of furious blows at the next that approached. His body hurt, burnt from exposure to their horrid undead flesh and battered from blows from their crude makeshift weapons. In his periphery Blaidd notices as Yukito freezes the arriving undead beholder.   "Good at least that takes care of that issue for now."   Ducking and dodging the blows of the cyclops as they pressed in home, Blaidd heard the strange voice of the new arrival, an image of the miniature beholder forming in his minds from the others.   "What other madness is going to bloody turn up next! Agreed let's get out of here." Blaidd summons the elemental air around himself launching into the air above the heads of the cyclops that surrounded him, careful to avoid any further attacks. Darting northwards to regroup with the others, Blaidd pirouettes mid-air sending a blast of energy in the direction of the cyclops, blasting the one that had took that last swipe at him, a last act of anger seeking to put it down.   Statblock Blaidd Glyndwr Male Human Prodigy (Mimic)/Incanter, Level 15, Init 15, HP 108/195, Non-lethal HP 139/195, Temp HP 26/26, Speed 60 AC 57, Touch 57, Flat-footed 57, CMD 48, Fort 20, Ref 31, Will 32, CMB +35, Base Attack Bonus 11 Natural weapon (claws) (Cat claw gloves +5) - +37 (20/x2) Natural weapon (claws) (Cat claw gloves +5) - +37 (20/x2) Natural weapon (bite) - +32 (20/x2) Abilities Str 42, Dex 25, Con 20, Int 10, Wis 30, Cha 10 Condition Martial Focus; Shaken; Sickened sp 52/60 Effects: Haste (with temporal haste) Hanged Man : +2 insight for 2 saves, -2 for other, for self (+2 fort/will, -2 ref) The Hermit: aid another +5 on self The Sun: roll twice on save when <50% health Alteration traits: Natural weapons - claws, bite - 2 traits Agile - Dodge  - 1 trait Elemental body - Elemental Movement - 1 trait Bestial reflexes - Pounce, Trip - 1 trait Temporary alteration traits: Size change (Huge) Bestial reflexes - Rend OOC Free action - continue berserking Immediate action - Sudden Invigoration Move action - Disengage (Link) - move half speed (30ft) without attack of opportunity Standard action - cast Destructive Blast (Bludgeoning) - spend 1sp to increase damage Move action (Temporal Haste) - move 60ft north
  16.   Nivel Syrris | HP: 226/255 | AC: 58 (Touch: 46) | CMD: 48 | SP: 25/38 | IP: 24/27 | Special: Improved Temporal Haste; 20% concealment; Shaken (2 rounds) Finally, the Hunters seem to be getting the chaotic situation under a semblance of control, though with the portal's rapid expansion and decreasing stability, that isn't going to last for long. Nivel doesn't revel in the efficacy of the party's teamwork for more than the moment it takes to acknowledge it, especially since a new arrival adds a wrinkle to the equation. At Devlin's inquiry, he responds, <I hate to disappoint, my friend, but this creature isn't one of my making. However, given that it doesn't seem hostile - yet, - it may prove to be a strategic boon.> The mistwalker looks down at the creature now using him as a living shield. He hadn't encountered such a beholderkin, or perhaps it is truthfully a normal beholder in miniature; the Mistsoul doesn't provide much in the way of additional context, since outside common beholder varieties, they are mysterious enough as it is. It doesn't help that he is still reeling from the side effects of both the unstable jaunt through the portal and the mystic backlash burned into him through his magic. If he is going to survive this island, Nivel knows he will have to adjust his mindset as well as the skillset he uses to combat these foes. Nivel addresses the small beholder-like creature.   "If you truly mean us no harm, Anima, then you may follow us... though your warning is apt. We must leave in haste!" The mistwalker scans the path leading north out of the village, checking for any further foes who might block the path. Though ready with a quick attack for any such threats, his allies ensure the path is clear by launching a thorough assault to clear the way and Nivel commits himself to retreating as they had agreed upon.   OOC/Combat Nivel remains shaken by LFT's demoralization for 2 rounds.    If any foes remain north of Monique's elemental, use the following block of actions: {Swift} Studied Combat vs a relevant enemy (however, it looks likely that between Devlin and Monique, any relevant foes are dealt-with).  {Free} Reload crossbow with Petrifying Poison-laced ammunition {Free} Misty Assault: Exit Mist Form to attack and Free Feint attempt vs. enemy (no penalties thanks to Feinting Condensation): 53 vs DC = 10 + opponent’s BAB + their Wis mod, or 10 + their Sense Motive bonus if trained in that skill. {Standard - Sp. Atk. Action} Deadly Shot vs. Foe, expending Martial Focus for bonus damage; If Feint was successful, they lose their Dex bonus to AC and therefore also take effects of Sneak Attack and Fatal Thrust; Spending 1 Inspiration on Combat Inspiration, boosting attack and damage (thanks to Inspired weapon). If I damage this foe, they cannot make AoO's for 1 round (Sapping Offensive);  Attack vs. Foe: 54 vs. AC (no dex bonus if feint is successful) Damage: 75, or 111 if feint is successful; Target must also make a DC 32 Will save or be Staggered for 1 minute as per Petrifying Poison. This poison bypasses the immunities of the Undead type due to Specialized Venom. {Move} Quick Shift: Assume Mist Form as a move action, and move north at half my speed (65 ft, also regaining Martial Focus); If any remaining Zyclops tries to make an AoO, they must roll a Will Save (DC 32) or be unable to take the AoO (per Obscured Action); If they make the will save anyway, I'll use Active Defense as necessary to increase my shield bonus to AC +4 vs. those attacks. If the attacker fails their attack, I'll use Redirecting Shield to have them attack any adjacent Zyclops (compare attack roll -2 to new target's AC) if applicable, or themselves if there is no other Zyclops in reach. {Temporal Haste - Move} Move at full speed (135 feet) further north.   If no foes remain north of the elemental:  Book it at full move speed, heading north out of town. (3 move actions - Move/Standard/Haste - gets me 405 feet north. Won't run this round, not until other allies are closing the distance. Don't want to split the party!)   Pre-emptive/Conditional: As above, will use AoO's to fuel Active Defense, gaining +4 to my shield bonus vs. weapon attacks (melee or ranged). Redirecting Shield bounces attacks back at full bonus -2 at the attacker's ally in range or self if none apply.  
