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Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

 

Mechanical Summary

Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

 

In combat, he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

Balance Stats

Magical Statistics

All Day Stats: 

  • All Day AC: 50, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63)
    • Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • Can add energy strike destructive blast for additional 8d6b (avg 28)
      • or make it a standard barrage at +28/+28 for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
    • Time/Illusion DC: 35
    • Other Spheres DC: 30
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 57, 53 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +39 attack for 24d8+6d6+16d6+53 (avg 238) damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354
    •  Ranged Thrown Formulae +46 attack for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • If within 30' Soul Strike and Ankle Strike
  • Nova Save DC/Damage for Special Abilities:
    • Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds. 
    • Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action
    • Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast
      • Both of above can be delivered as Time Strike
    • Shadowmark: ranged touch attack 7d8 and -3 will saves
    • Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects)
    • Illusions:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka
    • Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min


Group Contributions: 

  • Position-Dependent Effects:
    • Momentum - a momentum pool of 31, within 30' allies can spend momentum to...
      • Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack
      • Resilient Momentum: spend 1 momentum when taking damage to reduce by 15
  • Optional Boosts:
    • May cast Shadow Shield on you, as above in HP section
    • May cast suppression, making it hard to see you
    • May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: Past sight, can see the past at short range, up to days in the past
  • Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action.

Non-Magical Statistics

All Day Stats: 

  • All Day AC: 46, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS)
    • Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 50, 50 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +36 attack for 12d8+6d6+23b damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _
    •  Ranged Thrown Formulae +38 attack for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • Ankle Strike if within 30'
      • Possibly add trap with trap launcher
    • Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damage (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit). 
  • Nova Save DC/Damage for Special Abilities:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka


Group Contributions: 

  • Position-Dependent Effects: -
  • Optional Boosts: -
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: -
  • Stealth Effects: May make stealth checks to hide even when observed

 

Bonuses

Transformation

Eternal Transformation: Humanoid = Animalistic 

  • Speed = 100'
  • Sprint: 1/min, increase base speed by 60' for one round

Improved Transformation: 3 more traits

  • Agile: Evasion
  • Agile: Uncanny Dodge
  • Elemental: Elemental Empowerment - electricity

 

Defense

AC

10 base

+10 dexterity bonus

+8 armor (unarmored training, also applies vs touch)

+4 Natural (Inhuman Resilience)

+18 Dodge (prescient dodger)

  • scouted +4 dodge (identify rhythms)
  • Haste: +3 dodge

Saves

Fort +11 / Ref +19 / Wil +15

+5 resistance all (Inhuman Resilience)

+4 morale all (Imbued Greater Courage)

-2 all, but roll twice on all saves (The Fool)

  • +1 (circumstance) all while drunk (double chug)
  • +3 reflex with Haste
  • +2 vs spell stuff (Spellhardy)
  • +5 vs Emotion effects (1hr, Calming Cider)
  • +5 vs Pain effects (1hr, Painkilling Perry)
  • +5 vs Sleep effects (1hr, Wakeful Whisky)

Resistances/Vulnerability

Electricity 20 (Energy Resistance Boon)

Fire / Acid 5 (Variation, vulnerable to cold)

Silver: SR 25 while wearing pendant, but need to be re-attuned (1 hour) after 15 "uses"

Damage Reduction/Mitigation

4/cold iron (Damage reduction origin)

Go Limp: while drunk, may convert 1/2 damage into nonlethal

Resilient Momentum: spend 2 momentum to reduce damage by 15

Other

Inviolate Abilities: No penalties from ability damage

Evasion, Uncanny Dodge, Bomb Jump, Afterimage (50-75% miss chance)

 

Offense

Attack

+11 BAB (+11/+6/+1)

+10 Dex (but usually using INT)

+5 Weapon Enhancement

+4 Greater Courage

+3 Haste

  • scouted Cunning Attacker: Use INT to attack, and +4 insight bonus to attack.
  • scouted Knowledge unlock: +2 competence vs creatures of type identified.

Damage

  • Unarmed Damage: 2d10 (6d10 improved vital strike)
    • Large unarmed damage (Drunken Boxer): 4d8 (12d8 improved vital strike)
    • Gargantuan unarmed damage (Encompassing light): 8d8 (24d8 VS)
  • Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
  • scouted +8 circumstance to damage (Analytical Gaze)
  • Elemental Empowerment: 1st attack each round does 15 electricity damage
  • Damaging Momentum: 2 momentum, weapon attack does +15 damage
  • Deadly Shot: +4d10 (regular AC) or +4d6 (vs touch)
  • Fatal Thrust: +3d6 precision within 30'
    • Expend MF for +6d6 precision damage
  • Thrown Formulae
    • Improved Alchemists Fire: 8d6 fire damage direct, half 5' away, 8 10' away. 5' away catch fire, 1d6/rnd. 
    • Improved Acid Flask: 8d6 acid damage direct, half 5' away, 8 10' away. Targets take half initial damage again following round.
    • Cherry Bombs: 6d4 bludgeoningCan be acid or fire damage. Can make different bombs in the stack do different types, but must be determined when crafted. damage direct, 6 damage 5' away.
    • Improved Itching Powder: Fort save or -2 to rolls. 10' away get +5 to save.
  • Flashbangs: 1d8 and blinded/deafened for 1d4+1 rounds (direct hit)
    • Glacial Percussion (Ammonium Nitrate): +7d6 cold damage, fort save DC32 or staggered 1d4 rounds
    • Elemental Enhancement (Aspect Infusion): +15d6 electricity damage, ref save for half
    • Belladona Bursts: 2d6 Strength damage
    • Dispelling Detonations (Silver/Circle of Salt): if fail save, subject to greater dispel magic effect
    • Sonic Shriekers (Howling Herbology): +15d6 (DCs on flashbangs +4), successful fort save half damage
    • Inflammable Cloud (Phlogiston): 20' cloud for 15 rounds, when ignited 7d8 fire damage to all within area (ref half)
  • Destructive Blast: 8d6 / 16d6
    • If add in Energy Strike, can deliver with attack

Range/Reach

  • Thrown ranged increment penalty less by 1. (Splash Weapon Master)
  • Flask Thrower: 20' range on thrown splash weapons
    • Distance quality: Double range (40')
  • Fireworks: Increase range of thrown formulae by 40' (now 80' total)

Splash Weapons

Splash Weapon Master: Choose another square on hit, choose direction on miss

Maneuvers

  • Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
  • Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so
  • Feint: Bluff check - take 10 equals 58 (+5 insight catty stalker if scouted)
    • -0 against non-humanoids/animal intelligence, -4 vs mindless creatures
  • Catty Stalker: +2 Steal/Dirty Trick vs scouted creatures

Casting

  • Secretive Spell: +2 to spell save DC vs feinted creature

 

Speed/Movement

Speed: Base = 100'. Haste +50', Sprint +60'

Fly: May grant 30' fly speed with transformation

Dimensional Athlete: Warp counts as package for athletic sphere feats

Teleport Range: Short = 50', Medium = 210'

Athletics Sphere packages

  • Run: Move 5x speed running, retain AC running, get +4 bonus on jump check after running start
  • Leap: Reduce height of fall by 20' DC15, additional 10 for every 10 exceeds DC (take 10 for 54, so 50')
  • Fly: Don't need to fly check for half speed, large against wind.
  • Teleport (dimensional athlete): Teleport is a movement mode, can use motion talents with teleport

Acrocatics

  • Run: always take 10 running across narrow ledge, always succeed to not fall prone half speed slippery surface
  • Leap: When would fall at least 10' and not suffer damage, can immediately attempt stealth check to hide even while observed.

