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Devlin the Icon


Paxon

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Devlin the Icon

 
“Timing is everything. That's why it is so important to have complete control of it.”
 

Mountebank (Phantom Thief)

Scholar (Maybe Doctor)

 
PRIMARY ROLE
Ranged Attack, Explosions, Skills, Knowledge
 
SECONDARY ROLE
Backup Healing, Scout
 
RACE: Human(ish)
AGE: 33
GENDER: Male

 

Description

Always impeccably dressed, sharply groomed, and well-quaffed, Devlin takes pride in his appearance. This is more strategic than it is narcissistic, presenting himself as an unshakable foe not to be taken lightly. Never working up a sweat. His gear is well, stowed around his person, several obvious vials and spheres of alchemical solutions ready to hurl. A trademark clock hangs from a chain at his hip, which he is often seen manipulating as he speeds through time. Additional clockwork components are also placed across his person.

 

His movements are always precise, to the extent that almost every one of them seems pre-meditated. In fact, they often are. His sharp eyes are constantly scanning everything, though it becomes even more disturbing if they cease their constant motion and focus all their discerning on you. 

 

His voice is cultured, reflective of his well-heeled upbringing. His pronunciation is sharp, his vocabulary loquacious. There is often a hint of humor in his tone. Good humor if his mood is bright, vicious satire if he is feeling... competitive. His knowing smiles are much more common than than full laughs, though a good companion with a stirring joke can bring his guard down and allow some true feeling through.

 

Personality

Devlin is smart, and he knows it. He rarely misses an opportunity to let you know about it. He enjoys being better than others, and thrives on being one-step-ahead. In many ways, he is a complete arsehole. But his friends and companions might say, "Well, at least he's out arsehole!" For he is loyal to those who are loyal to him, and wants those around him to be their best. He might come across strong in his baiting and cajoling to do so, but he would tell you, "You can't argue with the results." His banter sometimes annoys his allies. It definitely annoys his enemies (at least those that can understand him, and he has developed many ways to make sure even the dullest of enemies understand his taunts and verbal abuse.), and he has developed more than a few ways to discombobulate them with words, in addition to his combat techniques. 

 

He can be very obsessive, and overly concerned with his image. If you interrupt his study of something or seem to denigrate him in some manner, his response is swift and forceful. Further, his relationship with time is... loose, to put it one way. This can have several effects that are a bit confusing for those around him. He has experienced several possible causal chains already, and his deep study of time has left him highly confidence (perhaps overconfident) in his own analysis of all outcomes. Thus, he can get upset when someone else begins telling him what to do. A little too upset.

 

Backstory

A Prodigy and a Wunderkind

Devlin was quite the prodigy as a younger man. He was first in his class at the prestigious Montillo University, making short work of his studies while still finding time for dances, carousing, and general debauchery. He once beat the famed 20th-Don Elviria Camastio at a game of Ajadrez. He spent summers learning acrobatics and simple pyrotechnics with the Jartha Grand Circus. The famed Wise Sons Troubadours taught him the art of the flanged lute (and according to Devlin, even offered him a spot in the troupe). His post-graduate studies were spent engrossed in deep alchemical studies and theoretical natural philosophy, during which he co-authored a famous paper on the relative time properties of arcsilver reagents. Devlin's future looked bright. 

 

Time Askew

An experiment on a fateful day lead to a new path in life. Devlin had spent an obsessive fortnight building a kind of clock which utilized very specific properties of an experimental chemical compound, several quasi-mystical clockwork components, and a dash of aether. Upon activating it, his consciousness was briefly de-coupled from the normal flow of time, his perception sped up, then slowed down, then he was viewing both the past and future seemingly simultaneously. Manipulating time wasn't unheard of among the magically powered, but he'd just seemingly found a way to tap into the time-stream through scientific study and chemical engineering. The discovery was invigorating, but also mind-bending. 

 

Devlin spent the next years of his life steeped in study and working on projects expanding this new magitech. He reduced and redesigned the clock into something much more compact and efficient. Elegant even. He began experimenting with his timeline. Outside of that first set of visions he got, he never got any glimpses of the future. He figured out some methods to view the path. He figured out how to slow his personal time, or speed it up, or cause strange stutters in the flow around him. He even figured out how to manipulate only his perception of time, allowing his mind to process and problem solve independent of how his body flowed in time. This opened up extraordinary possibilities. 