  17. Yukito Nanaya Demon Slayer The demon slayer smirked as the undead beholder froze in place, the tiny bit of fear that seeped into him dissipating, although it didn't last long as the creature started to try to blast its way out.  Oh come on!  Don't fight this so much you floating bag of gas and eyeballs   The sight of the mini-beholder threw Yukito off, though.  But he shook his head - Nivel was competent enough to deal with it for the moment, if need be.  The swarm of minions below him were clamouring to reach him, but the man paid them no heed.   Instead, Yukito took to the air more, pausing for a moment to a series of hand motions to then gesture at the frozen beholder.  Out of nowhere, sand came from all around the creature and quickly surrounded its icy cage, increasing the size of it even greater.  The sand began to solidify as it packed itself into rock.   <I think it's time to make our exit, before that portal blows!>  He quickly began to fly farther to the north... Actions Free: Berserking - Avatasim (animal) + True Rage (+18 temp HP) Free:  Move 1: fly up another 30', and fly north aprox 70' Standard: Cast Nature: Create Nature (Earth) + Earth Mastery (Sandstone) on the Beholder.  DC45 Reflex to avoid (which I think would be impossible given its frozen nature).  The stone casing is 2" thick, has hardness 15, 4 HP.  It will take a DC45 Strength or Escape Artist check to get out (without blasting out)  (costs 2 SP) Move 2: Fly more north, up to 110'  Swift: Spend 3 momentum from momentum pool to regain Martial Focus (2 of 2)     Conditional AoO: shield block +5 AC + Redirecting Shield.  Up to 13 times a round.  Priority of Shield Blocks will go towards the Death Tyrant, if in question.   Helpful Reminders: Yukito is immune to Death, Petrification, and Polymorph effects.  Furthermore, he has a 50% miss chance thanks to Ablating Aegis (which reduces 5% per forced miss, please let me know for my own notes), as well as a 40% chance to Reflect Rays thanks to Ray Deflection Aegis.     Yukito is no longer shakened. Stats Yukito Nanaya Human demon slayer HP 189/210 Nonlethal -64  SP 72/90  Martial Focus: 2/2 Speed 80ft Init 34  AC 69 77 Fort 20 Ref 33 41 Will 29  BAB 11  Dueling Blade +35 (1d8+16, 17-20 x2) Hasted/Enhanced Blade +43 (1d8+19, 17-20 x2)   Str 14 (2) 16 (3) Dex 40 (15) 50 (20) Con 22 (6) Wis 40 (15) Int 12 (1) Cha 12 (1) Debuffs: Shaken (-2) for 1 round   Short Term Buffs: Temporal Haste (CL20; +3 to AC/Attack/Reflex, +50' speed, +5 AoOs) - duration 20 minutes Sage Enhance (+10 DEX, +2 STR; effective BAB 15, DR 7/-)  duration 15 rounds Long Term Buffs: all last 15+ hours Sage: Flight (60' perfect) (110' perfect) Divination: Blindfolded Oracle 75', Foreshadow (+3 AC/+4 Ref+Init), Sense Presence (aberrations currently) 75', See Hazards, Precog Smite +4, Precog Defense +4 Protection: Ablating 50%, Armored (armor +7, shield +5), Friendship, Ray Deflection 40% War: Momentum 25/30 Ability References I know how annoying it is to look up everything, so I'll try to copy+paste reference notes as I feel is necessary   Sandstone: Instantaneous. You may spend a spell point to transform dirt or sand into stone in an area within range. The size of the created rock or stone depends both on your caster level and the radius of dirt or sand you target. Alternatively, you may encase a dirt or sand covered target in 1 inch thick stone. Refer to Table: Sandstone to determine the maximum target size to be encased. For every size smaller the encased target is than the required radius of dirt or sand, either double the thickness of the stone or increase the number of encased targets. Creatures and objects are allowed a Reflex save to avoid being trapped in stone. On a failure, creatures or objects caught in the area are encased; to escape, they must succeed at an Escape Artist or Strength check (equal to your Bury geomancing DC) as a full-round action; alternatively, a creature may break free by dealing sufficient damage to the rock or stone. Stone has a hardness of 15 and 2 hit points per inch. On a successful save, affected targets are still entangled and immobilized until they escape or 1 minute per caster level, whichever comes first. (Note: because of Nature Lord, Yukito can affect one size larger, thus his maximum is Colossal +)    
  18.  Monique Monique startled as Anima appeared, and she tried to recall anything she might have read about ‘baby beholders.’ The academic in her was fascinated, despite their circumstances. Anima seemed to be harmless, and just as afraid of the Death Tyrant as Monique, but she resolved to keep an eye on the little creature, as much as she could while fighting – and, soon, retreating.   But the thought of a normal living beholder reminded her that their greatest foe is an undead beholder. She mentally kicked herself as she realized she had a much better way to hurt it, especially amidst a collection of undead; before the Death Tyrant was encased in spell-blocking ice, she could have hit it and several of the Zyclopes with positive energy.   After conveying her plans to her companions through their telepathic link, she communed with her spirit companions, asking for the power to greatly extend the reach of her curative spells, and targeted eight of the visible Zyclopes with her undead-harming power.   And now, the prudent option was to head north, away from the nearby sea, with full benefits of her haste spell. She didn’t have time to return the elemental to its vial if she were to put some distance between her and the Death Tyrant, who seemed about to break free of the ice that was protecting the team from its deadly powers. She turned and hurried north, preparing to break into a run. OOC (none) none.   Mechanics Actions in round 3 (see dice post) Free action: Knowledge roll to pick up the information about “baby beholders” that Ark posted. Swift action: gain 2x Ranged Healing (3 total) to get long range for Cure for 15 minutes (2 of 10 daily uses) Standard action: Mass Cure (2sp) 182 pt positive energy damage to 8 Zyclopes: Nearby 2: Townsfolk 02, 03 North: Guard 01, Shepherd 03 Southwest: Townsfolk 04, 08 Southeast: Smith 02, Guard 03 (chosen based on closeness to Yuki and their possibly blocking line of sight to to the two further southeast) Move action x2: north-northwest 140 = 2x(30+40)’, Walk Unseen to get a stealth roll while observed. This takes her off the map. I also put in a Sense Motive roll. I realize it takes time (from a minute to an entire evening), so the roll represents Monique starting to pay attention to Anima’s behaviour, voice tone, and suchlike to pick up a hunch about whether the creature is dissembling or masking ulterior motives. I expect a big penalty for lack of familiarity with the nuances of beholder behaviour, and under the circumstances it might be outright impossible. Temporal Haste rounds left: 12 (cast on round 1) Long range Healing 1000': 15 minutes minus 1 round (cast on round 3) Spiritualism uses left 8/10 Poppet uses left: Llyarden/Cal: 2 Slayer/Blaidd: 0 Venn/Nivel: 0 Paxon/Devlin: 2 Yamazaki/Yukito: 1 Green circle: 30' radius of High Priestess / Hanged Man motif Yellow cirlce: close (60') radius of normal heal; increases to long (1000') for 15 rounds Statblock Monique Rousseau Female Human Scholar / Hedgewitch, Level 15, Init 16, HP 194/225, Speed 30+40 AC 57, Touch 57, Flat-footed 46, CMD 55, Fort 24, Ref 27, Will 21, CMB +11, Base Attack Bonus 11+3(haste) light crossbow +21 / +16 / +11 (1d8, 19-20x2) crossbow-launched flashbang +19 (1d8+1d8, 19-20x2) (+8 Dex, +26 Misc) Abilities Str 10, Dex 26, Con 24, Int 40, Wis 10, Cha 30 Condition Martial Focus x1 (one expended) sp 50/60 Zyclopes and Death Tyrant scouted Notes: Saves include Hanged Man (High Priestess): +2 insight for 2 saves (fort and will), -2 for other (ref), for self and allies within 30' (cancelled by +2 from haste) (they choose their own saves, or choose not to use it, free action each round). Attack includes +2 from haste AC includes +4 dodge bonus and +2 from temporal haste Anything but beholder and Zyclopes sees her AC without the +4 dodge bonus (from scouting) included above.  