 

Skills

Imbued Greater Courage: +4 all skill checks

Applied Consistency: +2 when taking 10 or 20

The World (Fated Birth): +5 when taking 10 or 20

Skill Familiarity: Can always take 10 on Heal, Perception, Bluff, Acrobatics. +3 if not under stress.

Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal

Skill Superiority: +9 Craft (alchemy), Perception

Roguish Know-how: +INT (15) to knowledge checks

Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress

Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools

Healer's Kit: 10 uses, +2 to Heal skill (Surgeon's Kit: additional +3 to treat wounds/deadly wounds)

Catty Stalker: +5 Bluff, Diplomacy, Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against scouted creatures

Rapid Preparation: Two preparations at once
Clever Wordplay: Bluff uses INT

Skill Breaker: Skill unlocks for Craft, Heal, Knowledge

Shade Stepper: If have MF, can use stealth to hide even while observed.

Mockingbird: Can throw voice at a distance.

High Bonus Skills:

Bluff (feinting): Take10 against scouted for 63 (-4 mundane)

Acrobatics: Take 10 for 54

Craft Alchemy: +48 normal bonus (+51 using shadow tools), when crafting can take 10 with shadow tools for 71

Craft Traps: Usually a +40 roll when using shadow tools (Take 10 for 57)

 

Senses

See in Darkness: See perfectly in darkness of any kind

Blindsense x2: Blindsense out to 20'

Sightless Action x2: Invisible enemies no bonus against, can act without seeing

Arcane Calculation: Perfectly measure something

Mental Archive: perfectly remember 29 memories.

 

Capacity

Careful Packer: Storage space doubled, use Int in place of Str for carrying. Light 66lbs | Med 133lbs | Heavy 200 lbs

Pocket Space: 20 lbs extradimensional space

Pocket of Holding: 10lbs extradimensional space

 

Crafting

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

 

Traps

Place trap as full round or standard (with MF) or move (expend MF) action. Any solid surface within reach. 

  • Make Craft (traps) check DC5. Trap persists 1 round per point exceed rank. (Take 10 would be 54=49rnds/ min=34=29rnds=2.9 min)
  • Each trap requires 1.5gp (15 silver) to produce
  • Trap placed in up to 4 contiguous 5' squares.
  • Perception DC to locate = 47 (or 43 when non-magical)
    • Creatures who see you set or are warned get +5 on perception check to notice and reflex save against
  • Removal: Disable device same as perception to notice
  • Hardness 15, AC 25, 40 HP
  • Trap Sphere DC = 32
  • DART traps
    • Target in 60' line originating from corner of one square
    • When triggered, ranged attack roll (+30) against each creature in line until 1 is hit
    • 8d6 piercing damage, 20/x3 crit
    • May forgo damage and expend alchemical item to add effects to dart, resolve against touch AC
    • Thaumic Sink (dart): Target affected by AMF for 15 rounds, or pull out as full round (or standard but inflicts 6 damage)
  • SNARE traps
    • Reflex save when creature enters square or set it off
    • If avoids, aware of trap and can pass through squares
    • May rig alchemical item etc to a snare, tripping it targets intersection adjacent to trap when set. Tripping creature affected as if direct hit.
    • Tripwire (snare): Target falls prone on fail (trap not destroyed)
    • Thaumic Sink (snare): 10' radius around triggered square is AMF for 15 rounds (spell like)
    • Bamboozling Trap (snare): Failure means feintedA creature that fails its Reflex save to avoid this snare is treated as if it was successfully affected by a feint. This counts as you performing the feint for the purposes of Fencing sphere talents that depend on feinting a target. Non-humanoids with an Intelligence score of 1 or 2 get a +4 bonus to Reflex saves against this trap and mindless creatures are still immune. If you possess the Unlikely Feint Fencing sphere talent, reduce the bonus to saves non-humanoids with an Intelligence score of 1 or 2 get to their saves to +2 and mindless creatures are vulnerable to this trap but gain a +4 bonus to their Reflex save.
  • Aerial Trigger: Creatures 150' above trap trigger as normal. If knocks flyer prone, battered until end of next turn instead.
  • Crowd Pleaser: Triggered trap provokes a free boast (usually the attack)
  • Opportunist: Successful trap provokes AOO in first ranged increment
  • All Part of the Plan: Expend MF as immediate to use trap against feinted creature that moves to square within 60'
  • Trap Launcher: launch trap in first ranged increment, or as a (snipe) along with deadly shot

 

Resource Pools

HP: 210

SP: 90

Shadow Pool: 5

Stamina Pool: 17

Momentum: 31 (16 hours, upon spending 1SP)

Silver Pendant protections: 15

Nullsteel: 250

Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask

TIMERS

Drunk: 8 rounds (16 double chug)

Action Menu

FREE ACTIONS

Sprint: Increase speed by 60' once per minute

Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.

Bomb Jump: vs area attack, make acrobatics check to jump (take 10 for 50' jump)

Drunken Boxer: Expend drunk status to deal maximum damage with unarmed strike

Fan Favorite: When succeed on saving throw against hostile creature, perform boast (250' range)

Crowd Pleaser: When enemy triggers placed trap within line of sight, perform boast (250' range)

Boasts:

  • Prowess: roll next attack twice
  • Bloodthirst: Make attack against enemy within area of boast
  • Caper: Until start of next turn, creature in area of boast must make will save or lose attack/spell against you

Knowledge Check to ID monster

  • Academic knowledge: move action to give allies +2 CMB/DCs
  • Cunning Attacker: INT instead of STR/DEX for attack rolls/CMB, +4 insight to attack rolls.
  • Identify Rhythms: +4 dodge bonus against
  • Knowledge unlock: +2 competence to attack/skill/saves against magic against for 1 min
  • Analytical Gaze: +8 circumstance to damage
  • Catty Stalker: +5 to selected skills vs (see skills section above), and +2 Steal, Dirty Trick

Shadow Magic: 1SP/ShP grant 2 magic talents. See standard section.

