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Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Group Benefits

Current Momentum Pool: 0/31

Within 30' of Devlin, you can...

  • Spend 2 momentum to add 15 to weapon damage
  • Spend 1 momentum to reduce damage taken by 15

 

Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:

  • 6d4 Temp HP for 1 hour
  • +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but handy in an AMF)
  • +5 circumstance bonus against emotion related effects for 1 hour
  • +5 circumstance bonus against pain-related effects for 1 hour
  • +5 circumstance bonus against sleep related effects 1 hour

Stats

Character Sheet | Character Thread

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

ACTIVE

Effect 1: -

 

INACTIVE

Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)

Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)

Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)

Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'

Transformation: -

Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)

Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)

 

Daily Routine:

Craft 14 formulae | 30 min (7.5 minutes each 4) | Other crafting?

Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Unarmed Strike: +25+11 BAB
+10 Dex
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted)
  |  Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)

BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)

+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike

Masterwork Crossbow: +25 | Damage: 1d8 | 80'

Thrown Weapon: +25 | Damage: 1dx+15 | 10'

Thrown Formulae: +30+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot
| Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)

BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)

+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot
 | 80' range (60' de-powered)

  • [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
  • [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
  • [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
  • [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
  • Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
    • Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
    • Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
    • Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
    • Dispelling Detonations: failed save = greater dispel on target
    • Nullsteel: 1SP/2SP instead of MF for counterspell in burst
    • Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
    • Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
  • Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
    • Trap Launcher (snipe): attach a snare trap
      • Tripwire: Ref DC32 or prone
      • Bamboozling Trap: Ref DC32 or Feinted
      • Thaumatic Sink: 10' radius AMF for 15 rounds
      • Can use an alchemical item with trap

Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP

Defense Options

Saves

Fort +18 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Reflex +26 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Will +22 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

 

Caper (boast): When active, DC30 will save or lose attack against Devlin

Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed. 

Resources

SP: 90/90

Shadow Pool: 5/5

MF: 2/2

Stamina Pool: 17/17

Momentum: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)

Silver Pendant protections: 15/15

Nullsteel uses: 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

 

 

Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Group Benefits

Current Momentum Pool: 0/31

Within 30' of Devlin, you can...

  • Spend 2 momentum to add 15 to weapon damage
  • Spend 1 momentum to reduce damage taken by 15

 

Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:

  • 6d4 Temp HP for 1 hour
  • +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but handy in an AMF)
  • +5 circumstance bonus against emotion related effects for 1 hour
  • +5 circumstance bonus against pain-related effects for 1 hour
  • +5 circumstance bonus against sleep related effects 1 hour

Stats

(THIS SECTION WIP)

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

ACTIVE

Effect 1: -

 

INACTIVE

Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)

Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)

Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)

Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'

Transformation: -

Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)

Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)

 

Daily Routine:

Craft 14 formulae | 30 min (7.5 minutes each 4)

Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Cast __

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Unarmed Strike: +25+11 BAB
+10 Dex
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted)
  |  Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)

BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)

+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike

Masterwork Crossbow: +25 | Damage: 1d8 | 80'

Thrown Weapon: +25 | Damage: 1dx+15 | 10'

Thrown Formulae: +30+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot
| Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)

BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)

+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot
 | 80' range (60' de-powered)

  • [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
  • [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
  • [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
  • [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
  • Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
    • Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
    • Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
    • Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
    • Dispelling Detonations: failed save = greater dispel on target
    • Nullsteel: 1SP/2SP instead of MF for counterspell in burst
    • Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
    • Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
  • Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
    • Trap Launcher (snipe): attach a snare trap
      • Tripwire: Ref DC32 or prone
      • Bamboozling Trap: Ref DC32 or Feinted
      • Thaumatic Sink: 10' radius AMF for 15 rounds
      • Can use an alchemical item with trap

Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP

Defense Options

Saves

Fort +18 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Reflex +26 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Will +22 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

 

Caper (boast): When active, DC30 will save or lose attack against Devlin

Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed. 

Resources

SP: 90/90

Shadow Pool: 5/5

MF: 2/2

Stamina Pool: 17/17

Momentum: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)

Silver Pendant protections: 15/15

Nullsteel uses: 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

 

 

Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Stats

(THIS SECTION WIP)

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

Effect:

Effect:

 

Daily Routine:

Craft X, X, X (alchemy formulae) | 1 hour

Ritual: ___ | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Cast __

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Hide this

Defense Options

Saves

Fort +18 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Reflex +26 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Will +22 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)

Resources

SP: 90

Shadow Pool: 5

Stamina Pool: 17

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

Silver Pendant protections: 15

Nullsteel uses: 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: 0/8 rounds (16 double chug)

 

 

Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Stats

(THIS SECTION WIP)

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

Effect:

Effect:

 

Daily Routine:

Craft X, X, X (alchemy formulae) | 1 hour

Ritual: ___ | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Cast __

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Hide this

Defense Options

Hide this

 

 

Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Stats

(THIS SECTION WIP)

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

Effect:

Effect:

 

Daily Routine:

Craft X, X, X (alchemy formulae) | 1 hour

Ritual: ___ | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Cast __

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Hide this

Defense Options

Hide this

 

 

Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Stats

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

Effect:

Effect:

 

Daily Routine:

Craft X, X, X (alchemy formulae) | 1 hour

Ritual: ___ | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Cast __

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Hide this

Defense Options

Hide this

 

 

Paxon

Paxon

Devlin spacer.png


This is the body of the post.

 

"Devlin speaks in this color, a medium grey I think should work well (enough) in both default and dark themes."

 

Then he took action...

OOC and Mechanics

OOC Comments:

 

Actions

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Stats

Current HP: 210/210  |  Temp HP: 0  |  Nonlethal damage: 0

Conditions: none

Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor

CONDITIONAL
4 Dodge vs Scouted Enemies

INACTIVE
3 Dodge (Haste)
  |  46 touch  (+4 vs scouted enemies)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

Effect:

Effect:

 

Daily Routine:

Craft X, X, X (alchemy formulae) | 1 hour

Ritual: ___ | 1 hour

Renew Momentum Pool: 1SP, lasts 16 hours

Cast __

Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.

Offense Options

Hide this

Defense Options

Hide this

 

 

Paxon

Paxon

Reserved for Template

Paxon

Paxon

How about another, what the hell...

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