  19. Devlin  As Devlin danced and dodged out of the way of the decimated Zyclops attacking him, he couldn't help but hear and see the presence of the pint-sized Beholder that had appeared near Nivel and zipped around and behind him.   "Tell me that is one of your illusions, Mist-walker! Because if it's not, I must have hit my head rather harder than I thought," Devlin shouted out amidst the chaos of battle.   He was keeping an eye on the portal, carefully judging it's rate of growth. <"The growth is accelerating at double the rate every five and three-eighths seconds. We must hurry, but we might be able to use that to entrap our big bulbous friend there if we time it right,"> he said over the mental link. He had also been monitoring the coordinated chatter of the other hunters, their shorthand dictation efficiently telling the others of intention. Monique was about to hit the vicinity with a blast of energy, and Devlin would time his move to immediately follow her strike.    And... there!   As his fellow scholar's magic reached out and crumpled the undead townie attacking him, Devlin turned and dashed north, going around Nivel and the strange little beholder, approaching to within a few long strides of the Cyclopses attacking Cal. The strange hunter was all but ignoring them as he focused on the Death Tyrant.   Devlin manipulated his chronograph as he moved, filling temporal fluids through the right channels, finding relevant proximal timelines to draw from. The Zyclops nearest Cal was turning it's head upon his approach. Devlin finished his manipulation, and the time-streams of himself and his nearby compatriots blurred ever-so-slightly. Phantom images of Cal, Nivel, Monique, and himself blurred into place, almost-but-not-quite superimposed over their respective hunters. The strange new motion attracted the Zyclops's attention, and Devlin used the minuscule distraction to whip a bomb in its direction with his left hand.   His right hand had been busy preparing his second and mush bigger strike. It was gripping the Holy Grenade he'd manifested seconds earlier, a divine symbol glowing on the surface of the orb. With a dextrous maneuver, he clicked a cartridge into place on the casing of the glass orb, a special preparation with a measure of mandrake root. Then putting maximum torque through his torso and shoulders, he launched it at the closer, larger, and much more martially appointed Zyclops.   He saw the future that hadn't yet come to pass flash before him. His first projectile gathering an electric charge as pushed against the boundaries of time, crashing into the first Zyclops with a pop and spark. The second orb was far more dramatic, sounding a high-pitched whine as it streaked across the distance with a golden trail behind it, then exploding with incredible discordant noise, and a chaotic double explosion of kinetic force and invigorating mana. OOC and Mechanics Actions Caper effects end. Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO) Free: Talky talk talk Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative) Move: Move 45' N and a bit east. Move > 10' and < half speed; regain Martial Focus Trigger afterimage, producing 3 images that would be targeted randomly be enemies Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy). Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect. Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round. Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01) Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1) Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45. Spend 2 Momentum for +15 damage Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology)  The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage. Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)   NEXT OFF TURN If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check. He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens. Group Benefits For 1 min, everyone gets +2 CMB and DCs vs Beholder Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds   Current Momentum Pool: 22/31 Within 30' of Devlin (this is the light aura on him in Roll20), you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 204/210  |  Temp HP: 77  |  Nonlethal damage: 6 + 49 portal damage (unhealable) Conditions: Shaken (-2 Attack/Skill/Saves) Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, which is all on the battlefield) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 75%ACTIVE Afterimage: 50%/75% Decoy: 50% until triggered INACTIVE (75% afterimage, and 50% defensive decoy)   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0] Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0] Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0] Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Academic Knowledge: +2 CMB, DCs against Beholder, 1 min Shadow Magic: Energy Strike, Invigorating Blast, 1 min     INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +39+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS  |  Damage: 4d8+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +44+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS +1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1] [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2] [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2] Resources SP: 80/90 (83 -> 80) Shadow Pool: 3/5  MF: 1/2 (1 regained, 1 spent) Stamina Pool: 7/17  Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 248/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks Communication Sapphires: 19/20            
  20. The wild look in Cal's (many) eyes faded, ever so slightly, as the Death Tyrant was coccooned in ice - ice that swiftly became as black as the onyxes that served as the zyclopses' 'eyes'. But he showed no signs of fleeing - perhaps because he was further away from the portal than any of the others, perhaps because he didn't want to abandon his allies, or perhaps simply because his rage wasn't sated yet.   And then Anima appeared, and Cal whirled and almost blasted them at full power - the Death Tyrant might have been impossible to hit thanks to the ice, but the mini-Beholder certainly wasn't - before his conscious mind caught up with his instincts and he realised that the odd little creature didn't seem immediately hostile.   This was not a turn of events he really knew how to handle. He didn't want to attack something that seemed scared and looking for their aid...but at the same time, it was a Beholder, even if it was of a sort he'd never seen before.   For the time being, he resolved to focus on more pressing threats. ~Whatever that portal has become, it's expanding quicker and quicker.-~ And then he paused for a moment, watching as the lighting lashed from the reanimated cyclopses to the Death Tyrant.   His lips curved into a savage grin. "So that power hurts you through your connection just like it hurt Nivel, huh?"   ~Yukito? Move.-~   And that was about all the warning that the floating swordsman got before Cal ran - almost directly at some of the zyclopses without even seeming to care that they were there - turned, and flung out one arm to aim towards the cluster of undead beneath Yuki. A sapphire blue eye squelched open on his palm and unleashed a scintillating ray of cold, a ray that would explode into icy power that threatened to crystallise over the zyclops and restrict their movements...and pluck his original target into the air with Beholder telekinesis - and hurl it into the portal. OOC Free: Maintain Berserking   Move: 20ft west so I can shoot around the sign.   Temporal Haste Move: Activate Impromptu Formula to create botch creating an Alchemist Fire with the Frost Blast talent and Tanglefoot Bomb discovery applied.   Standard: Ready an action. Once Yuki is out of the way, launch the new Formula at Guard #3 with Energy Strike (specifically on the intersection of his square marked with the X), Admixturing (1SP) with Frost Blast and TK Admixture (1SP), at -4 for range. (SP77 -> 75, nonlethal 96 -> 104). Energy Strike does not provoke, and Cal does not provoke for making ranged attacks. 26 to hit vs Touch AC. On a hit, Guard 3 takes 54 cold damage and must make a DC32 Will save vs being Hostile Lifted and moved directly into the portal's core plus a DC32 Reflex save vs being glued to the ground and entangled and catching 'fire'. (And technically a DC32 Fort save vs Stagger but it's an undead so whatever.) All targets within 10ft (Shepherd 4, Smith 2, and Guard 3 if missed above) of the target grid intersection take 21 cold damage, catch 'fire' and are Entangled. DC32 Reflex halves the damage and negates the entangling and catching fire. All targets within 15ft 5ft of the target grid intersection (Townsfolk 8 Smith 2, Guard 3 if missed above) take 10 cold damage, catch 'fire' and are entangled; DC32 Reflex halves the damage and negates the entangling and catching fire. All targets within 20ft 10ft of the target grid intersection (possibly Yuki if he doesn't move depending on how one wants to calculate the diagonal No-one) take 16 cold damage and are entangled; DC32 Reflex halves the damage and negates the entangling.   Text in italics is the new effects owing to stuffing up the Craft check. If someone manages to give me a reroll or something, then the currently-strikethrough'd text will apply again, I'm leaving it here so I don't forget it in case someone can. Statblock Callum Venris Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360+14/360, 0+104 nonlethal, Speed 80+40ft AC 51+2-2, Touch 42+2-2, Flat-footed 41+2-2, CMD 58, Fort 29, Ref 24+2, Will 24, CMB +16, Base Attack Bonus 11 Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2) Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2) +5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc) Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10 Condition None +1 to saves vs mind-affecting +2 to saves vs transmutation effects used by aberrations +2 to saves vs any effect used by aberrations +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead -2 to saves vs [evil] +2 AC/FFAC vs aberrations Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves 75% fortification   --- Spell Points 75/90, Martial Focus On Delayed Damage 0/44, Hand's Knowledge 1/1, Hypervitalise 592/600, Impromptu Formula 20/22, Spirit Allies 4/6   Haste 13/15, Spirit Allies 7/10 and 9/10 Current Formulae (9/11): Alchemist Fire [Alkali Blast] Alchemist Fire [Electric Blast] Alchemist Fire [Fire Blast] Alchemist Fire [Nether Blast] Salve DC50 Salve DC50 Panacaea DC50 Panacaea DC50 Itching Powder  
  21. OCULUS EYELAND - OVERLAND MAP   Oculus Eyeland is roughly 40 miles wide East to West and about the same North to South.   The crater lake in the center of the main island is roughly 10 miles wide at it's widest point (a line running NE to SW)   The peninsula that the Trading Post sits on is roughly 10 miles long, and is not directly connected to the main island.   OCULUS EYELAND - REGIONS MAP The Light Green Areas are grassland and rolling plains, interrupted by the small villages, which are universally surrounded by farmland, grazing fields, or both. The Dark Green Areas are forested tracts, a mix of deciduous and coniferous trees.  The central forest is fairly heavily logged, and the western forest is lightly logged at it's edges.  Both are well managed, and have a few small settlements on the borders.  The large Eastern forest is deliberately un-logged and allowed to remain wild. The Dark Brown area is an extensive swamp, mixed with saltwater marsh on it's edges.  It is known to have a few small settlements, but is mostly uninhabited. The White area is the new Mountain.  It rises in a steep, conical shape at least three miles high, with what appears to be a volcanic caldera at the peak.  It is snow covered above one mile and lightly (and patchily) forested.  There are no known settlements on the mountain. The Light Blue is shallow coastal water, never more than 50' deep.  The Dark Blue is deeper oceanic water, more than 50' deep. The lake in the center of the island is fresh water, but had odd properties and is known to be toxic to anyone not a native of the island. The light blue area of the lake ranges from wading shallows down to about 50' deep. The dark blue area of the lake ranges from 50-200 feet deep. The depth of the midnight blue area in the center of the lake is unknown to anyone not a native of the island, but is, presumably, extremely deep. The Red Dot on the northers peninsula is the Trading Post established by the guild.  Despite the dots' relative size on the map, the actual trading post only covers an area of an acre or two.