Glory: Cause glow to shed bright light in 5' radius

 

SWIFT ACTIONS

Rapid Processing (swift or move): make complex analysis like reading 500 words

Assume Stance (Usually Dynamite Throwing Form) - expend MF to last 15 rounds

Feint Strike: make attack against creature when successfully feint them. Expend MF to make as AOO

Kick-off: After successful unarmed strike attack action, move 20' away from target, no provoke

Quicken Spell: +4 SP to cast as a swift action

Talented Trickster: +1SP for Trick as a swift action, may cast 5 tricks simultaneously

Shadow Shield: 15d4+15 Temp HP and damage reduction 4 (all sources) for 1 min, target within 60'

 

MOVE ACTIONS

Mobile Focus: Move > 10' but < half speed, Regain MF

Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)

Afterimage: When move 5'+ using movement mode, leave after image (50% miss rate). Move >20' = 3 images (expend MF for 1 more)

Hard Drinker/Double Chug: Drink alcohol/drink, gain drunk status for 8 rounds (16 double chug). Expend drunk status twice.

Sweep: trip attempt at -2, no provoke

Rapid Placement: Expend MF to place trap as move (or really reduce action step by 1)

Academic Knowledge: After monster ID, grant allies +2 on combat maneuvers and DCs of abilities for 1 min

Shadowstuff Armaments: (free with 1SP) Create stable shadowstuff equipment, or a tool (craft/disable) that provides +3 bonus

Quick Teleport: +1SP to teleport as move action

Superpositioned: When under suppression, teleport as move action.

 

STANDARD ACTIONS

Arcane Calculation: Focus on target, roll twice on attack for next minute

Attack Action

  • When successfully damage, extend stance for one round
  • If flanking/vs FF/vs lost dex bonus within 30', deal additional 3d6 precision damage
    • Expend MF to make it 6d6 precision damage, add two exploits
    • Ankle Strike: make trip attempt
    • Soul Strike (su): target suffers -2 all saves for 1d4+2 rounds
  • Throw Flashbang (180') 
  • Throw Formulae (80')

Special Attack Actions

Spell Attack: [Strike] Time strike or Energy Strike

Barrage (special attack action)

  • 2 at +44 (fully buffed)
  • Expend MF for 4 at +40 (8d4+23 each + other single attack action riders)

Deadly Shot: Add (snipe) talent. Expend MF for +4d6 damage

  • Trap Launcher: shoot a snare trap along with shot

Material Impositions (Expend MF)

  • Phlogiston: Fire emitted, ranged touch 30', gives vulnerability to fire and must make DC 26 magic skill check to teleport
  • Howling Herbology: Deal 15d4 sonic damage in 30' burst (fort half)
  • Circle of Salt: Protect self and 7 adjacent allies, +15 to saves vs magic 15 rounds, if succeeds on save regain MF
  • Belladona Barrier: Give protection against Lycanthropy and +15 AC vs natural attacks, 15 rounds
  • Aspect Infusion: Release a huge air elemental (swift to reclaim)
  • Ammonium Nitrate: Cool area within 30' and all allies gain +15 fire resistance. Or ranged touch attack 30' 3d8 cold damage and Fort Save or target frozen in block of ice 16 rounds 

Set Trap (standard with MF, otherwise full round), lasts 1 round per point DC exceeded

  • Dart: 60' line, 8d6 piercing damage. May apply alchemical item.
  • Snare: ref save DC32
    • Tripwire: fall prone on failed save. Running or charging -2
    • Bamboozling: failed save successfully feinted
    • Thaumic Sink: 10' around trigger (or creature struck by dart) is AMF for 15 rounds

Cast Sphere Effect

Alteration: Shapeshift (self only) — concentration or 1SP for 11 min. Grant 3 traits.

  • Blank Form: Various natural attacks
  • Dodge: +2 dodge AC
  • Initiative: +4 init
  • Uncanny Dodge: already have, but may apply x2 version
  • Elemental Transformation: Change to Elemental. +4 natural armor. 1SP for 75% change ignore crit. Movement package.
    • Air Mastery: airborn creatures -2 penalty to attack/damage against
    • Burn: 2d6 element damage per turn
    • Earth Mastery: +2 attack/damage if both on ground
    • Elemental Empowerment: Deal 11 energy damage first attack each round
    • Elemental Movement: Movement package as elemental
    • Elemental Resistance: ER acid/cold/fire/electricity 11
    • Water Mastery: +2 attack/damage if both touching water
    • Whirlwind: Whirlwind universal monster ability

Illusion: 1SP, create illusion with concentration max 20 min, max size colossal++. Figment or Glamer.

  • Illusionary Disguise: make disguise check without disguise kit
  • Create a Trick, lasting 20 min or until dismissed. 
    • Minor figment: obviously fake illusion
    • Minor Glamer: minor changes to an object or creature
    • Decoy: create decoy in same square as creature. May try to provoke AOO (vs will). Or follows creature, and will save or 50% miss chance. If miss, strike creature and dissipate it. Lasts 10 rounds.
  • Decoy Glamer: 8 decoys surrounding target, 50% miss chance as long as any remain.
  • Suppression Glamer — Invisibility: Can attempt stealth check while observed, +20 bonus to stealth. If undetected, +2 attack rolls, ignore dex bonus to AC. May create as a figment on a space.
  • Shadow Infusion: +1SP/ShP illusion effect that is disbelieved still has reduced effect.
  • Shadow Magic: Free action, spend 1SP/ShP grant 2 temporary talents from Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. CL18 for these effects, and they are considered Illusion sphere.
  • Shadow Slay: When deal damage from Illusion source, 1SP/ShP any attack can be resolved as touch for 1 min or until hit

Light — Glow: Cause self/object to glow for 11 minutes, but as black light. 

  • Encompassing Light: 1SP, reach and damage as if 2 sized larger. With Glory, may add for free if already glowing.

Time

  • Temporal Haste: 1SP, +50 speed, +3 attack/dodge AC/ref saves, +5 AOOs, extra move or swift action, 20 rounds
  • Time Strike [strike]: Deliver time effect with attack
  • Rapid Response (time): +10 initiative, act in surprise round. 1SP for 200 min.
  • Broken Time (time): Will save or -10 penalty all attack/skill rolls, must succeed on concentration check against MSD to cast. 1SP for 20 rounds.
  • Steal Time (time): 1SP — Will save or dazed 1 round. Gain additional standard action.
  • Past Sight: 1SP, 1 minute, view past hour at location at close range. Concentrate for an additional hour per minute. May spend extra spell point for a day/10 minutes, or 2 for a year per hour.

Warp — Teleport: Teleport 50', or 1SP for 210'

War (No totems, no rallies) — 1SP: Momentum pool of 31, 16 hours

  • Damaging Momentum: Any weapon attack, 2M to add 15 damage
  • Resilient Momentum: Any time taking damage, 1M to reduce by 15

Destruction: Destructive Blast 8d6, 1SP for 16d6 bludgeoning.