 

Any subject Devlin wished, he could become an expert on. He could read an entire book in what was subjectively mere minutes to others, his eyes flicking in hyperspeed as he flipped rapidly through the pages. He could practice skills with extraordinary rapidity, completing thousands of hours of practice in a fraction the time. He used his new technique as a springboard to magical study, enhancing what he already knew into other completely new spheres of power. Once he had expanded his abilities sufficiently, he brought them to the courts, guildhalls, and theaters of the world.

 

Iconic

For a time, he was a small sensation among nobility who sought entertainment or a man of useful skills in their court. Flowing from one to another, he solved problems, entertained, espoused wisdom, and helped them leverage power. He parlayed his abilities into personal fame. Devlin called on his early days in the circus to entertain noble and common alike with physical feats and alchemical spectacle with a showman's aplomb. Iconic Devlin, they began to call him, or Devlin the Amazing, Devlin the Icon.

 

It was on one such social and entertainment engagement for the Duke of Tonkio that Devlin discovered a new obsession. A nest of basilisks was causing all sorts of havoc on the far edges of the Duchy, and a representative of the Hunter's Guild was called in to take care of the beast. A number of inebriated members of the court with more boldness than good sense decided to accompany the whole excursion, and Devlin went along. Why not? Why not, indeed. There were several good reasons, it turned out, which for some of the accompanying nobles included loss of life and limb once the whole expedition went pear-shaped. Devlin kept a cool head, and used his time dilating abilities with great efficacy in assistance of the Hunter. Traps disabled the monsters, and chemistry destroyed them. The Hunter was impressed. Devlin felt alive as he rarely had.

 

The Hunter's Guild

The excitement of putting his life on the line, not to mention the sheer triumph of overcoming a powerful beast intent on destroying him, drew Devlin in like little else had. This was putting his abilities to a true test. Using his vast store of knowledge in tangible (and sometimes explosive ways). What else compared to the hunt? Certainly not gaining the applause of those prattling nobles in court. He joined the Guild immediately.

 

His mental abilities were strong, and his knowledge useful, but he needed to hone his body as much more of a weapon if he wanted to survive more than his first encounter. So Devlin through himself into training like he'd tackled his studies; with complete dedication and obsessive work. He was aided in making extraordinary progress by his ability to manipulate time, and his keen mind in studying and applying new techniques. He turned his chemical knowledge to the purpose of developing poisons that would defeat, or at least slow, some of the fiercer monsters out there. He studied with the best trainers in the guild, learning hand-to-hand techniques letting him fight with complete precision. Combining this knowledge and practice with the ability to perceive time more slowly, he found he was able to deliver strikes with unerring accuracy and speed, causing devastating damage. He put thousands more hours into being able to throw weapons with uncanny precision, delivering small spheres of chemical agents and mechanical shrapnel into impossible gaps in defenses. He used his unstable relationship with time to get small glimpses into where an opponent would be, setting traps and ambushes to take them out with little danger to himself.

 

Devlin has become an Icon in the Guild, not just in the courts. And he plays that part, not forgetting the value of showmanship and speaking generously of his own abilities (or denigrating others). Though he is physically in his third decade, he has spent so much subjective time sped up that he is years older according to the amount of time he's experienced. He's successfully hunted many monsters, and rid the world of many dangers.

 

Then the matter of the island came up. A vision from his first experience with broken time flashed through his mind the first time he heard about it. It was the last vision he'd seen of his future. Himself, several other figures (a few of which suddenly came into sharp focus, for he knew them), and a monstrous being made almost entirely of eyes and mouth, looming over them. It felt like... destiny. Even if he didn't believe in such nonsense. Devlin submitted his name for the expedition immediately. He had to find out what it meant.

 

Edited by Paxon (see edit history)
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BUILD

 

Unified Tradition

Asynchronous Fluid Dynamicist

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

 

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

CAM/PAM: Intelligence

Tradition Magic Talents: Warp, War

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

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

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

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

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

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

Origin/Traits

6 Potent Talents, 3 Phenomenal Potent Talents

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary

Phenomenal Potent: Convert to 2 Phenomenal Auxiliary 

Phenomenal Potent: Convert to 1 Phenomenal Utility, 1 Ph-Auxiliary

Potent: Specialized Training (extra Feat)

Potent: Specialized Training (extra Feat)