  22. The Trading Post The arrival of the giant, floating, undead orb put the Hunters on the back foot for several seconds. However, being powerful, experienced warriors themselves, they managed to push themselves through the fear and counterattack. Even as the battle recommenced, the THRUMM from the portal continued to increase in both intensity and volume. It was obvious to any who even happened to glance in that direction that the shimmering ring of eldritch energy was definitely getting bigger. It appeared to have grown several yards in diameter over the last few heartbeats, and the pinpoint of absolute darkness that had appeared in it's center just seconds ago had already grown into a sphere at least five feet across. The very air within the area defined by the small black sphere roiled, snapping and popping, and the whole thing, portal and sphere, gaze off an ever stronger scent of ozone. Despite the encroaching danger, the Hunter's focus remained, as it must, on defending themselves, as well as taking the fight to their most fearsome, undead foes. Cal, overcome with a mixture of horror and rage was the first to turn his awesome power on the undead beholder. Beams of pure, life-giving energy lashed out, impacting square on the Death Tyrant's bone white hide. The great, fanged mouth opened wide, and a high pitched screech erupted from the creature as the beam played across it's flesh, burning away several scales with bright white 'flame'. The flames, unfortunately, failed to 'catch', quickly dripping off of the creature's tough hide. But first 'blood' definitely went to Cal. After that, several things happened near-simultaneously. Using their telepathic link to coordinate, the remaining Hunters unleashed hell on their foes. Monique released her latest pet project, a massive Earth elemental, to stand at her side. The elemental was easily as large as the floating Death Tyrant, but being so close to it made it look even larger. Siphoning off a piece of it's essence, Monique infused one of her flashbangs and flung it at the floating death orb, coating one side of it in a sheet of acid, causing the undead beholder's hide the bubble and hiss, and the thing to once more screech in agitation. Near Monique, Devlin and Nivel both reacted to their large foes with skill and panache. Nivel flashed in and out of his misty, vaporous form, and caused one of his foes to spin around, continually trying to target him, and missing. Taking advantage of the creature's confusion, the assassin slashed at the Zyclops several times, leaving massive wounds on the creature, the final one severing it's spine at the base of it's skull, and dropping the monstrosity to the dirt, unmoving...dead, finally, and hopefully, at peace. Another heartbeat, and Nivel once more faded into mist, moving rapidly away. The female Zyclops which had been menacing him a moment before, seemed unable to find him, much less target him with her huge fists, and the assassin got away cleanly. Devlin, meantime, spun, leapt, and attacked like a dervish. His mad antics seemed to disorient the nearby Zyclops, and neither of them were able to launch an effective attack against him...something that the nattily dressed mage took shameless advantage of. During one particularly flashy spin, he sent a flashbang sailing across the town to slam into the downed guard, coating it and the other undead in a blanket of smoking acid. The two creatures screeched and thrashed, but both appeared to still be functional, if rather nastily damaged. Turning his attention to the closer of his foes, Devlin blasted one of the Zyclops with a potion fueled punch, completely shattering all the ribs on the woman's left side...and getting a blast of roaring necrotic flames racing up his arm for his trouble. Nevertheless, he managed to use the energy generated by his attack, and snatched a small spark of quintessence from the undead, using it to fuel his own powers, and summoning another 'Devlin' from a parallel time stream. The first Devlin kicked himself away, using the momentum of his strike to launch himself across the dusty road, even as he tossed a small ovoid at the heavily damaged Zyclops. The ovoid impacted the woman directly on the side of her head, detonating, and sending a burst of blood, bone, and brain matter spraying across the area...much of which landed on the second 'Devlin' who suddenly appeared in the middle of the street. Both Devlin's were so affronted by this development, that they barely registered when the woman's huge form slumped, bonelessly, to the street, unmoving. The time displaced Devlin, looking thoroughly irritated, snapped a hand out, sending a cluster of small, colorful ovoids at the second Zyclops, all of which impacted on the creature's hide. The series of bombs devastated the creature, sending hunks of it flying, and even tearing an arm completely away. Unfortunately, despite the massive damage, the undead monstrosity, somehow, remained standing, even with half it's torso, most of it's head, and even part of one leg completely shredded. Alternate timeline Devlin looked down at himself, turned a baleful gaze on primary timeline Devlin, gave himself a rude gesture, then faded back into the timestream. Alone in the alley, Blaidd, surrounded, tore into his foes. The first of his enemies, the simply townie whom he'd first attacked, went down in a welter of gore as the shapeshifter's first two blows nearly tore the undead in half. Using the momentum of his attack, he spun into the second of his two enemies, launching himself at it, ripping with his claws even as he savaged it's head and neck with his transformed fangs. Ichor and half-rotted entrails spilled out into the dirt, while liberally coating the tattooed warrior as well. Such was the power of the blows, he then knocked the former shepherd down, allowing Blaidd to slam his heel into the things chest, clearly cracking several of it's ribs. Meanwhile, Yukito, as per their telepathic plan, hesitated for the briefest of instants, just long enough to allow the others to attack their foes. He then launched himself into the air, looking to put some distance between him and his closest foes. Both the Zyclops took swipes at him, but between his speed and ready shield, he easily avoided both blows. And though he was now out of immediate attack range, the armoured Zyclops nevertheless looked to be gauging the distance for a leaping attack. Ignoring that potential threat for the moment, the swordsman concentrated, instead, on the many-eyed orb of death floating above them. The blast of frigid power that Yukito unleashed flashed across the battlefield in an instant, far too quick for the massive beholder to dodge. Ichor spurted from the creature's body as the wave of force from Yukito's blade slammed into it, and immediately began to freeze, surrounding the Death Tyrant in a thick shell of ice. Even as the shell rapidly formed, all ten of it's small eyes snapped around, focusing on the puny swordsman.  Yukito was left with no doubts as to the presence of a ravenous, malevolent, intelligence residing in those bleak, black orbs. Luckily for Yukito, the ten madly waving eyestalks were encased in ice a split second later. Another, lesser, wave of power burst out from the swordsman, causing minor lacerations to appear on several of the nearby Zyclops, but the wounds were mostly superficial. The attack on the Tyrant sent the Zyclops into a frenzy, and fresh howls rang out all along the street. The two Zyclops nearest Yukito both attempted to leap up at him, the smith attempting to batter him with an oversized hammer, and the guardsman with his massive sword. Neither connected, not even coming close to hitting the flying Hunter. The mob charging from the south of the portal all attempted to converge on Yukito as well. Two of them aimed straight for him, gathering themselves for a leap. The other two, however, charged just as blindly forward...and both crossed the event horizon of the wildly fluctuating portal. The first, the one garbed as a smith, simply clipped the edge of the flickering ring. The creature froze for an instant, a steamwhistle shriek ripping from it's long dead throat. A bolt of black lightning ripped from it's chest, spun around the circle of the portal, and flashed across the distance between the creature and the floating Death Tyrant. The Zyclops dropped to the ground, a marionette with it's strings cut, and moved no more. The huge floating orb, still encased in it's frigid coating, ROARED, sending cracks and crazes through the coating of black, ichorous ice that surrounded it. The second Zyclops, the one dressed in homespun and carrying a shepherd's staff, also impacted the outer edge of the portal, and the same lightning effect occurred, causing even more ice cracking roars to emanate from the creature. The shepherd, however, had enough momentum to carry him forward, just enough, that his outflung hand impacted the matte black sphere in the center of the portal. There was a flash of..."not-light"...a burst of pure, sight stealing darkness, that covered the entire area for the space of a single heartbeat, and then...grayish-black wisps of smoking dust drifted down to the ground, and the shepherd was nowhere to be seen. All through the town, each of the still functional Zyclops hestitated, freezing in place, when their two brethren impacted the portal. Another ear splitting roar from the floating Tyrant, rattled the town, and they all began to move once more, zeroing in on whatever target was nearest. The remaining two Zyclops from the southern end of the town, ignoring their downed fellows, converged on Yukito's floating form, though neither were close enough to threaten him as of yet. The three Zyclops on the upper balcony that Devlin had hit with his nullmetal bomb seemed to shake off it's effects and all leapt down to the street. Two of them converged on the alley where Blaidd was fighting their fellows, and the third charged towards the melee between Devlin, Monique, and Nivel. The two Zyclops who had fallen foul of the tripwire when exiting the chapel scrambled to their feet and both charged the rather distracted Cal, but neither were able to get close enough to attack just yet. The two heavily damaged former townsfolk went after their nearest targets, one orienting on Devlin, and the other immediately launching a flurry of blows at the nearby Earth elemental. In the alley, the Smith