  • Will often add destruction talents with Shadow Magic, and most often Energy Strike shape and a blast type

 

 

FULL ROUND ACTIONS

Set a Trap without MF

Full attack action

Charge

 

IMMEDIATE ACTIONS

Acrocatics: Expend MF when falling prone to not fall prone. (or do not fall while flying)

Reflexive Twist: when attacked, make athletics check (take 10 on acrobatics for 54) with skill corresponding to movement mode to use result as AC against that attack.

All Part of the Plan: When feinted creature enters square within 60', expend MF to have placed a trap in that square

Flash Bang: When creature fails save against flashbang, recover MF as immediate

 

AOOs 

6 per turn when Haste active

Snap Kick: when trip or make prone, target provokes AOO. If successful, ref save or staggered.

Opportunist: Creature hit by dart or failed save vs snare provokes AOO within 1st range increment

 

Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

 

Mechanical Summary

Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

 

In combat, he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

Balance Stats

Magical Statistics

All Day Stats: 

  • All Day AC: 50, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63)
    • Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • Can add energy strike destructive blast for additional 8d6b (avg 28)
      • or make it a standard barrage at +28/+28 for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
    • Time/Illusion DC: 35
    • Other Spheres DC: 30
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 57, 53 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +39 attack for 24d8+6d6+16d6+53 (avg 238) damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354
    •  Ranged Thrown Formulae +46 attack for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • If within 30' Soul Strike and Ankle Strike
  • Nova Save DC/Damage for Special Abilities:
    • Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds. 
    • Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action
    • Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast
      • Both of above can be delivered as Time Strike
    • Shadowmark: ranged touch attack 7d8 and -3 will saves
    • Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects)
    • Illusions:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka
    • Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min


Group Contributions: 

  • Position-Dependent Effects:
    • Momentum - a momentum pool of 31, within 30' allies can spend momentum to...
      • Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack
      • Resilient Momentum: spend 1 momentum when taking damage to reduce by 15
  • Optional Boosts:
    • May cast Shadow Shield on you, as above in HP section
    • May cast suppression, making it hard to see you
    • May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: Past sight, can see the past at short range, up to days in the past
  • Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action.

Non-Magical Statistics

All Day Stats: 

  • All Day AC: 46, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS)
    • Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 50, 50 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +36 attack for 12d8+6d6+23b damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _
    •  Ranged Thrown Formulae +38 attack for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • Ankle Strike if within 30'
      • Possibly add trap with trap launcher
    • Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damage (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit). 
  • Nova Save DC/Damage for Special Abilities:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka


Group Contributions: 

  • Position-Dependent Effects: -
  • Optional Boosts: -
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: -
  • Stealth Effects: May make stealth checks to hide even when observed

 

Bonuses

Transformation

Eternal Transformation: Humanoid = Animalistic 

  • Speed = 100'
  • Sprint: 1/min, increase base speed by 60' for one round

Improved Transformation: 3 more traits

  • Agile: Evasion
  • Agile: Uncanny Dodge
  • Elemental: Elemental Empowerment - electricity

 

Defense

AC

10 base

+10 dexterity bonus

+8 armor (unarmored training, also applies vs touch)

+4 Natural (Inhuman Resilience)

+18 Dodge (prescient dodger)

  • scouted +4 dodge (identify rhythms)
  • Haste: +3 dodge

Saves

+5 resistance all (Inhuman Resilience)

+4 morale all (Imbued Greater Courage)

-2 all, but roll twice on all saves (The Fool)

  • +1 (circumstance) all while drunk (double chug)
  • +3 reflex with Haste
  • +2 vs spell stuff (Spellhardy)

Resistances/Vulnerability

Electricity 20 (Energy Resistance Boon)

Fire / Acid 5 (Variation, vulnerable to cold)

Silver: SR 25 while wearing pendant, but need to be re-attuned (1 hour) after 15 "uses"

Damage Reduction/Mitigation

4/cold iron (Damage reduction origin)

Go Limp: while drunk, may convert 1/2 damage into nonlethal

Other

Inviolate Abilities: No penalties from ability damage

Evasion, Uncanny Dodge, Bomb Jump, Afterimage (50-75% miss chance)

 

Offense

Attack

+11 BAB (+11/+6/+1)

+10 Dex (but usually using INT)

+5 Weapon Enhancement

+4 Greater Courage

+3 Haste

  • scouted Cunning Attacker: Use INT to attack, and +4 insight bonus to attack.
  • scouted Knowledge unlock: +2 competence vs creatures of type identified.

Damage

  • Unarmed Damage: 2d10 (6d10 improved vital strike)
    • Large unarmed damage (Drunken Boxer): 4d8 (12d8 improved vital strike)
    • Gargantuan unarmed damage (Encompassing light): 8d8 (24d8 VS)
  • Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
  • scouted +8 circumstance to damage (Analytical Gaze)
  • Elemental Empowerment: 1st attack each round does 15 electricity damage
  • Damaging Momentum: 2 momentum, weapon attack does +15 damage
  • Deadly Shot: +4d10 (regular AC) or +4d6 (vs touch)
  • Fatal Thrust: +3d6 precision within 30'
    • Expend MF for +6d6 precision damage
  • Thrown Formulae
    • Improved Alchemists Fire: 8d6 fire damage direct, half 5' away, 8 10' away. 5' away catch fire, 1d6/rnd. 
    • Improved Acid Flask: 8d6 acid damage direct, half 5' away, 8 10' away. Targets take half initial damage again following round.
    • Cherry Bombs: 6d4 bludgeoningCan be acid or fire damage. Can make different bombs in the stack do different types, but must be determined when crafted. damage direct, 6 damage 5' away.
    • Improved Itching Powder: Fort save or -2 to rolls. 10' away get +5 to save.
  • Flashbangs: 1d8 and blinded/deafened for 1d4+1 rounds (direct hit)
    • Glacial Percussion (Ammonium Nitrate): +7d6 cold damage, fort save DC32 or staggered 1d4 rounds
    • Elemental Enhancement (Aspect Infusion): +15d6 electricity damage, ref save for half
    • Belladona Bursts: 2d6 Strength damage
    • Dispelling Detonations (Silver/Circle of Salt): if fail save, subject to greater dispel magic effect
    • Sonic Shriekers (Howling Herbology): +15d6 (DCs on flashbangs +4), successful fort save half damage
    • Inflammable Cloud (Phlogiston): 20' cloud for 15 rounds, when ignited 7d8 fire damage to all within area (ref half)
  • Destructive Blast: 8d6 / 16d6
    • If add in Energy Strike, can deliver with attack