Potent: Spellhardy

Potent: Convert to 2 Aux, 1 Utility

Potent: Convert to 2 Aux, 1 Utility

Potent: Convert to 2 Aux, 1 Utility

Variations: Elemental Vulnerability (Cold vulnerability, Fire/Acid resistance 5)

 

TRAITS

  • Pocket Space
  • Clever Wordplay (Bluff uses INT mod)
  • 2 Traits traded for Bonus Feat
  • Drawback: Condescending

 

Classes/Features

MONTEBANK 15

Montebank (Phantom Thief)

15D8 | +11/+6/+1 BAB | Bad Fort, Good Ref, Will | CL +11

Casting: Mid-caster. Int as CAM

Spell Pool: 35

Blended Training: 15 magic/combat talents

Trickster Training: Illusion Sphere, uses class level as CL for Illusion

Natural Scoundrel Scoundrel's Touch: Must select Scout with 1st talent

Thief's Mark Analytical Gaze: +8 to damage vs scouted creatures for 1 min

Creative Strike: Don't use STR to damage, apply bonus equal to CAM instead

Social/Rogue Talents: Every two levels pick a social or rogue (per phantom thief) talent

Veiled Magic: May try to hide spell use. Perception/Spellcraft check DC 45 to know spell used. 

Trick Casting: When spell hidden via veiled casting, may feint attempt creature within 30' once per round

Skill Breaker: Unlock skill every 5 levels. Unlocked skills: Craft, Knowledge, Heal

Secretive Spell: +2 spell's save DC vs foe denied dex bonus to AC

Swift Veil: Don't need to increase casting time on Veiled Magic

Advanced Trickery: Don't need to expend MF for Trick Casting

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

Master Trickster: When feint with trick casting, creature remains flat-footed for additional round

FBC: Vanara = 3 Athletics Sphere talents (15/5)

 

SCHOLAR 15

Scholar

See Montebank for BAB, Saves, HD, CL. 8+Int skill ranks per level.

Combat Training: Proficient, 7 combat talents

Careful Packer: double capacity backpack, use INT instead of STR for carrying capacity

Medical Training: Int instead of Wis for Heal. Make special heal checks to restore HP.

Problem Solver: Gain Alchemy, Scout

Flashbangs: 1d8 b/p/s, Fort DC37 or blinded deafened for 1d4+1 rounds, 180' range

Scholar's Knacks: Every 2 levels

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

Advanced Medical Training: Can cure blindness, deafness, paralysis, poison, ability drain. HP better.

Expert Medical Training: Cure confusion, cursed, disease. Heal dead. Heal HP better.

FBC: Dwarf = 1 and 7/8 scholar's knacks

Oaths and Boons

OATHS   •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  •  • •  •  •  •  •

Oath Against ArtificeDevlin adheres to the tenets of the oath just fine (no firearms, metal shields/armor, devices using charges). His take is a little different than not using technology because he is a big fan of science and invention. Rather, metal plate and shield are too bulky, and besides that almost feel like "cheating" to him, thus he only accepts going unarmored (and in fact is much more effective that way). In addition, guns feel too imprecise - he thrives off the challenge of hitting opponents directly with a thrown object, or leading them into a trap. (1)

Oath of RitualDevlin has spread himself thin across the timelines, and the effect it literal. He is diminished slightly, thinned out, as he expands his consciousness each day to be able to flex through time. He has developed a costly fluid with which he may mitigate these effects, and if there is time and availability, he will imbibe this instead. (1)

Oath of LoyaltyTo the Guild. Which is an odd choice for him, both comforting and anathema at the same time. His curious relationship with causality has caused him to doubt any orders he gets from anyone. At the same time, it has left him unmoored. He found that he was able to place a lot of trust in the Guildmaster after working with them, and decided to trust in their guidance. He will do what they say. (1)

Oath of HumilityDevlin is not humble in his estimation of himself. However, he is when it comes to others serving him. With followers come responsibility. With titles come expectations and necessity. Neither work for the goals Devlin wishes to accomplish. (1)

Code of HonorKnowing the nature of causality, keeping to a code is important to Devlin. Not for the external view of honor, but for his own behaviors. (2)

Forbidden KnowledgeMadness: Instinctive Defiance. "Whenever another creature gives you an order or command, attempt a Will save. On a failure, you become antagonized towards that creature." DC14 -- Devlin's mental journeys through time have left him jaded at the thought of anyone knowing the proper decisions. He strenuously object to anyone giving him orders, outside of those very few he has given his loyalty to. (2)