unleashed a hail of blows at Blaidd with it's oversized hammer, while the Shepherd lumbered to it's feet. The latter lashed out with it's staff, connecting with a solid blow just as Blaidd was dealing with the Smith's flurry of attacks. Meanwhile, far above the half destroyed inn, the ice surrounding the Death Tyrant continued to pop and crack, and was already beginning to show signs of imminent breakage. From within the shell of ichor, another steamwhistle shriek echoed, and multiple lances of potent black energy burst through the coating, spearing randomly into various parts of buildings and wreckage. Everywhere the rays of darkness touched, wood rotted, instantly drying out and cracking with age, only to burst into flames a heartbeat later. Fortunately, none of the deadly beams landed anywhere near the six Hunters, though a couple did come dangerously close to the ever more unstable portal. Even more fortunately, the pencil thin beams, though powerful, seemed to do much more than melt slender holes in the icy shell, and the behemoth remained, for now, trapped. . . . . . Suddenly, as if appearing from nowhere, a small, spherical being popped into existence, hovering a few feet in the air, not far from where Nivel floated in his mist form. A tiny, high pitched voice whined in complaint. "OW!! OWOWOWOWOWOW!!!! Hurts! WarpyBuzzyBadPortal Hurts Anima! OW! OW! OWWWWW!!!" Glancing towards the voice, all of the nearby Hunters were able to see a tiny, bluish-purple floating orb. The little beholder appeared to be a perfect version of one of the creatures, re-created in miniature...only...somehow...cute? Turning to orient it's central eye towards Nivel, it's other eyestalks, none larger than one of the Hunter's fingers, moved about to orient on all those surrounding it. "Erm..." it somehow managed to look both mildly fearful, and somewhat sheepish all at the same time. "No hurt Anima? Anima comeses in peace." A massive roar from above the inn caught everyone's attention. More black eyebeams lashed out, burning more holes in the icy coating on the floating terror, though, for now, the prison still held. The little beholder's eyes all snapped to the floating behemoth, and it let out a terrified "EEP!!" before flitting around and hiding itself behind Nivel, putting the misty assassin between itself and the undead Tyrant. "NO NO NO!! Strangers gotta go! Gotta GO GO GO! Death Orb BadScaryDangerous! Portal BadScaryDangerous! Gotta GO! NOW!!" Even as it made it's demands, the little creature continued to hide within Nivel's shadow, peeking around him with it's eyestalks, then quickly ducking back in evident fear every time it spotted the floating hulk encased in black ice.     OOC Info A new...friend?...arrives on the field.  🙂   Also, the Portal gets More Dangerouser!! Perception DC 20 You note that the event horizon of the Portal has grown significantly, as has the sphere of darkness in the center. Perception DC 30 You estimate that it's speed of growth seems to be increasing, even as you watch. Perception DC 40 The speed of increase seems to be doubling about once every 5-ish seconds (ie per round)         As always, Combat pertinent info in the Combat spoiler. Roll20 Link   Initiative Order Yamazaki/Yukito: 36 Venn/Nivel: 29 Dalamb/Monique: 25 Llyarden/Cal: 24 Zyclops: 23 Paxon/Devlin: 21 Slayer/Blaidd: 17   Lyrican HaverFannyPacks These handy, dandy, and not yet available for public consumption items are quite useful.  They combine the best features of a Handy Haversack and the largest Bag of Holding available. Any item placed within can be drawn out as a Move Action, simply by thinking about it, reaching in, and grabbing the item, which suddenly appears. While the FannyPack is, itself, magic, it cannot hold any magic items.  They simply will not enter it's enchanted, extended space.  They can be stored in it as though it were a regular pouch, which the Pack resembles when opened, unless the bearer wishes otherwise. The opening of the pack can be expanded, at the wearer's desire, up to sufficient size to take a Medium sized object.   Each of the Packs currently contain 1 Months' worth of fresh and preserved food, 1 months's supply of water (in skins and pony kegs), as well as copious amounts of mundane adventuring gear.  If it is a mundane item (that will fit within the pouch), and is in the equipment list, at least one of whatever 'it' is, is in the pouch.  This includes tools, alchemical items, and all other nonmagical gear.  It does NOT include any MW items.   In addition, each Pack contains a supply of (Stable) Salve (150 doses, 10d8 Healing, no limit on daily uses), and (Stable) Panacea (50 Doses, created at DC 40).   Combat Info ROUND THREE: FIGHT! It is now the beginning of Round Three. To keep things flowing, we're going to continue with Block Initiative.  Everyone, please post when and as you have time, then I'll do up a summary post at the end, just as I did this time.  If it seems like this is working, we'll probably move to this every time, just to keep it simple(r).   A COUPLE OF ADDITIONAL NOTES The 'Black Lightning' effect when the two Zyclops hit the ring of the portal was identical to when it zapped Nivel's dragon illusion.  Since LFT was encased in ice at that point, you couldn't see what effect it had, but based on the mass stutter from the Zyclops, and the absolutely inhuman roaring from the ice, it definitely did something.  And whatever that something was, it's royally pissed off LFT. The black lightning had NO EFFECT on the ice surrounding LFT. It seemed to pass right through it with no issue. When the Shepherd Zyclops hit the black sphere, it basically got Thanos Snapped.  In the instant where everything went black (it was literally the length of an eyeblink), it went from whole, undamaged (relatively speaking) Zombie Shepherd Cyclops, to a floating cloud of little bits of dust. Translation...dont touch the black sphere, Mmmmkay? The new little beholder, self identified as Anima, who is currently hiding behind Nivel, appears to be a normal beholder in every way, only it's the size of a basketball.  It's a Tiny creature, roughly 1' across, and it's eyestalks are of commensurate size (about the size of an average person's pointer finger).  IN all other ways it appears to be a standard beholder, but, as indicated, it's legitimately kind of cute. Anima's voice patterns are similar to Dobby the House Elf from Harry Potter...if you're not familiar with the Best Elf Ever™, then check out This Video on YouTube The tone of Anima's voice is basically identical to Navi from Legend of Zelda (the annoyingly cute little "Hey, Listen!" fairy)     Nonlethal Portal Damage The Nonlethal Damage from the Portal is analogous to the damage caused by Draining Casting.  It can only be healed by resting for 8 hours. The Sickened Condition affects all PC's, regardless of any immunity to such conditions they normally have.      
  23.  Monique Monique shrugged off the brief pain from her emergency teleport; it had done her no harm aside from the moment of pain. <<“Ouch! That hurt! I guess we’re not going to be able to escape that way. It didn’t harm me much, but it could do serious harm to some of the rest of you. And trying to get further away could be much worse.”>>   She felt a combination of excitement and fear as a huge beholder burst from the building to the east: excitement because of the chance to put to use some of the strategy discussion from the gathering last night, but fear because the obviously undead creature would be immune to many of her alchemical materials. The blinding effects of her flashbangs that she’d hoped to use to stop it from being able to aim its attacks at the team weren’t going to work. She studied it, attempting to recall whatever she might have learned about such creatures in the past, and what vulnerabilities it might have.   She hurried north, further away from the dangerously degenerating portal, and opened the vial that contained the essence of her earth elemental. With a sound like an earthquake it appeared between her and the Zyclopes to the southeast. She pulled a flashbang out of her bandoleer, armed it with the elemental essence of earth, and fired at the Death Tyrant.   Under the effects of the spell she had cast seconds ago, she moved again, to just north of her elemental, keeping it next to her in case she would need another acid-enhanced flashbang, and attempts to hide from all their opponents. OOC Sorry for the confusion and the long delay.   I just realized she was using her Mundane statblock; I've edited it into the magical one.   Mechanics Auras: outer (yellow): Close range (primarily for mass cure) inner (green): allies get Hanged Man motif (optional +2 to 2 saves, -2 to the other, free action each round to change) Actions in round 2 (see dice post😞 Shrugs off ‘normal’ nonlethal damage from the teleport because of Unbroken origin talent. Free: Knowledge check to scout Death Tyrant; she already has the Zyclops scouted. Move: 30’ north to 2E of Nivel. Release huge earth elemental. Standard: flashback attack vs Death Tyrant, before it is encased in ice. Move (temporal haste): 1N of elemental, attempting Stealth Earth elemental full-attacks Zyclops to its SE. Poppet uses left: Llyarden/Cal: 2 Slayer/Blaidd: 0 Venn/Nivel: 0 Paxon/Devlin: 2 Yamazaki/Yukito: 1 Statblock Monique Rousseau Female Human Scholar / Hedgewitch, Level 15, Init 16, HP 194/225, Speed 30 AC 55, Touch 55, Flat-footed 44, CMD 55, Fort 24, Ref 25, Will 21, CMB +11, Base Attack Bonus 11 light crossbow +19 / +14 / +9 (1d8, 19-20x2) crossbow-launched flashbang +19 (1d8+1d8, 19-20x2) (+8 Dex, +26 Misc) Abilities Str 10, Dex 26, Con 24, Int 40, Wis 10, Cha 30 Condition Martial Focus x1 (one expended) sp 52/60; spell resistance 26; energy resistance 20 (acid, cold, electricity, fire, sonic, negative energy) origin: mistsight (see through fog/smoke/etc), all-around vision (can't be flanked);   telepathy 250'; darkvision 60'; endure level drain; unbroken (immune to nonlethal);   aquatic, climber, glider, +2 on take 10 or 20; low light vision Lurker (special detection senses need Perception roll)   Notes: Saves include Hanged Man (High Priestess): +2 insight for 2 saves (fort and will), -2 for other (ref), for self and allies within 30' (they choose their own saves, or choose not to use it, free action each round). Anything but beholder and Zyclopes sees her AC without the +4 dodge bonus included above.  
