Jump to content

Edit History

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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.


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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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.


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 Flash 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
  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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.


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 Flash 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
  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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.


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 Flash 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
  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar (maybe Doctor, maybe Harmacist, probably no archetype. Doctor if end up being main healer)

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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
  • Transformation
  • Improved Transformation
  • Dimensional Athlete
  • Master Alchemist
  • Extra Scholar Knack
  • Extra Scholar Knack
  • Superpositioned
  • Brew Stable Formula
  • Combat Stamina
  • Focused Stamina
  • Shadow Magic (surreal)
  • Shadow Shield (surreal)
  • Improved Shadow Shield (surreal)
  • Surreal Strike (surreal)
  • Greater Shadowmark (surreal)

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 Flash 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
  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar (maybe Doctor, maybe Harmacist, probably no archetype. Doctor if end up being main healer)

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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: Something else. 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
  • Transformation
  • Improved Transformation
  • Dimensional Athlete
  • Master Alchemist
  • Extra Scholar Knack
  • Extra Scholar Knack
  • Superpositioned
  • Brew Stable Formula
  • Combat Stamina
  • Focused Stamina
  • Shadow Magic (surreal)
  • Shadow Shield (surreal)
  • Improved Shadow Shield (surreal)
  • Surreal Strike (surreal)
  • Greater Shadowmark (surreal)

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 Flash 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
  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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

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

Scholar (maybe Doctor, maybe Harmacist, probably no archetype. Doctor if end up being main healer)

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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: Something else. 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
  • Transformation
  • Improved Transformation
  • Dimensional Athlete
  • Master Alchemist
  • Extra Scholar Knack
  • Extra Scholar Knack
  • Superpositioned
  • Brew Stable Formula
  • Combat Stamina
  • Focused Stamina
  • Shadow Magic (surreal)
  • Shadow Shield (surreal)
  • Improved Shadow Shield (surreal)
  • Surreal Strike (surreal)
  • Greater Shadowmark (surreal)

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 Flash 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

Sniper

Traps

  • Aerial Trigger
  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Spell Resistance (21)

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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: +6 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

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 

 

SCHOLAR 15

Scholar (maybe Doctor, maybe Harmacist, probably no acrchetype. Doctor if end up being main healer)

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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: Something else. 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
  • Transformation
  • Improved Transformation
  • Dimensional Athlete
  • Master Alchemist
  • Extra Scholar Knack
  • Extra Scholar Knack
  • Superpositioned
  • Brew Stable Formula
  • Combat Stamina
  • Focused Stamina
  • Shadow Magic (surreal)
  • Shadow Shield (surreal)
  • Improved Shadow Shield (surreal)
  • Surreal Strike (surreal)
  • Greater Shadowmark (surreal)

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 Flash 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
  • Ankle Strike (exploit)
  • Soul Strike (exploit)

Open Hand

  • Snap Kick
  • Perfect Attunement
  • Kick-Off

Sniper

Traps

  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 30 from each class (Mountebank, Scholar with Advanced Chronomancy). 90 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Spell Resistance (21)

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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: +6 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

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 

 

SCHOLAR 15

Scholar (maybe Doctor, maybe Harmacist, probably no acrchetype. Doctor if end up being main healer)

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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: Something else. 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
  • Transformation
  • Improved Transformation
  • Dimensional Athlete
  • Master Alchemist
  • Extra Scholar Knack
  • Extra Scholar Knack
  • Superpositioned
  • Brew Stable Formula
  • Combat Stamina
  • Focused Stamina
  • Shadow Magic (surreal)
  • Shadow Shield (surreal)
  • Improved Shadow Shield (surreal)
  • Surreal Strike (surreal)
  • Greater Shadowmark (surreal)

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 Flash 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
  • Ankle Strike (exploit)
  • Soul Strike (exploit)

Open Hand

  • Snap Kick
  • Perfect Attunement
  • Kick-Off

Sniper

Traps

  • 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  

 

 

Paxon

Paxon

BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

Devlin uses his deep knowledge of chemistry and unique insight into space-time to accomplish many of his strongest effects. His original chronometer has been highly tuned, perfected, and distributed across his body. Rings, bracelets, armbands, pendent, brooch, and pauldron all combine and interact through aether and phlogoston pathways to create a chrono-dynamic field around Devlin, which he uses to breach the barriers between planes and alternate timelines bringing more dramatic effects into existence on this plane. He has used his manipulation of time to gain vast stores of knowledge, writing much of it in stores of memory distributed across his multiversal minds. His alchemical and mechanical perfection has enabled him to apply such techniques to enhance his abilities to supernatural degrees. Guild training has further built upon Devlin's repertoire, teaching him elegant fighting techniques and a plethora of ways to take out monsters. He always remains one step ahead of his opponents, physically and mentally, deploying well-placed traps to trip them up and well-targeted insults to manipulate them mentally. If needed, he'll create brief windows into other parallel realities in order to further confuse enemies, showing a brief illusory or quasi-real glimpse of himself or other doing something slightly different than the action taking place, leaving them dumbfounded as to what is actually real.

 

(Spheres from Classes: Alchemy, Scout, Time, Illusion (all noted because I would have otherwise picked these with traditions))

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

Tradition Martial Talents: Trap Sphere, Gladiator Sphere, Quick Draw, Unarmored Training

Additional Equipment Talents (two martial traditions): Gnomish Heritage (discipline), Master Craftsman

General Drawbacks: Skilled Casting (craft: alchemy), Rigorous Concentration, Material Casting, Consciousness Linked, Focus Casting, Somatic x2.

Boons: Manifold Foci (Distributed chronometer8 rings
2 wristbands
1 pendant
1 brooch
2 points on pauldron
2 arm bands
1 belt buckle
3 earrings

Spell Points: 1 per class level from drawbacks (15 per side). 35 from each class (Mountebank, Scholar with Advanced Chronomancy). 100 SP total.

Sphere Specific Drawbacks: War (Commando, Small Unit Strategist), Warp (Personal Warp), Alteration (Lycanthropic, Unnatural Transformation), Light (Touch of Light, Subtle Light, Light Focus), Time (Altered Time - no slow), Gladiator (Distant Icon, Retort), Traps (Expensive Traps), Barroom (Alcoholic), Athletics (Risky Escape)

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Spell Resistance (21)

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

Potent: Convert to 2 Aux, 1 Utility

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

Montebank (Phantom Thief)

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: +6 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

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 

 

SCHOLAR 15

Scholar (maybe Doctor, maybe Harmacist, probably no acrchetype. Doctor if end up being main healer)

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

Material Imposition: Imposition at 3rd and every 2 levels thereafter.

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 Knowledge (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: Something else. 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
  • Transformation
  • Improved Transformation
  • Dimensional Athlete
  • Master Alchemist
  • Extra Scholar Knack
  • Extra Scholar Knack
  • Superpositioned
  • Brew Stable Formula
  • Combat Stamina
  • Focused Stamina
  • Shadow Magic (surreal)
  • Shadow Shield (surreal)
  • Improved Shadow Shield (surreal)
  • Surreal Strike (surreal)
  • Greater Shadowmark (surreal)

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 Flash 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
  • Ankle Strike (exploit)
  • Soul Strike (exploit)

Open Hand

  • Snap Kick
  • Perfect Attunement
  • Kick-Off

Sniper

Traps

  • 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  

 

 

×
×
  • Create New...