Extra Oath Points: 8

Total Oath Points: 28


BOONS

[-1] Energy Resistance (ER20 Electricity)

[-1] Inhuman Resilience (+5 saves, +4 Natural Armor)

[-3] Enhanced Armaments (+8 Implement, stave. See below)

[-3] Enhanced Armaments (+8 Flask Thrower. See below)

[-5] Bonus Talents

[-5] Bonus Feats

[-4] Imbued Spell (Complexity 9 apparatus. See below)

[-2] Immortality (no need to eat, drink, sleep, breath; immune to poison, disease, aging)

[-2] Fated Birth x2 (The Fool, The World)

[-2] Skill Superiority x2 (+9 to Craft alchemy, perception)

 

Enhanced Implement+8 Time Implement. Staff.
5: +5 Enhancement Bonus
1: Extra Sphere - Illusion
1: Extra Sphere - War
1: Extra Sphere - Destruction

Enhanced Weapon+8 Flask Thrower
5: +5 Enhancement Bonus
1: Distance (range increase to 40')
1: Seeking (No miss chance for concealment)
1: Arcing (Attack around cover)

Imbued Spell

Total Complexity = 9. Apparatus starts at 1 complexity. Base Mind Sphere effect.

Complexity and Effect Adjustments:

+1 Change charm to Courage

+1 Use Greater version of Courage (+4 to attack/save/skill/ability checks)

-1 Decrease range from touch to self

+4 Increase duration to hours/CL (necessary step to make "apparatus")

+1 Add talent: Arcane Calculation

+1 Add talent: Rapid Processing

+1 Add talent: Mental Archive

 

Feats

15 from character levels. 2 from Origin. 1 from Trait exchange. 6 from Bonus feats.


Guild Teamwork Feats

  • Thuvian Grenadier
  • Ambush Squad
  • Coordinated Shot

Talents

MARTIAL TALENTS

12 from Montebank progression, 7 from Scholar progression, 7 from Bonus Talents boon, 6 from Martial Traditions, 2 from Classes, 9 from Scholar Studied Technique, 5 from sphere drawbacks, 3 from Montebank FCB

Alchemy (Formulae. 14 prepared at once)

  • Snap Toss
  • Dynamite Throwing Form (stance)
  • Fireworks
  • Salve (f)
  • Panacea (f)
  • Cherry Bombs (f)
  • Improved Itching Powder (f)
  • Improved Alchemist Fire (f)
  • Improved Acid Flask (f)
  • Universal Alcohol (f)

Athletics (Leap)

  • Expanded Training (Run, Fly)
  • Acrocatics
  • Bomb Jump
  • After Image
  • Reflexive Twist (risky escape drawback)

Barrage

  • Mobile Focus

Barroom

  • Double Chug (alcoholic drawback)
  • Go Limp
  • Drunken Boxer

Gladiator

  • Fan Favorite (retort drawback)
  • Theatrical Boast (distant icon drawback)
  • Blood-thirst (boast)
  • Caper (boast)

Fencing

  • Skewer
  • Feint Strike
  • Unlikely Feint
  • Ankle Strike (exploit)
  • Soul Strike (exploit)

Open Hand

  • Snap Kick
  • Kick-Off

Scout

  • Identify Rhythms

Sniper

Traps

  • Aerial Trigger
  • Bamboozling Trap
  • Opportunist
  • Crowd Pleaser
  • Rapid Placement
  • Trap Launcher (snipe)
  • All Part of the Plan x2
  • Thaumatic Sink

Equipment

  • Unarmored Training
  • Fast Draw
  • Craftsman
  • Gnomish Heritage (discipline)

 


 

MAGIC TALENTS

2 from Tradition, 3 from Montebank progression, 1 from Montebank class, 7 from Chronomancy knacks (all time), 3 from Arcane Studies, 9 from sphere specific drawbacks

 

Alteration (Lycanthropic, Unnatural Transformation)

  • Agile
  • Elemental Transformation

Illusion

  • Decoy
  • Suppression
  • Talented Trickster
  • Shadow Infusion

Light (Touch of Light, Light Focus, Subtle Light)

  • Black Light
  • Glory
  • Encompassing Light

Time (Altered Time)

  • Improved Haste
  • Temporal Haste
  • Rapid Response
  • Time Strike (strike)
  • Past Sight
  • Broken Time (time)
  • Steal Time (time)

Warp (Personal Warp)

