BUILD
Origin/Traits
6 Potent Talents, 3 Phenomenal Potent Talents
Phenomenal Potent: Convert to 2 Phenomenal Auxiliary
- Blindsense x1
- Blindsense x2 (20')
Phenomenal Potent: Convert to 2 Phenomenal Auxiliary
Phenomenal Potent: Convert to 1 Phenomenal Utility, 1 Ph-Auxiliary
Potent: Specialized Training (extra Feat)
Potent: Specialized Training (extra Feat)
Potent: Spellhardy
Potent: Convert to 2 Aux, 1 Utility
- Darkvision x1 (60')
- Darkvision x2 (90')
- Skill Familiarity (Heal, Bluff)
Potent: Convert to 2 Aux, 1 Utility
- Darkvision x3 (120')
- Damage Reduction (4/cold iron)
- Applied Consistency
Potent: Convert to 2 Aux, 1 Utility
Variations: Elemental Vulnerability (Cold vulnerability, Fire/Acid resistance 5)
TRAITS
- Pocket Space
- Clever Wordplay (Bluff uses INT mod)
- 2 Traits traded for Bonus Feat
- Drawback: Condescending
Classes/Features
MONTEBANK 15
15D8 | +11/+6/+1 BAB | Bad Fort, Good Ref, Will | CL +11
Casting: Mid-caster. Int as CAM
Spell Pool: 35
Blended Training: 15 magic/combat talents
Trickster Training: Illusion Sphere, uses class level as CL for Illusion
Natural Scoundrel Scoundrel's Touch: Must select Scout with 1st talent
Thief's Mark Analytical Gaze: +8 to damage vs scouted creatures for 1 min
Creative Strike: Don't use STR to damage, apply bonus equal to CAM instead
Social/Rogue Talents: Every two levels pick a social or rogue (per phantom thief) talent
- Skill Familiarity (Heal, Bluff, Acrobatics, Perception)
- Mockingbird
- Catty Stalker
- Prescient Dodger
- Roguish Know-how
- Combat Trick = Extra Combat Talent
- Shadow Tools
Veiled Magic: May try to hide spell use. Perception/Spellcraft check DC 45 to know spell used.
Trick Casting: When spell hidden via veiled casting, may feint attempt creature within 30' once per round
Skill Breaker: Unlock skill every 5 levels. Unlocked skills: Craft, Knowledge, Heal
Secretive Spell: +2 spell's save DC vs foe denied dex bonus to AC
Swift Veil: Don't need to increase casting time on Veiled Magic
Advanced Trickery: Don't need to expend MF for Trick Casting
Shade Stepper: If have MF, can use stealth to hide while being observed
Master Trickster: When feint with trick casting, creature remains flat-footed for additional round
FBC: Vanara = 3 Athletics Sphere talents (15/5)
SCHOLAR 15
See Montebank for BAB, Saves, HD, CL. 8+Int skill ranks per level.
Combat Training: Proficient, 7 combat talents
Careful Packer: double capacity backpack, use INT instead of STR for carrying capacity
Medical Training: Int instead of Wis for Heal. Make special heal checks to restore HP.
Problem Solver: Gain Alchemy, Scout
Flashbangs: 1d8 b/p/s, Fort DC37 or blinded deafened for 1d4+1 rounds, 180' range
Scholar's Knacks: Every 2 levels
- Cunning Attacker
- Studied Technique (3 bonus talents)
- Studied Technique (3 bonus talents)
- Studied Technique (3 bonus talents)
- Arcane Studies
- Amateur Chronomancy
- Chronomancy
- Advanced Chronomancy (from Extra Scholar Knack)
- Academic Knowledge (from Extra Scholar Knack)
- Rapid Alchemy (from FCB)
- Trick Arrows (from Advanced Study Guide)
Material Imposition: Imposition at 3rd and every 2 levels thereafter.
- Aspect Infusion
- Belladona Barrier
- Ammonium Nitrate
- Howling Herbology
- Phlogiston
- Silver
- Circle of Salt
Advanced Medical Training: Can cure blindness, deafness, paralysis, poison, ability drain. HP better.