Range/Reach

  • Thrown ranged increment penalty less by 1. (Splash Weapon Master)
  • Flask Thrower: 20' range on thrown splash weapons
    • Distance quality: Double range (40')
  • Fireworks: Increase range of thrown formulae by 40' (now 80' total)

Splash Weapons

Splash Weapon Master: Choose another square on hit, choose direction on miss

Maneuvers

  • Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
  • Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so
  • Feint: Bluff check - take 10 equals 58 (+5 insight catty stalker if scouted)
    • -0 against non-humanoids/animal intelligence, -4 vs mindless creatures
  • Catty Stalker: +2 Steal/Dirty Trick vs scouted creatures

Casting

  • Secretive Spell: +2 to spell save DC vs feinted creature

 

Speed/Movement

Speed: Base = 100'. Haste +50', Sprint +60'

Fly: May grant 30' fly speed with transformation

Dimensional Athlete: Warp counts as package for athletic sphere feats

Teleport Range: Short = 50', Medium = 210'

Athletics Sphere packages

  • Run: Move 5x speed running, retain AC running, get +4 bonus on jump check after running start
  • Leap: Reduce height of fall by 20' DC15, additional 10 for every 10 exceeds DC (take 10 for 54, so 50')
  • Fly: Don't need to fly check for half speed, large against wind.
  • Teleport (dimensional athlete): Teleport is a movement mode, can use motion talents with teleport

Acrocatics

  • Run: always take 10 running across narrow ledge, always succeed to not fall prone half speed slippery surface
  • Leap: When would fall at least 10' and not suffer damage, can immediately attempt stealth check to hide even while observed.

 

Skills

Imbued Greater Courage: +4 all skill checks

Applied Consistency: +2 when taking 10 or 20

The World (Fated Birth): +5 when taking 10 or 20

Skill Familiarity: Can always take 10 on Heal, Perception, Bluff, Acrobatics. +3 if not under stress.

Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools

Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal

Skill Superiority: +9 Craft (alchemy), Perception

Roguish Know-how: +INT (15) to knowledge checks

Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress

Healer's Kit: 10 uses, +2 to Heal skill (Surgeon's Kit: additional +3 to treat wounds/deadly wounds)

Rapid Preparation: Two preparations at once
Clever Wordplay: Bluff uses INT

Skill Breaker: Skill unlocks for Craft, Heal, Knowledge

Shade Stepper: If have MF, can use stealth to hide even while observed.

Mockingbird: Can throw voice at a distance.

Catty Stalker: +5 Bluff, Diplomacy, Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against scouted creatures

 

Senses

See in Darkness: See perfectly in darkness of any kind

Blindsense x2: Blindsense out to 20'

Sightless Action x2: Invisible enemies no bonus against, can act without seeing

Arcane Calculation: Perfectly measure something

Mental Archive: perfectly remember 29 memories.

 

Capacity

Careful Packer: Storage space doubled, use Int in place of Str for carrying. Light 66lbs | Med 133lbs | Heavy 200 lbs

Pocket Space: 20 lbs extradimensional space

Pocket of Holding: 10lbs extradimensional space

 

Crafting

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP

Craftsman: craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

 

Traps

Place trap as full round or standard (with MF) or move (expend MF) action. Any solid surface within reach. 

  • Make Craft (traps) check DC5. Trap persists 1 round per point exceed rank. (Take 10 would be 54=49rnds/ min=34=29rnds=2.9 min)
  • Each trap requires 1.5gp (15 silver) to produce
  • Trap placed in up to 4 contiguous 5' squares.
  • Perception DC to locate = 47 (or 43 when non-magical)
    • Creatures who see you set or are warned get +5 on perception check to notice and reflex save against
  • Removal: Disable device same as perception to notice
  • Hardness 15, AC 25, 40 HP
  • Trap Sphere DC = 32
  • DART traps
    • Target in 60' line originating from corner of one square
    • When triggered, ranged attack roll (+30) against each creature in line until 1 is hit
    • 8d6 piercing damage, 20/x3 crit
    • May forgo damage and expend alchemical item to add effects to dart, resolve against touch AC
    • Thaumic Sink (dart): Target affected by AMF for 15 rounds, or pull out as full round (or standard but inflicts 6 damage)
  • SNARE traps
    • Reflex save when creature enters square or set it off
    • If avoids, aware of trap and can pass through squares
    • May rig alchemical item etc to a snare, tripping it targets intersection adjacent to trap when set. Tripping creature affected as if direct hit.
    • Tripwire (snare): Target falls prone on fail (trap not destroyed)
    • Thaumic Sink (snare): 10' radius around triggered square is AMF for 15 rounds (spell like)
    • Bamboozling Trap (snare): Failure means feintedA creature that fails its Reflex save to avoid this snare is treated as if it was successfully affected by a feint. This counts as you performing the feint for the purposes of Fencing sphere talents that depend on feinting a target. Non-humanoids with an Intelligence score of 1 or 2 get a +4 bonus to Reflex saves against this trap and mindless creatures are still immune. If you possess the Unlikely Feint Fencing sphere talent, reduce the bonus to saves non-humanoids with an Intelligence score of 1 or 2 get to their saves to +2 and mindless creatures are vulnerable to this trap but gain a +4 bonus to their Reflex save.
  • Aerial Trigger: Creatures 150' above trap trigger as normal. If knocks flyer prone, battered until end of next turn instead.
  • Crowd Pleaser: Triggered trap provokes a free boast (usually the attack)
  • Opportunist: Successful trap provokes AOO in first ranged increment
  • All Part of the Plan: Expend MF as immediate to use trap against feinted creature that moves to square within 60'
  • Trap Launcher: launch trap in first ranged increment, or as a (snipe) along with deadly shot

 

Resource Pools

HP: 210

SP: 90

Shadow Pool: 5

Stamina Pool: 17

Momentum: 31 (16 hours, upon spending 1SP)

Silver Pendant protections: 15

Special Substance: 250

Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask

TIMERS

Drunk: 8 rounds (16 double chug)

Action Menu

FREE ACTIONS

Sprint: Increase speed by 60' once per minute

Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.

Bomb Jump: vs area attack, make acrobatics check to jump (take 10 for 50' jump)

Drunken Boxer: Expend drunk status to deal maximum damage with unarmed strike

Fan Favorite: When succeed on saving throw against hostile creature, perform boast (250' range)

Crowd Pleaser: When enemy triggers placed trap within line of sight, perform boast (250' range)

Boasts:

  • Prowess: roll next attack twice
  • Bloodthirst: Make attack against enemy within area of boast
  • Caper: Until start of next turn, creature in area of boast must make will save or lose attack/spell against you

Knowledge Check to ID monster

  • Academic knowledge: move action to give allies +2 CMB/DCs
  • Cunning Attacker: INT instead of STR/DEX for attack rolls/CMB, +4 insight to attack rolls.
  • Identify Rhythms: +4 dodge bonus against
  • Knowledge unlock: +2 competence to attack/skill/saves against magic against for 1 min
  • Analytical Gaze: +8 circumstance to damage
  • Catty Stalker: +5 to selected skills vs (see skills section above), and +2 Steal, Dirty Trick

Shadow Magic: 1SP/ShP grant 2 magic talents. See standard section.

