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
-
Trap Launcher (snipe): attach a snare 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