  • Quick Teleport

War (Commando, Small Unit Tactics)

  • Damaging Momentum
  • Resilient Momentum

Destruction

 

Equipment

ITEM

NOTE COST WEIGHT
MW Flask Thrower 20' range, throws splash weapons 325gp  
MW Instrument Lute 100gp  
MW Artisan's Tools For crafting traps, mechanical 55gp  
Alchemist Lab   200gp  
Alchemy Crafting Kit   50gp  
MW Light Crossbow 1d8, 19-20/x2, 100' range 350gp  
Pocket of Holding 10 lbs extradimensional space 200  
Healer's Kits x10 10 uses each, +2 to heal 500gp  
Advanced Study Guide Scholar Knack: Trick Arrows 40,000gp  

 

 

Edited by Paxon (see edit history)
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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

 

Edited by Paxon (see edit history)
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Equipment

 

 

Primary Equipment

+8 Masterwork Flask Thrower | enhancements+5 Enhancement Bonus [5]
Distance quality (x2 range, 40') [1]
Seeking (ignore concealment miss chance) [1]
Arcing (ignore cover) [1]
 

+8 Chronometer Bracer (implement) | enhancementsTime sphere implement
+5 enhancement bonus [5]
+1 extra sphere: Illusion [1]
+1 extra sphere: Destruction [1]
+1 extra sphere: War [1]

 

Equipment List

ITEM COST QTY Weight
Masterwork Flask Thrower 325   4
MW Light Crossbow 350   4
Alchemists Lab 200   40
Alchemy Crafting Kit 25   5
Masterwork Artisans Tools 55   5
Healer's Kit x10 (50 each) 500 10 10
Masterwork Instrument 100   3
Surgeon's Tools     1
Advanced Study Guide 40000   1
Pocket of Holding 200    
Bandolier of Grenades 900   1
Bottomless Flask 1000   1
Lesser Wizard's Cube of Gaming 500   1
Scholar's Silver Amulet 1500   0.5
Explosive Chemicals Kit 3000   2
Spider Sack 30   1
Pre-Expenses 330    
TOTAL 49015   79.5

 

Cash: 985gp

 

 

Storage

BackpackAlchemist's Lab
Lute
Artisan's Tools

On PersonMost Alchemical Items

Pocket Space5x Healer's Kits
Wizard's Cube of Gaming
Advanced Study Guide

Pocket of HoldingAdditional Alchemical Items

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

L1 Panacea+Salve = 40gp = DC40 (full effect) + 5 increments (salve) = 1 hr = End status effect + heal 1d8+40 hp

LevelsTimes reduced by half (Craftsman)
1 = 20gp = 1 hour (1d8)
2 = 40gp = 1 hr (1d8)
3 = 60gp = 1 hr (2d8)
4 = 80gp = 1hr (2d8)
5 = 100gp = 1 hr (3d8)
6 = 120gp = 1 hr (3d8)
7 = 140gp = 1 hr (4d8)
8 = 160gp = 1hr (4d8)
9 = 180gp = 1 hr (5d8)
10 = 200gp = 1 hr (5d8)
11 = 220gp = 1 hr (6d8)
12 = 240gp = 1 hr (6d8)
13 = 260gp = 4 hrs (7d8)
14 = 280gp = 4 hrs (7d8)
15 = 300gp = 4 hrs (8d8)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 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 (x5 progress)

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.

  • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
  • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
  • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
  • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
  • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
  • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
  • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
  • Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire

ALTERNATE CRAFTING

Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

Memories

22 Available Mental Archive Memories

 

Current Memories:

  1. Maps of Oculus
  2. Book on Beholders
  3. Book on Beholders 2
  4. Book on Cyclops
  5. Book that includes cyclops and other minions

 

Edited by Paxon (see edit history)
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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

 

 

Edited by Paxon (see edit history)
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@Arklytte So I'm about 80% of the way through my mechanics, and realized I'm using a 3PP champion class. Thought I would double-check before rebuilding that side of my character. Are mountebank and other 3PP champion classes off the table? (Couldn't be more OP than Sage 😉 ) I'm completely fine redoing it, realizing you were quite explicit about no 3PP material and not wanting to open up any doors you prefer remain closed, but it would obviously be my preferred option to stick with what I have going. 