Glory: Cause glow to shed bright light in 5' radius

 

SWIFT ACTIONS

Rapid Processing (swift or move): make complex analysis like reading 500 words

Assume Stance (Usually Dynamite Throwing Form) - expend MF to last 15 rounds

Feint Strike: make attack against creature when successfully feint them. Expend MF to make as AOO

Kick-off: After successful unarmed strike attack action, move 20' away from target, no provoke

Quicken Spell: +4 SP to cast as a swift action

Talented Trickster: +1SP for Trick as a swift action, may cast 5 tricks simultaneously

Shadow Shield: 15d4+15 Temp HP and damage reduction 4 (all sources) for 1 min, target within 60'

 

MOVE ACTIONS

Mobile Focus: Move > 10' but < half speed, Regain MF

Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)

Afterimage: When move 5'+ using movement mode, leave after image (50% miss rate). Move >20' = 3 images (expend MF for 1 more)

Hard Drinker/Double Chug: Drink alcohol/drink, gain drunk status for 8 rounds (16 double chug). Expend drunk status twice.

Sweep: trip attempt at -2, no provoke

Rapid Placement: Expend MF to place trap as move (or really reduce action step by 1)

Academic Knowledge: After monster ID, grant allies +2 on combat maneuvers and DCs of abilities for 1 min

Shadowstuff Armaments: (free with 1SP) Create stable shadowstuff equipment, or a tool (craft/disable) that provides +3 bonus

Quick Teleport: +1SP to teleport as move action

Superpositioned: When under suppression, teleport as move action.

 

STANDARD ACTIONS

Arcane Calculation: Focus on target, roll twice on attack for next minute

Attack Action

  • When successfully damage, extend stance for one round
  • If flanking/vs FF/vs lost dex bonus within 30', deal additional 3d6 precision damage
    • Expend MF to make it 6d6 precision damage, add two exploits
    • Ankle Strike: make trip attempt
    • Soul Strike (su): target suffers -2 all saves for 1d4+2 rounds
  • Throw Flashbang (180') 
  • Throw Formulae (80')

Special Attack Actions

Spell Attack: [Strike] Time strike or Energy Strike

Barrage (special attack action)

  • 2 at +44 (fully buffed)
  • Expend MF for 4 at +40 (8d4+23 each + other single attack action riders)

Deadly Shot: Add (snipe) talent. Expend MF for +4d6 damage

  • Trap Launcher: shoot a snare trap along with shot

Material Impositions (Expend MF)

  • Phlogiston: Fire emitted, ranged touch 30', gives vulnerability to fire and must make DC 26 magic skill check to teleport
  • Howling Herbology: Deal 15d4 sonic damage in 30' burst (fort half)
  • Circle of Salt: Protect self and 7 adjacent allies, +15 to saves vs magic 15 rounds, if succeeds on save regain MF
  • Belladona Barrier: Give protection against Lycanthropy and +15 AC vs natural attacks, 15 rounds
  • Aspect Infusion: Release a huge air elemental (swift to reclaim)
  • Ammonium Nitrate: Cool area within 30' and all allies gain +15 fire resistance. Or ranged touch attack 30' 3d8 cold damage and Fort Save or target frozen in block of ice 16 rounds 

Set Trap (standard with MF, otherwise full round), lasts 1 round per point DC exceeded

  • Dart: 60' line, 8d6 piercing damage. May apply alchemical item.
  • Snare: ref save DC32
    • Tripwire: fall prone on failed save. Running or charging -2
    • Bamboozling: failed save successfully feinted
    • Thaumic Sink: 10' around trigger (or creature struck by dart) is AMF for 15 rounds

Cast Sphere Effect

Alteration: Shapeshift (self only) — concentration or 1SP for 11 min. Grant 3 traits.

  • Blank Form: Various natural attacks
  • Dodge: +2 dodge AC
  • Initiative: +4 init
  • Uncanny Dodge: already have, but may apply x2 version
  • Elemental Transformation: Change to Elemental. +4 natural armor. 1SP for 75% change ignore crit. Movement package.
    • Air Mastery: airborn creatures -2 penalty to attack/damage against
    • Burn: 2d6 element damage per turn
    • Earth Mastery: +2 attack/damage if both on ground
    • Elemental Empowerment: Deal 11 energy damage first attack each round
    • Elemental Movement: Movement package as elemental
    • Elemental Resistance: ER acid/cold/fire/electricity 11
    • Water Mastery: +2 attack/damage if both touching water
    • Whirlwind: Whirlwind universal monster ability

Illusion: 1SP, create illusion with concentration max 20 min, max size colossal++. Figment or Glamer.

  • Illusionary Disguise: make disguise check without disguise kit
  • Create a Trick, lasting 20 min or until dismissed. 
    • Minor figment: obviously fake illusion
    • Minor Glamer: minor changes to an object or creature
    • Decoy: create decoy in same square as creature. May try to provoke AOO (vs will). Or follows creature, and will save or 50% miss chance. If miss, strike creature and dissipate it. Lasts 10 rounds.
  • Decoy Glamer: 8 decoys surrounding target, 50% miss chance as long as any remain.
  • Suppression Glamer — Invisibility: Can attempt stealth check while observed, +20 bonus to stealth. If undetected, +2 attack rolls, ignore dex bonus to AC. May create as a figment on a space.
  • Shadow Infusion: +1SP/ShP illusion effect that is disbelieved still has reduced effect.
  • Shadow Magic: Free action, spend 1SP/ShP grant 2 temporary talents from Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. CL18 for these effects, and they are considered Illusion sphere.
  • Shadow Slay: When deal damage from Illusion source, 1SP/ShP any attack can be resolved as touch for 1 min or until hit

Light — Glow: Cause self/object to glow for 11 minutes, but as black light. 

  • Encompassing Light: 1SP, reach and damage as if 2 sized larger. With Glory, may add for free if already glowing.

Time

  • Temporal Haste: 1SP, +50 speed, +3 attack/dodge AC/ref saves, +5 AOOs, extra move or swift action, 20 rounds
  • Time Strike [strike]: Deliver time effect with attack
  • Rapid Response (time): +10 initiative, act in surprise round. 1SP for 200 min.
  • Broken Time (time): Will save or -10 penalty all attack/skill rolls, must succeed on concentration check against MSD to cast. 1SP for 20 rounds.
  • Steal Time (time): 1SP — Will save or dazed 1 round. Gain additional standard action.
  • Past Sight: 1SP, 1 minute, view past hour at location at close range. Concentrate for an additional hour per minute. May spend extra spell point for a day/10 minutes, or 2 for a year per hour.