  24.   Nivel Syrris | HP: 226/255 | AC: 58 (Touch: 46) | CMD: 48 | SP: 25/38 | IP: 25/27 | Special: Improved Temporal Haste; 20% concealment The unstable portal's backlash burned away Nivel's illusory dragon as though it were water dissolving spun sugar candy. However, candy typically has the decency not to tear through time and space, unraveling your very being. Nivel's prior spell, the intricate invisibility he had woven just moments ago, also dissipated, as though the spell had never been cast. The mistwalker doesn't have time to dwell on this as the electric pain sears through his body, sending waves of hot pins and needles coursing through his body. He shrugs off the worst of it, but his focus is shattered; It's only his extensive training  now which keeps his head in the game. It feels as though his psyche is fragmented by the effect, the mistsoul screaming as though each voice is fighting one another to influence his mind. He does his best to ignore the voices of the storm of souls.   Nivel takes rapid stock of the situation; the invisibility is no longer veiling him nor his allies, and his distraction is similarly gone. More zyclopes are filing out of the buildings, with two of them rapidly approaching him specifically. As each attempts to pound him into the ground with their black flame-wreathed fists, he deftly dodges their powerful slams. Above, the form of a massive death tyrant, or something very much like one, sends a terrible chill down his spine. This scenario just keeps getting worse, but Nivel does his best to act rationally and remain calm.   His allies seem to be testing the vulnerabilities of their foes, and their constant communication is a boon.   <<I hear you loud and clear on that, Devlin. I'll try to draw their focus as I enact a tactical retreat. We do need to leave, and quite urgently, lest we be torn to shreds by the unstable portal as my dragon was.>> The mistwalker narrows his gaze as he analyzes the reanimated townsfolk attacking him. Leveling his hand crossbow at the large opponent, he spreads a distracting spray of mist as he resumes his fully-solid form, letting loose a bolt aimed at a precise vulnerable point. Using the attack as cover to relocate, Nivel quickly discorporates his body into mist form, retreating to a tactical spot for Devlin to work his mechanical prowess. As he takes up his new position, he mixes a new dose of poison, this time with the larger, looming threat in mind.   OOC/Combat Auto-fail on Concentration Check (can't meet the DC of 60 through any combination of effects). Everyone lost advanced invisibility when that went down, and additionally Nivel loses Mental Focus for failing a forced concentration check. Nivel takes 25 temporary nonlethal damage (total results of Will Save: 36 exactly, thanks to Monique's Hanged Man/High Priestess motif-sharing and being within 30 feet at the time) when the backlash hits, and is shaken for 1 round. Nivel heals 15 temporary nonlethal damage at the start of his turn thanks to Quick Recovery. The two Zyclops townsfolk miss Nivel. He does not need to use Active Defense, nor does he wish to attempt Redirecting Shield at the moment.  Nivel's Demoralize DC, per the Dice thread parameters, is 32 (or 34 if his bonus from Band of the Stalwart Warrior can apply); Therefore, he is shaken for 3 rounds. Despite being shaken previously, his Band of the Stalwart Warrior prevents him from experiencing fear beyond the Shaken condition.   {Swift} Studied Combat to study Townsfolk 06 (black flame zyclops), plus Scout as free action (already scouted, but will roll in case I can get a better result and learn their weaknesses, per Scout):  {Free} Misty Assault: Exit Mist Form to attack and Free Feint attempt vs. Townsfolk 06 (no penalties thanks to Feinting Condensation): 53 vs DC = 10 + opponent’s BAB + their Wis mod, or 10 + their Sense Motive bonus if trained in that skill. {Standard - Sp. Atk. Action} Deadly Shot vs. Townsfolk 06, expending Martial Focus for bonus damage; If Feint was successful, they lose their Dex bonus to AC and therefore also take effects of Sneak Attack and Fatal Thrust; Spending 1 Inspiration on Combat Inspiration, boosting attack and damage (thanks to Inspired weapon). If I damage Townsfolk 06, they cannot make AoO's for 1 round (Sapping Offensive); Ranged Attack does not provoke AoO due to Close Combat Specialist. Attack vs. Townsfolk 06: 47 vs. AC Damage: 67, or 88 if feint is successful {Move} Quick Shift: Assume Mist Form as a move action, and move half my speed (regaining Martial Focus); If either Zyclops wants to make an AoO, and I assume they will, they must roll a Will Save (DC 32) or be unable to take the AoO (per Obscured Action); If they make the will save anyway, I'll use Active Defense as necessary to increase my shield bonus to AC +4 vs. those attacks. If the attacker fails their attack, I'll use Redirecting Shield to have them attack the adjacent Zyclops (compare attack roll -2 to new target's AC) if applicable, or themselves if there is no other Zyclops in reach. As a reminder, if Townsfolk 06 is still up but was damaged by my attack, they can't take AoO's for 1 round.   {Temporal Haste - Move} Create Poison: Degenerating Poison (Charisma); Apply to 2 acupuncture needles (-2 Save DC, but double the fun)   Pre-emptive/Conditional: As above, will use AoO's to fuel Active Defense, gaining +4 to my shield bonus vs. weapon attacks (melee or ranged).  
  25. Blaidd Glyndwr   Blaidd Glyndwr Blaidd tore through the lone Cyclops before him, an unleased being of force as he claws tore into the putrid, rotten flesh. Pain coursed through his body, his skin burnt and bubbling as he came into contact with the Cylops. Jumping back to avoid any futher interaction, Blaidd cursed, his skin bright red, sore and blisted. Black flames seemed to pore from the wounds opened from his claw. The throbing pain was nothing new, like an old friend from the many battles he had experienced. A new collection to the scars upon his body. Blaidd continued to wear the sardonic smile upon his face, the thrill of the battle stilll overcome him, his blood redhot and pumping furiously within. The beat of his heart filled his ears.   He had got its attention now, the lumbering bulk of raw muscle turning, its body moving as if unused to carrying its weight. It charged with a moaning rore, spittle flying from its mouth as its pale white eye focussed solely on Blaidd. It swung towards him, a heavy fist the size of a small boulder crashing towards him. The sound drew the attention of others, two more large forms crashed from around the corner, tattered clothes giving away their past lives. They charged him in unison. Blaidd dodged the first blow, the heavy had whistling past his ear. The next nearly split his head as he ducked to avoid. He was not quick enough though as the final blow struck his ribs, his body moaned in pain at the sheer force of the blow. His skin blistered and bubbled as black flames scourched his body. He was surrounded. Nothing he couldn't handle though, these Cyclops still held the power of the once living bodies but they were slow and cumbersome. Blaidd planted a foot behind him, pushing the loose earth back as he steadied himself ready to lunge forward towards his oppressors.   Then the town exploded in a blaze of blame flames and falling debris. Bits of wood and thatch rained down from above as smoke filled the air. A large shadow rose from the centre of the town, as its body parted through the smoke revealing the ice white horrid flesh as the large pale eye that looked down upon them all. Fear struck him, shaking him to his core as he beheld the site of the large ominous creature. Blaid swore as they found themsleves face to face already with one of them. Blaidd searched for his allies, the panic beginning to overwhelm him, before he saw them dancing through the air continuing to fight, the sounds of explosions rining through the air.   Bearing his teeth and letting a low gutteral growl escape, Blaidd summoned the magic within him, the runes upon his chest aglow as he felt the raw energy fill his body. Lunging forward Blaidd unleased a torrent of blows, his claws gouging at their flesh, an explosion of arcane energy unleashed upon them. A wave of pure fury.   Statblock Blaidd Glyndwr Male Human Prodigy (Mimic)/Incanter, Level 15, Init 15, HP 170/195, Non-lethal HP 139/195, Speed 60 AC 57, Touch 57, Flat-footed 57, CMD 48, Fort 20, Ref 31, Will 32, CMB +35, Base Attack Bonus 11 Natural weapon (claws) (Cat claw gloves +5) - +37 (20/x2) Natural weapon (claws) (Cat claw gloves +5) - +37 (20/x2) Natural weapon (bite) - +32 (20/x2) Abilities Str 42, Dex 25, Con 20, Int 10, Wis 30, Cha 10 Condition Martial Focus; Shaken; Sickened sp 52/60 Effects: Haste (with temporal haste) Hanged Man : +2 insight for 2 saves, -2 for other, for self (+2 fort/will, -2 ref) The Hermit: aid another +5 on self The Sun: roll twice on save when &lt;50% health Alteration traits: Natural weapons - claws, bite - 2 traits Agile - Dodge  - 1 trait Elemental body - Elemental Movement - 1 trait Bestial reflexes - Pounce, Trip - 1 trait Temporary alteration traits: Size change (Huge) Bestial reflexes - Rend OOC Free action - continue berserking Immediate action - Sudden Invigoration Swift action - Scout on beholder Full attack action - Attack Swift action on hit (temporal haste) - Cow Enemy (demoralization)  