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Class: All Spheres Classes and Archetypes are available, as are all archetypes for Vanilla classes (unless noted otherwise). Classes (on the main Spheres Wiki page) marked 3PP (Reaper; Necros, etc) are allowed, but Archetypes for base classes that are not allowed (ie the Epoch Walker Soulknife Archetype), are likewise not allowed.

You're good, my dude. 🙂

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40 minutes ago, Arklytte said:

Class: All Spheres Classes and Archetypes are available, as are all archetypes for Vanilla classes (unless noted otherwise). Classes (on the main Spheres Wiki page) marked 3PP (Reaper; Necros, etc) are allowed, but Archetypes for base classes that are not allowed (ie the Epoch Walker Soulknife Archetype), are likewise not allowed.

You're good, my dude. 🙂

Oh snap! I didn't read carefully enough. Nice.

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Alright @Arklytte, pending approval of custom tradition, the mundane sheet, and a very few small talent choices to make final decisions on, I'm going to consider Devlin the Eye-con submitted for your consideration. 

 

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Tradition is cool.  That is a whole lot of...interesting words all strung together.  😄

 

Good thing I'm such a geek too, otherwise it would have probably melted my brain.  😄 😄

 

 

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  • 3 months later...

Mythic Advancement and Rebuild Notes

Mythic Features

MYTHIC TIER 1

HP Bonus: 8 (4 for each path)

Ability Bonus: +2 Intelligence

Mythic Feat: Extra Path Ability -> Mythic Sphere KnowledgeAs a free action, you may spend 1 mythic power to acquire any base sphere (or any talent from a sphere you already know) for one minute. If a talent gained with this ability normally allows you to expend martial focus or a spell point to make its effect persist, you may do so even if you lose access to this talent before spending the resource. You may not have more than one active effect lasting 1 hour or more created through this ability at any given time.

Mythic Power: 7 (3 + 3xtier + 1 drawback)

Gifted Path Mastery: Mythic Sphere Mastery - BarrageYou gain one (blitz) talent you do not already have and, as a free action, can expend one mythic power to transform any ammunition you are holding into a different type of ammunition (as long as the new ammunition is not more expensive than the old ammunition or composed of a different special material). For example, you could transform a slow burn arrowEoG into a splintering arrowEoG. This transformation reverts back in one round. If you have the Sniper sphere, you may expend one mythic power when making a barrage to apply a (snipe) talent you know to the first attack in your barrage. (Gain Distracting Shot (blitz))

Gifted Path Ability: Speed of ThoughtOnce per encounter, as an immediate action, you may expend your martial focus and one use of mythic power to take a full round of actions. You may only do this after an opponent has declared an action (such as making an attack or casting a spell) and cannot regain your martial focus during this turn of actions.

Spheremaster Path Mastery: Mythic Sphere Mastery - TimeAs an immediate action, you may spend one mythic power to cast any (time) effect you know. You may apply any other talents you could normally use when using that talent. You may use this ability before resolving the previously announced action—for example, if an enemy attacks you, you could use this to activate the After Image talent to gain concealment against them.

In addition, you may spend a point of mythic power when using alter time. If you do, targets affected by your Slow ability are denied their Dexterity bonus to AC for as long as they are Slowed and targets affected by your Haste ability gain an additional move action each round.

Spheremaster Path Ability: Mythic Sphere Mastery - DestructionAs a free action, you may spend one mythic power and select a (blast type) talent you know that is part of a blast type group. For the next 24 hours, you have access to all talents from the blast type group the talent you selected belongs to. In addition to this effect, you also permanently gain two (blast shape) talents and can use those (blast shape) talents without paying their spell point cost three times per day. You may instead choose to designate one or two (blast shape) talents you already know for this reduced cost effect, replacing the reduction for one or both of the new blast shapes, respectively. (Gain Energy Strike, Energy Bomb)

 

Drawbacks

  • Radiant Power
  • Unfit for Power

Qualities

  • Flowing Power

Boons

  • Mythic Exemplar
"Rebuild" Change-log
  1. Remove Feat: Extend Stance — Add Extra Magic Talent: Lingering Illusions
  2. Remove Feat: Master Alchemist – Add Extra Magic Talent: Instill Time [instill]
  3. Remove Feat: Improved Shadow Shield (surreal) — Add Extra Combat Talent: Wide Open (exploit)
  4. Remove Feat: Shadowy Slay (surreal) — Add Concentrated Splash
  5. Remove Rogue Talent: Shadow Tools (surreal) — Add Combat Trick: Exemplar (boast)

 

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