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Overview

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: -> 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 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  
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