Expert Medical Training: Cure confusion, cursed, disease. Heal dead. Heal HP better.
FBC: Dwarf = 1 and 7/8 scholar's knacks
Oaths and Boons
OATHS • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Oath Against ArtificeDevlin adheres to the tenets of the oath just fine (no firearms, metal shields/armor, devices using charges). His take is a little different than not using technology because he is a big fan of science and invention. Rather, metal plate and shield are too bulky, and besides that almost feel like "cheating" to him, thus he only accepts going unarmored (and in fact is much more effective that way). In addition, guns feel too imprecise - he thrives off the challenge of hitting opponents directly with a thrown object, or leading them into a trap. (1)
Oath of RitualDevlin has spread himself thin across the timelines, and the effect it literal. He is diminished slightly, thinned out, as he expands his consciousness each day to be able to flex through time. He has developed a costly fluid with which he may mitigate these effects, and if there is time and availability, he will imbibe this instead. (1)
Oath of LoyaltyTo the Guild. Which is an odd choice for him, both comforting and anathema at the same time. His curious relationship with causality has caused him to doubt any orders he gets from anyone. At the same time, it has left him unmoored. He found that he was able to place a lot of trust in the Guildmaster after working with them, and decided to trust in their guidance. He will do what they say. (1)
Oath of HumilityDevlin is not humble in his estimation of himself. However, he is when it comes to others serving him. With followers come responsibility. With titles come expectations and necessity. Neither work for the goals Devlin wishes to accomplish. (1)
Code of HonorKnowing the nature of causality, keeping to a code is important to Devlin. Not for the external view of honor, but for his own behaviors. (2)
Forbidden KnowledgeMadness: Instinctive Defiance. "Whenever another creature gives you an order or command, attempt a Will save. On a failure, you become antagonized towards that creature." DC14 -- Devlin's mental journeys through time have left him jaded at the thought of anyone knowing the proper decisions. He strenuously object to anyone giving him orders, outside of those very few he has given his loyalty to. (2)
Extra Oath Points: 8
Total Oath Points: 28
BOONS
[-1] Energy Resistance (ER20 Electricity)
[-1] Inhuman Resilience (+5 saves, +4 Natural Armor)
[-3] Enhanced Armaments (+8 Implement, stave. See below)
[-3] Enhanced Armaments (+8 Flask Thrower. See below)
[-5] Bonus Talents
[-5] Bonus Feats
[-4] Imbued Spell (Complexity 9 apparatus. See below)
[-2] Immortality (no need to eat, drink, sleep, breath; immune to poison, disease, aging)
[-2] Fated Birth x2 (The Fool, The World)
[-2] Skill Superiority x2 (+9 to Craft alchemy, perception)
Enhanced Implement+8 Time Implement. Staff.
5: +5 Enhancement Bonus
1: Extra Sphere - Illusion
1: Extra Sphere - War
1: Extra Sphere - Destruction
Enhanced Weapon+8 Flask Thrower
5: +5 Enhancement Bonus
1: Distance (range increase to 40')
1: Seeking (No miss chance for concealment)
1: Arcing (Attack around cover)
Imbued Spell
Total Complexity = 9. Apparatus starts at 1 complexity. Base Mind Sphere effect.
Complexity and Effect Adjustments:
+1 Change charm to Courage
+1 Use Greater version of Courage (+4 to attack/save/skill/ability checks)
-1 Decrease range from touch to self
+4 Increase duration to hours/CL (necessary step to make "apparatus")
+1 Add talent: Arcane Calculation
+1 Add talent: Rapid Processing
+1 Add talent: Mental Archive
Feats
15 from character levels. 2 from Origin. 1 from Trait exchange. 6 from Bonus feats.