  26. Devlin  The answers Devlin sought turned out to be most disagreeable. Everyone heard the response from Crypleptus and Hardblade, but Devlin felt compelled to reply. <"Message received. We'll commence a fighting retreat. Then we hunt.">   The situation was looking bad. Then it got much worse.   Magic backlash of all sorts ripped through his team. Then zombie Cyclops ripped through the walls. Before two from the building nearby closed on him, Devlin just had time to observe the effects of his Nullsteel. He relayed it to the team, <"I hit those two on the balcony with a Nullsteel cloud. Doesn't look like it disrupted their fire protection, but it does seemed like it stopped them cold, along with that third there. Maybe disrupting a connection to their necromancer master?">   The attackers were on him then. Slow — Devlin easily stepped out of the way of the first one's stomping feet. But strong! He attempted to deflect the swiping club-arm of the second, and only barely succeeded in pushing it off-target as he sidestepped. A moment later (point-eight-five seconds for those keeping count, as he tended to do), Devlin heard the twang-POP of his tripwire finding an unwary target. He spread his hands wide theatrically, his cloak billowing dramatically, posturing at the Zyclopses attacking him. "No hands even! You want to try me?" He grinned wider as he spied in his peripheral vision a second large figure emerge from the northern building and tumble over, and in less than a blink of an eye he'd snatched an orb from his bandolier and flicked it toward the fallen foe, spinning in a flourish.   Then the beholder crashed through, and it left Devlin shaken. This wasn't the massive, terrifying one he'd seen in his vision so long ago, but it shook his soul nonetheless. A Death Orb, here almost as if waiting for them. Not good at all.    Shaking his head as if trying to clear it, it was time to get to work. Devlin noted the features of this beholder. Then he took less than a breath to observe the dark orb in the center of the portal. Related? Or part of the portal collapse? He spoke to the others, <"There are undead Beholders known as Death Kisses, put they aren't particularly strong. There have been speculations of Beholders becoming true necromancers. This is unlike anything anyone has reported before. I would say we've made a new, and very unfortunate discovery. Still, it's undead, floating, and has lots of vulnerable looking eyes. Do your worst."> Devlin tried to speak over the link with his usual demon-may-care attitude, but the fear was evident in his projected thoughts. At least the aura emanating from Monique helped bolster him, and he let it flow across his mind and reflexes, changing them slightly.   The big pair of Zyclops were looming over him, and it was time to do something about them first. Devlin leapt straight into the air. The motion brought him level with that strange black-burning eye of the cyclops, and time slowed as he hung there. Then with with greatly accelerated speed, he delivered a straight-fingered knife-hand strike directly into the middle of that eye. It burned and drained as he made contact, but Devlin was ready for it, channeling the pain along his shadowy shield. He reached deeper in that elongated instant, extending his essence into the timeflow, feeling for the undead's temporal essence. There. He grabbed it, forging a connection of two temporal bodies, speeding himself up even faster as the cyclops would be left in a momentary stasis if he did this right. Then time flowing back into a semblance of normal, he planted his feet and kicked himself off several paces away, before the thing could react, leaving an afterimage flowing behind him.    He wasn't done. Even as he landed, Devlin was drawing an object from his coat. Is was both real and not, a phantom from another time-stream brought into his own, appearing as a gold-glowing orb with holy iconography. This served to draw the Zyclopse's attention as he held it out dramatically, while at the same time Devlin's other hand flicked forward delivering one of his smaller explosives right into the female's center mass. His basic explosive, it impacted with time-accelerated force and popped in a pressurized explosion.   Then Devlin had another vision. It was from a parallel timeline, in which he attacked the other nearby Zyclops, the male, with a series Poppers, one after another. He spun and a pair of the small deadly orbs blasted across the short distance and exploded against the big humanoid, damaging him even as it discombobulated him. Devlin reached for the temporal shard he had tried to wrench away from the Cyclops woman. If it was there, he would use it to merge this timeline with his own, making this series of attacks a near impossible reality. If not, they would stay where they were, an alternate timeline veering off in its own direction.   Either way, he had just enough mental and physical bandwidth to make one more toss, flinging another tripwire that latched into the ground right in front of the Zyclops duo that had attacked Nivel. He timed the toss as closely as he could to land as soon as Nivel vacated the space, seeing the mist-walker was finishing his attack and about to reposition...   <"Nasty surprise coming as soon as you move, Nivel. Monique, when you move, come straight toward me, beware of my tripwire just northeast of you.">     OOC and Mechanics That took a bit of time to put together. I wanted to lots of actions, I got 'em I guess! 🙂   Actions OFF TURN Both Zyclops attacks miss Devlin. Devlin becomes Shaken by the Beholder.   When Shepherd 03 triggers Devlin's trap, Crowd Pleaser allows him to make a Caper (boast) as free off-turn action.  Any enemy within 250' feet must succeed at DC30 will save or lose their attack/casting against Devlin (until beginning of turn).   When Guard 01 triggers Devlin's trap, Crowd Pleaser allows him to make a Bloodthirst (boast), attacking Guard 01 (he's within 250' theatrical boast range).  Ranged attack (attack roll =49) against Guard 01 using an Improved Acid Flask.  If hits, 46 bludgeoning damage + 31 acid damage, plus same amount of acid damage to Shepherd 03 If the attack misses regular AC but hits touch AC, it still hits just with reduced bludgeoning damage. I'll re-roll accordingly. This attack will likely trigger AOOs from Zyclopses threatening Devlin. See above Caper if they get to make those attacks. ON TURN Caper effects end. Free: Talky talk talk Free: Knowledge (Religion) check (Result 63) to ID/Scout the Beholder Move: Using Academic Knowledge to give all allies +2 to CMB and +2 to DCs of their abilities against the Beholder Free: Knowledge (Arcana) (60) and/or Spellcraft (53) checks to get more information on that orb in the middle of the portal Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will Standard: Unarmed Strike Special Attack Action (Result 54) against Townsfolk 01 *I think the reads "01" but it's hard to see the number. The one just W of Devlin at start of turn., using Time Strike (with Spell Attack) to deliver Steal Time If hits, Devlin will expend his Drunk status (he gets to do this twice before losing drunk status, per Double Chug) to make his unarmed strike do Max Damage, per Drunken Boxer.  