Warp — Teleport: Teleport 50', or 1SP for 210'

War (No totems, no rallies) — 1SP: Momentum pool of 31, 16 hours

  • Damaging Momentum: Any weapon attack, 2M to add 15 damage
  • Resilient Momentum: Any time taking damage, 1M to reduce by 15

Destruction: Destructive Blast 8d6, 1SP for 16d6 bludgeoning.

  • Will often add destruction talents with Shadow Magic, and most often Energy Strike shape and a blast type

 

 

FULL ROUND ACTIONS

Set a Trap without MF

Full attack action

Charge

 

IMMEDIATE ACTIONS

Acrocatics: Expend MF when falling prone to not fall prone. (or do not fall while flying)

Reflexive Twist: when attacked, make athletics check (take 10 on acrobatics for 54) with skill corresponding to movement mode to use result as AC against that attack.

All Part of the Plan: When feinted creature enters square within 60', expend MF to have placed a trap in that square

Flash Bang: When creature fails save against flashbang, recover MF as immediate

 

AOOs 

6 per turn when Haste active

Snap Kick: when trip or make prone, target provokes AOO. If successful, ref save or staggered.

Opportunist: Creature hit by dart or failed save vs snare provokes AOO within 1st range increment

 

Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

 

Mechanical Summary

Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

 

In combat, he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

Balance Stats

Magical Statistics

All Day Stats: 

  • All Day AC: 50, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63)
    • Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • Can add energy strike destructive blast for additional 8d6b (avg 28)
      • or make it a standard barrage at +28/+28 for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
    • Time/Illusion DC: 35
    • Other Spheres DC: 30
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 57, 53 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +39 attack for 24d8+6d6+16d6+53 (avg 238) damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354
    •  Ranged Thrown Formulae +46 attack for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • If within 30' Soul Strike and Ankle Strike
  • Nova Save DC/Damage for Special Abilities:
    • Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds. 
    • Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action
    • Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast
      • Both of above can be delivered as Time Strike
    • Shadowmark: ranged touch attack 7d8 and -3 will saves
    • Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects)
    • Illusions:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka
    • Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min


Group Contributions: 

  • Position-Dependent Effects:
    • Momentum - a momentum pool of 31, within 30' allies can spend momentum to...
      • Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack
      • Resilient Momentum: spend 1 momentum when taking damage to reduce by 15
  • Optional Boosts:
    • May cast Shadow Shield on you, as above in HP section
    • May cast suppression, making it hard to see you
    • May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: Past sight, can see the past at short range, up to days in the past
  • Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action.

Non-Magical Statistics

All Day Stats: 

  • All Day AC: 46, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS)
    • Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 50, 50 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +36 attack for 12d8+6d6+23b damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _
    •  Ranged Thrown Formulae +38 attack for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • Ankle Strike if within 30'
      • Possibly add trap with trap launcher
    • Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damage (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit). 
  • Nova Save DC/Damage for Special Abilities:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka


Group Contributions: 

  • Position-Dependent Effects: -
  • Optional Boosts: -
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: -
  • Stealth Effects: May make stealth checks to hide even when observed

 

Bonuses

Defense

AC

+4 Natural (Inhuman Resilience)

Saves

+5 resistance all (Inhuman Resilience)

+4 morale all (Imbued Greater Courage)

+2 vs spell stuff (Spellhardy)

-2 all, but roll twice on all saves (The Fool)

Resistance

Electricity 20 (Energy Resistance Boon)

Fire / Acid 5 (Variation, vulnerable to cold)

Damage Reduction/Mitigation

Other

Inviolate Abilities: No penalties from ability damage

 

Offense

Attack

  • scouted Cunning Attacker: Use INT to attack, and +4 insight bonus to attack.
  • scouted Knowledge unlock: +2 competence vs creatures of type identified.

Damage

  • Unarmed Damage: 2d10 (6d10 improved vital strike)
    • Large unarmed damage (Drunken Boxer): 4d8 (12d8 improved vital strike)
    • Gargantuan unarmed damage (Encompassing light): 8d8 (24d8 VS)
  • Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
  • scouted +8 circumstance to damage (Analytical Gaze)
  • Elemental Empowerment: 1st attack each round does 15 electricity damage
  • Damaging Momentum: 2 momentum, weapon attack does +15 damage
  • Deadly Shot: +4d10 (regular AC) or +4d6 (vs touch)
  • Fatal Thrust: +3d6 precision within 30'
    • Expend MF for +6d6 precision damage
  • Thrown Formulae
    • Improved Alchemists Fire: 8d6 fire damage direct, half 5' away, 8 10' away. 5' away catch fire, 1d6/rnd. 
    • Improved Acid Flask: 8d6 acid damage direct, half 5' away, 8 10' away. Targets take half initial damage again following round.
    • Cherry Bombs: 6d4 bludgeoningCan be acid or fire damage. Can make different bombs in the stack do different types, but must be determined when crafted. damage direct, 6 damage 5' away.
    • Improved Itching Powder: 

Range/Reach

  • Thrown ranged increment penalty less by 1. (Splash Weapon Master)
  • Flask Thrower: 20' range on thrown splash weapons
    • Distance quality: Double range (40')
  • Fireworks: Increase range of thrown formulae by 40' (now 80' total)

Splash Weapons

Splash Weapon Master: Choose another square on hit, choose direction on miss

Maneuvers

  • Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
  • Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so.

Casting

  • Secretive Spell: +2 to spell save DC vs feinted creature

 

Speed/Movement

Dimensional Athlete: Warp counts as package for athletic sphere feats

Teleport Range: Short = 50', Medium = 210'

 

Skills

Imbued Greater Courage: +4 all skill checks

Applied Consistency: +2 when taking 10 or 20

The World (Fated Birth): +5 when taking 10 or 20

Skill Familiarity: Can always take 10 on Heal, Perception, Bluff, Acrobatics. +3 if not under stress.

Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools

Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal

Skill Superiority: +9 Craft (alchemy), Perception

Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress

Healer's Kit: 10 uses, +2 to Heal skill (Surgeon's Kit: additional +3 to treat wounds/deadly wounds)

Rapid Preparation: Two preparations at once
Clever Wordplay: Bluff uses INT

Skill Breaker: Skill unlocks for Craft, Heal, Knowledge

Shade Stepper: If have MF, can use stealth to hide even while observed.

Mockingbird: Can throw voice at a distance.

 

 

Senses

See in Darkness: See perfectly in darkness of any kind

Blindsense x2: Blindsense out to 20'

Sightless Action x2: Invisible enemies no bonus against, can act without seeing

Arcane Calculation: Perfectly measure something

Mental Archive: perfectly remember 29 memories.