- Great Focus
- Unorthodox Unarmed Training (Alchemy sphere, Trap sphere)
- Extend Stance
- (Splash Weapon Master)
- Quicken Spell (metamagic)
- Spell Attack
- Deft Maneuvers
- Vital Strike
- Improved Vital Strike
- Eternal Transformation
- Improved Transformation
- Dimensional Athlete
- Master Alchemist
- Extra Scholar Knack
- Extra Scholar Knack
- Superpositioned
- Brew Stable Formula
- Combat Stamina
- Focused Stamina
- Extra Combat Talent
- Shadow Magic (surreal)
- Shadow Shield (surreal)
- Improved Shadow Shield (surreal)
- Shadow Slay (surreal)
- Shadowstuff Armaments (surreal) (free via Shadow Tools rogue talent)
Guild Teamwork Feats
- Thuvian Grenadier
- Ambush Squad
- Coordinated Shot
Talents
MARTIAL TALENTS
12 from Montebank progression, 7 from Scholar progression, 7 from Bonus Talents boon, 6 from Martial Traditions, 2 from Classes, 9 from Scholar Studied Technique, 5 from sphere drawbacks, 3 from Montebank FCB
Alchemy (Formulae. 14 prepared at once)
- Snap Toss
- Dynamite Throwing Form (stance)
- Fireworks
- Salve (f)
- Panacea (f)
- Cherry Bombs (f)
- Improved Itching Powder (f)
- Improved Alchemist Fire (f)
- Improved Acid Flask (f)
- Universal Alcohol (f)
Athletics (Leap)
- Expanded Training (Run, Fly)
- Acrocatics
- Bomb Jump
- After Image
- Reflexive Twist (risky escape drawback)
Barrage
- Mobile Focus
Barroom
- Double Chug (alcoholic drawback)
- Go Limp
- Drunken Boxer
Gladiator
- Fan Favorite (retort drawback)
- Theatrical Boast (distant icon drawback)
- Blood-thirst (boast)
- Caper (boast)
Fencing
- Skewer
- Feint Strike
- Unlikely Feint
- Ankle Strike (exploit)
- Soul Strike (exploit)
Open Hand
- Snap Kick
- Kick-Off
Scout
- Identify Rhythms
Sniper
Traps
- Aerial Trigger
- Bamboozling Trap
- Opportunist
- Crowd Pleaser
- Rapid Placement
- Trap Launcher (snipe)
- All Part of the Plan x2
- Thaumatic Sink
Equipment
- Unarmored Training
- Fast Draw
- Craftsman
- Gnomish Heritage (discipline)
MAGIC TALENTS
2 from Tradition, 3 from Montebank progression, 1 from Montebank class, 7 from Chronomancy knacks (all time), 3 from Arcane Studies, 9 from sphere specific drawbacks
Alteration (Lycanthropic, Unnatural Transformation)
- Agile
- Elemental Transformation
Illusion
- Decoy
- Suppression
- Talented Trickster
- Shadow Infusion
Light (Touch of Light, Light Focus, Subtle Light)
- Black Light
- Glory
- Encompassing Light
Time (Altered Time)
- Improved Haste
- Temporal Haste
- Rapid Response
- Time Strike (strike)
- Past Sight
- Broken Time (time)
- Steal Time (time)
Warp (Personal Warp)
- Quick Teleport
War (Commando, Small Unit Tactics)
- Damaging Momentum
- Resilient Momentum
Destruction
Equipment
ITEM |
NOTE | COST | WEIGHT |
---|---|---|---|
MW Flask Thrower | 20' range, throws splash weapons | 325gp | |
MW Instrument | Lute | 100gp | |
MW Artisan's Tools | For crafting traps, mechanical | 55gp | |
Alchemist Lab | 200gp | ||
Alchemy Crafting Kit | 50gp | ||
MW Light Crossbow | 1d8, 19-20/x2, 100' range | 350gp | |
Pocket of Holding | 10 lbs extradimensional space | 200 | |
Healer's Kits x10 | 10 uses each, +2 to heal | 500gp | |
Advanced Study Guide | Scholar Knack: Trick Arrows | 40,000gp |