Improved Vital Strike damage at effective Large size = 12d8 = 96 max, +23 damage mod Spend 2 momentum to add +15 damage = 134 bludgeoning damage First attack each round does 15 electricity damage (elemental empowerment) If hits, Devlin casts Steal Time on the Townsfolk 01 (1SP). DC36 Will Save or it is Dazed for 1 round and Devlin gets another Standard Action If these operate the same as when Blaidd attacked, Devlin will take Fire/Negative Energy damage. My 6d8 roll in roll thread came up 26, I'll use this unless you want to roll it Ark. Improved Shadow Shield reduces all sources of damage by 4, so 22 (11 fire, 11 negative). Devlin's ER5 for fire means 6 fire. Will spend 1 momentum to reduce damage by 15 (Resilient Momentum). Total = 2 damage, applied to Temp HP Swift: Devlin will Kick Off after the melee attack, sending him 20' N without provoking AOOs. This triggers base Afterimage, leaving behind 1 afterimage (50% miss chance). Free: Spend 1 Shadow Point on Shadow Magic to gain 2 temporary magic talents for 1 min. Which are Energy Strike and Invigorating Blast from destruction sphere. Free: Devlin will hide that this is a casting with Veiled Magic. It takes a DC40 Spellcraft or Perception check to know he's casting this. Free: He'll use his Trick Casting class feature, to make a Feint against Townsfolk 01. Devlin can take 10 on this for a result of 63 on Bluff+41 total skill mod can always take 10 on Bluff +7 when taking 10 (The World and Applied Consistency) +7 vs scouted targets (Catty Stalker and knowledge unlock) -2 Shaken to Feint. Trick Casting Feint lasts for 2 rounds If successful, Devlin will Feint Strike Townsfolk 01, Expending MF to make it an AOO. Ranged Attack (Result 56) with a Cherry Bomb If hits, 48 bludgeoning damage (direct hit) + 21 bludgeoning (cherry bomb) + 12 precision (Fatal Thrust) = 81 bludgeoning damage Soul Strike (exploit) will reduce all of Townsfolk 01's saves by 2 for 5 rounds DAMAGE TOTAL (If all attacks hit Townsfolk 01) = 215 bludgeoning + 15 electricity Extra Move (I will READY this action to trigger after Nivel moves): Expend MF (Using Focused Stamina, -5 stamina) to set a Tripwire (snare) trap with attached Nullsteel-suffused Cherry Bomb as a move action. Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae.  He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape near Townsfolk 03/06 on the roll20 map. Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin set the trap When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 39 rounds (54 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5 The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage, and will trigger the Nullsteel cloud on that square (with its 15' burst). Any subsequent creatures would still be tripped, but the cherry bomb is expended. Show if Steal Time is Successful Extra Standard: Deadly Shot Special Attack Action with Cherry Bomb vs Townsfolk 02 (Result 49) using Trick Arrows flashbang and Trap Launcher (snipe). If hits... 92 bludgeoning damage (direct hit) + 21 b damage (cherry bomb) + 15 (Damaging Momentum, -2M) + 4 b/p/s (flash bang) = 128 bludgeoning + 4 b/p/s damage Fort save DC32 or Blinded and Deafened for 1d4+1 rounds (flash bang) Trap Launcher (snipe) will add a Bamboozling Trap (snare) to the attack: DC32 Ref Save or trap is triggered and target is considered Feinted  If this trap is triggered, Opportunist will allow Devlin to make an AOO within 1st range increment (80') Ranged AOO (Result 47) vs Townsfolk 02 using Cherry Bomb If hits, 47 bludgeoning damage (direct) + 12 b (cherry bomb) + 11 (precision, Fatal Strike) = 70 bludgeoning Soul Strike (exploit) to give Townsfolk 02 a -2 penalty to all saves If trap is triggered, Devlin will use Crowd Pleaser to us Caper (boast) again (DC30 will save, or lose attack against Devlin) DAMAGE TOTAL (if all hit vs Townsfolk 02) = 198 bludgeoning + 4 b/p/s   NEXT OFF TURN If the trap Devlin placed is triggered, it will be another tripwire, 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check. He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens. Group Benefits For 1 min, everyone gets +2 CMB and DCs vs Beholder   Current Momentum Pool: 24/31 Within 30' of Devlin, you can... Spend 2 momentum to add 15 to weapon damage Spend 1 momentum to reduce damage taken by 15   Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects: 6d4 Temp HP for 1 hour +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but might be handy in an AMF) +5 circumstance bonus against emotion related effects for 1 hour +5 circumstance bonus against pain-related effects for 1 hour +5 circumstance bonus against sleep related effects 1 hour Stats Character Sheet | Character Thread Current HP: 204/210  |  Temp HP: 77 (79 -> 77)  |  Nonlethal damage: 6 + 49 portal damage (unhealable) Conditions: Shaken (-2 Attack/Skill/Saves) Current AC: 53ACTIVE 10 base 10 Dexterity bonus 8 armor (unarmored training, applies to touch) 18 Prescient Dodger 4 Natural Armor 3 Dodge (Haste) CONDITIONAL 4 Dodge vs Scouted Enemies INACTIVE  |  49 touch  (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses) Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25 Special: Evasion, Uncanny Dodge Miss Chance: 50%ACTIVE Afterimage: 50%/75% INACTIVE Decoy: 50% until triggered   Perception: +37  | See in Darkness, Blindsense 20', Sightless Action Stealth: +32     Ongoing Effects ACTIVE Caper (boast): Until beginning of next turn, DC30 will save or lose attack against Devlin Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0] Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min) Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves) [Round 0] Iconic Tonic: 1 hour (effects in Group tab) Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0] Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min' Academic Knowledge: +2 CMB, DCs against Beholder, 1 min Shadow Magic: Energy Strike, Invigorating Blast, 1 min   INACTIVE Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan) Transformation: -   Daily Routine: Craft 14 formulae | 30 min (7.5 minutes each 4) | + Other crafting? Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour Read Advanced Study Guide | 1 hour, combined with above Renew Momentum Pool: 1SP, lasts 16 hours Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action. Offense Options Unarmed Strike: +39+11 BAB +10 Dex +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS  |  Damage: 4d8+15DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike Masterwork Crossbow: +25 | Damage: 1d8 | 80' Thrown Weapon: +25 | Damage: 1dx+15 | 10' Thrown Formulae: +44+11 BAB +10 Dex +5 enhanced flask thrower +4 Imbued Greater Courage +3 Haste +5 INT instead of DEX Cunning Attacker (scouted) +4 insight Cunning Attacker (scouted) +2 knowledge unlock (scouted) ------- OPTIONS +1 or 2 coordinated shot | Damage: 4d8+20DICE (as unarmed) 2d10 normal 4d8 large (drunken boxer) 6d8 huge (encompassing light) 8d8 gargantuan (encompassing light + drunken boxer) BONUS +15 INT (Creative Strike) +5 Weapon Enhancement +8 Analytical gaze (scouted) +15 electricity (first attack, elemental empowerment) +15 (damaging momentum) +3d6 Fatal Thrust +6d6 Skewer +8d6 / 16d6 energy strike +4d6/4d10 deadly shot | 80' range (60' de-powered) [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1] [10/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-3] [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll) Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to... Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage) Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered) Belladonna Bursts: on failed save = 2d6 Strength damage (poison) Dispelling Detonations: failed save = greater dispel on target Nullsteel: 1SP/2SP instead of MF for counterspell in burst Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead) Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac Trap Launcher (snipe): attach a snare trap Tripwire: Ref DC32 or prone Bamboozling Trap: Ref DC32 or Feinted Thaumatic Sink: 10' radius AMF for 15 rounds Can use an alchemical item with trap Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP Defense Options Saves (Roll twice) Fort +19 modifiers+5 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man) Reflex +30 modifiers+9 base +10 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug +3 Haste --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp -2, Hanged Man) Will +23 modifiers+9 base +6 ability +5 (resistance) Inhuman Resilience +4 (morale) Imbued Powerful Courage -2 The Fool +1 Double Chug --- +2 vs Spells etc (Spellhardy) +5 vs Sleep (universal alcohol) +5 vs Pain (universal alcohol) +5 vs Emotion (universal alcohol) +4 (resistance) next saving throw (universal alcohol) (Temp +3, Hanged Man)   Caper (boast): When active, DC30 will save or lose attack against Devlin Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.  Resources SP: 83/90 (85 -> 83) Shadow Pool: 3/5 (4 -> 3) MF: 1/2 (1 spent) Stamina Pool: 7/17 (12 -> 7) Momentum Pool: 31 (16 hours, upon spending 1SP, tracked in Group Benefits) Silver Pendant protections: 15/15 Nullsteel uses: 249/250 Prepared Formulae: 14 breakdown1 Universal Alcohol (15) 1 Cherry Bombs (15) 2 Salves 4 Panacea 2 Itching Powder 2 Alchemist's Fire 2 Acid Flask [4/15] Iconic Tonics  [2/2] Salves [3/4] Panaceas  Other Alchemy [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea DC 20: Deafened, fatigued, shaken, sickened. DC 30: Diseased, exhausted, nauseated, poisoned, staggered. DC 40: Frightened, blinded, paralyzed, stunned. (Panacea+Salve) [1] L7 Improved Itching Powder [15/15] L3 Cherry Bombs [2/2] Tanglefoot Bags [1] Tangleburn Bag [1] Pepper Smoke Pellets Basic Alchemist's Fires Basic Acid Flasks Communication Sapphires: 19/20          
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