 

Crafting

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP

 

Resource Pools

HP: 210

SP: 90

Shadow Pool: 5

Stamina Pool: 17

Action Menu

FREE ACTIONS

Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.

 

SWIFT ACTIONS

Rapid Processing (swift or move): make complex analysis like reading 500 words

Assume Stance (Usually Dynamite Throwing Form) - expend MF to 

Quicken Spell: +4 SP to cast as a swift action

 

MOVE ACTIONS

Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)

 

STANDARD ACTIONS

Arcane Calculation: Focus on target, roll twice on attack for next minute

Attack Action

  • When successfully damage, extend stance for one round
  • Spell Attack: [Strike] counts as attack action

 

 

FULL ROUND ACTIONS

 

IMMEDIATE ACTIONS

 

AOOs 

 

Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

 

Mechanical Summary

Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

 

In combat, he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

Balance Stats

Magical Statistics

All Day Stats: 

  • All Day AC: 50, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63)
    • Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • Can add energy strike destructive blast for additional 8d6b (avg 28)
      • or make it a standard barrage at +28/+28 for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
    • Time/Illusion DC: 35
    • Other Spheres DC: 30
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 57, 53 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +39 attack for 24d8+6d6+16d6+53 (avg 238) damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354
    •  Ranged Thrown Formulae +46 attack for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • If within 30' Soul Strike and Ankle Strike
  • Nova Save DC/Damage for Special Abilities:
    • Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds. 
    • Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action
    • Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast
      • Both of above can be delivered as Time Strike
    • Shadowmark: ranged touch attack 7d8 and -3 will saves
    • Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects)
    • Illusions:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka
    • Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min


Group Contributions: 

  • Position-Dependent Effects:
    • Momentum - a momentum pool of 31, within 30' allies can spend momentum to...
      • Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack
      • Resilient Momentum: spend 1 momentum when taking damage to reduce by 15
  • Optional Boosts:
    • May cast Shadow Shield on you, as above in HP section
    • May cast suppression, making it hard to see you
    • May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: Past sight, can see the past at short range, up to days in the past
  • Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action.

Non-Magical Statistics

All Day Stats: 

  • All Day AC: 46, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS)
    • Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps DC: 32
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 50, 50 touch conditions
  • Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +36 attack for 12d8+6d6+23b damage conditions
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _
    •  Ranged Thrown Formulae +38 attack for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditions

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • Ankle Strike if within 30'
      • Possibly add trap with trap launcher
    • Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damage (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit). 
  • Nova Save DC/Damage for Special Abilities:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka


Group Contributions: 

  • Position-Dependent Effects: -
  • Optional Boosts: -
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal Alcohol to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effects, or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: -
  • Stealth Effects: May make stealth checks to hide even when observed

 

Bonuses

Defense

AC

+4 Natural (Inhuman Resilience)

Saves

+5 resistance all (Inhuman Resilience)

+4 morale all (Imbued Greater Courage)

+2 vs spell stuff (Spellhardy)

-2 all, but roll twice on all saves (The Fool)

Resistance

Electricity 20 (Energy Resistance Boon)

Fire / Acid 5 (Variation, vulnerable to cold)

Damage Reduction/Mitigation

Other

Inviolate Abilities: No penalties from ability damage

 

Offense

Attack

  • Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
  • scouted: Knowledge unlock: +2 competence vs creatures of type identified.

Damage

  • scouted: +8 circumstance to damage (Analytical Gaze)

Range

Thrown ranged increment penalty less by 1. (Splash Weapon Master)

Splash Weapons

Splash Weapon Master: Choose another square on hit, choose direction on miss

Maneuvers

  • Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
  • Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so.

Casting

  • Secretive Spell: +2 to spell save DC vs feinted creature

 

Speed/Movement

Dimensional Athlete: Warp counts as package for athletic sphere feats

Teleport Range: Short = 50', Medium = 210'

 

Skills

Imbued Greater Courage: +4 all skill checks

Applied Consistency: +2 when taking 10 or 20

The World (Fated Birth): +5 when taking 10 or 20

Skill Familiarity: Can always take 10 on Craft Alchemy, Perception, Bluff, Acrobatics. +3 if not under stress.

Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools

Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal

Skill Superiority: +9 Craft (alchemy), Perception

Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress

Healer's Kit: 10 uses, +2 to Heal skill

Rapid Preparation: Two preparations at once
Clever Wordplay: Bluff uses INT

Skill Breaker: Skill unlocks for Craft, Heal, Knowledge

Shade Stepper: If have MF, can use stealth to hide even while observed.

Mockingbird: Can throw voice at a distance.

 

 

Senses

See in Darkness: See perfectly in darkness of any kind

Blindsense x2: Blindsense out to 20'

Sightless Action x2: Invisible enemies no bonus against, can act without seeing

Arcane Calculation: Perfectly measure something

Mental Archive: perfectly remember 29 memories.

 

Crafting

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP

 

Resource Pools

HP: 210

SP: 90

Shadow Pool: 5

Stamina Pool: 17

Action Menu

FREE ACTIONS

Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.

 

SWIFT ACTIONS

Rapid Processing (swift or move): make complex analysis like reading 500 words

Assume Stance (Usually Dynamite Throwing Form) - expend MF to 

Quicken Spell: +4 SP to cast as a swift action

 

MOVE ACTIONS

Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)

 

STANDARD ACTIONS

Arcane Calculation: Focus on target, roll twice on attack for next minute

Attack Action

  • When successfully damage, extend stance for one round
  • Spell Attack: [Strike] counts as attack action

 

 

FULL ROUND ACTIONS

 

IMMEDIATE ACTIONS

 

AOOs 

 

Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

 

Mechanical Summary

Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

 

In combat, he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

 

Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

 

Mechanical Summary

Devlin is exceptionally good at skills, particularly INT based skills, with nearly maxed out ranks in everything. Because Scholar. So he's a real skill monkey, and has ridiculously high knowledge checks (which is important, with a number of additional benefits of knowledge identification). His alchemy and some magic talents lend additional utility in day-to-day operations, including help around curing conditions and healing, and bringing specific kinds of damage.

 

In combat, he's built to a large degree around the Dynamite Throwing Form. So he does excellent unarmed damage, but more importantly his thrown splash weapons deal that unarmed damage on direct hits. So he will hit very hard with ranged attack at medium ranges, and be able to take care of himself if an enemy closes. Montebank has several built-in feinting options, so if Devlin can cast, his enemies will often be feinted and he'll apply modest additional fatal strike damage and exploit effects. He also has a number of trap abilities on hand, and will do his best to stymy opponents with placed and thrown traps, and additional attacks based on those. His time magic will ensure that he is acting fast, and will further debuff his enemies.

 

Paxon

Paxon

MECHANICS

Stats, bonuses, action menu will go here

Paxon

Paxon

Also reserved, but a little more outgoing than the other one

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