Jump to content

Edit History

VennDygrem

VennDygrem

Nivel Syrris

 

Special Weapon: Acupuncture Needles (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56 (Touch AC: 44) (+2 vs. Ranged Attacks)
  • All Day Fort, Ref, and Will saves: F +25 | R +23 | W +27 (Re-roll saves once on a natural 1)
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Acupuncture Needles - Melee/Thrown (10 ft.): +26 (no damage)
    • +6 Needle Launcher - Ranged (100 ft.): +27 (no damage)
    • +6 Inspired Hand Crossbow: +27 (1d4+11 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
    • Magic Sphere DC: 35 (Illusion) | 33 (Enhancement) | 30 (All Others)
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: vs. Melee 62 (Touch AC: 48) | vs. Ranged 64 (Touch AC: 50)
  • Nova Fort, Ref, and Will saves: F +28.5 | R +35.5 | W +30.5 (Combat Inspiration spent; Re-roll saves once on a natural 1)
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Needle Launcher: +42.5 (110.5 nonlethal damage + 67 energy damage [2-4 types]) - Single Attack Action (Pressure Points, Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike, dual energy enhancements vs. scouted/studied enemy)
    • +6 Inspired Hand Crossbow: +42.5 (82.5 piercing and precision damage, +67 energy damage [2-4 types]) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike, dual energy enhancements vs. scouted/studied enemy) 
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
    • Magic Sphere: 39 (Illusion) | 37 (Enhancement) | 34 (All Others)
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: 
    • Enhance Equipment: +6 enh. bonus to weapons/natural weapons/ammo/armor/natural armor/shields (Conc. +2 rounds or 16 hours, up to 32 hours)
    • Staunch Resistance: +5 untyped bonus to chosen saving throw (Conc. or 160 minutes, up to 320 minutes)
    • Energy Enhancement: Add corrosive, flaming, frost, or shock weapon special abilities to weapon, +8 respective damage; Alt.: +16 acid, cold, electricity, or fire damage to consumable item, a splash weapon, or a dose of poison (Conc. or 160 minutes, up to 320 minutes)
    • Suppression/Advanced Invisibility: True invisibility, Silence, Touchless, Odorless, Suppressed magical auras; Basically, bypass all mundane, complex, and exotic senses (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Blur: 50% concealment miss chance (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Decoy: Coaxing, single - Force enemy to make AoO vs. Decoy; Defensive, single - attacker makes will save or suffers 50% miss chance on their attack; Multiple - 8 decoys, attacks have 50% miss chance until all decoys vanish; one or more can also act as coaxing decoys each round before disappearing (Coaxing single: Instantaneous; Defensive single: 10 rounds; Defensive Multi: conc. +2 rounds, and/or up to 200/400 minutes)
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-Light Vision
  • Temporary Senses: N/A
  • Stealth Effects: Lurker, All sense talents for Suppression (illusion), Impawsible Perspective when under Suppression (illusion)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 38 (Touch: 38)
  • All Day Fort, Ref, and Will saves: F +14 | R +18 | W +16
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Acupuncture Needles - Melee/Thrown (10 ft.): +21 (no damage)
    • MW Needle Launcher - Ranged (100 ft.): +22 (no damage)
    • MW Hand Crossbow: +22 (1d4+5 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 42 (Touch: 42)
  • Nova Fort, Ref, and Will saves: F +17.5 | R +21.5 | W +19.5
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Needle Launcher: +32.5 (98 nonlethal damage) - Single Attack Action (Pressure Points, Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike vs. scouted/studied enemy)
    • MW Hand Crossbow: +32.5 (76.5 piercing and precision damage) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike vs. scouted/studied enemy)
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: N/A
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-light vision
  • Temporary Senses: None
  • Stealth Effects: Lurker
VennDygrem

VennDygrem

Nivel Syrris

 

Special Weapon: Acupuncture Needles (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56 (Touch AC: 44) (+2 vs. Ranged Attacks)
  • All Day Fort, Ref, and Will saves: F +25 | R +23 | W +27 (Re-roll saves once on a natural 1)
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Acupuncture Needles - Melee/Thrown (10 ft.): +26 (no damage)
    • +6 Needle Launcher - Ranged (100 ft.): +27 (no damage)
    • +6 Inspired Hand Crossbow: +27 (1d4+11 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
    • Magic Sphere DC: 35 (Illusion) | 33 (Enhancement) | 30 (All Others)
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: vs. Melee 62 (Touch AC: 48) | vs. Ranged 64 (Touch AC: 50)
  • Nova Fort, Ref, and Will saves: F +28.5 | R +35.5 | W +30.5 (Combat Inspiration spent; Re-roll saves once on a natural 1)
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Needle Launcher: +42.5 (110.5 nonlethal damage + 67 two-to-four kinds of energy damage) - Single Attack Action (Pressure Points, Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike, dual energy enhancements vs. scouted/studied enemy)
    • +6 Inspired Hand Crossbow: +42.5 (149.5 piercing and precision damage, also including two different types of energy damage) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike, dual energy enhancements vs. scouted/studied enemy) 
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
    • Magic Sphere: 39 (Illusion) | 37 (Enhancement) | 34 (All Others)
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: 
    • Enhance Equipment: +6 enh. bonus to weapons/natural weapons/ammo/armor/natural armor/shields (Conc. +2 rounds or 16 hours, up to 32 hours)
    • Staunch Resistance: +5 untyped bonus to chosen saving throw (Conc. or 160 minutes, up to 320 minutes)
    • Energy Enhancement: Add corrosive, flaming, frost, or shock weapon special abilities to weapon, +8 respective damage; Alt.: +16 acid, cold, electricity, or fire damage to consumable item, a splash weapon, or a dose of poison (Conc. or 160 minutes, up to 320 minutes)
    • Suppression/Advanced Invisibility: True invisibility, Silence, Touchless, Odorless, Suppressed magical auras; Basically, bypass all mundane, complex, and exotic senses (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Blur: 50% concealment miss chance (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Decoy: Coaxing, single - Force enemy to make AoO vs. Decoy; Defensive, single - attacker makes will save or suffers 50% miss chance on their attack; Multiple - 8 decoys, attacks have 50% miss chance until all decoys vanish; one or more can also act as coaxing decoys each round before disappearing (Coaxing single: Instantaneous; Defensive single: 10 rounds; Defensive Multi: conc. +2 rounds, and/or up to 200/400 minutes)
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-Light Vision
  • Temporary Senses: N/A
  • Stealth Effects: Lurker, All sense talents for Suppression (illusion), Impawsible Perspective when under Suppression (illusion)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 38 (Touch: 38)
  • All Day Fort, Ref, and Will saves: F +14 | R +18 | W +16
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Acupuncture Needles - Melee/Thrown (10 ft.): +21 (no damage)
    • MW Needle Launcher - Ranged (100 ft.): +22 (no damage)
    • MW Hand Crossbow: +22 (1d4+5 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 42 (Touch: 42)
  • Nova Fort, Ref, and Will saves: F +17.5 | R +21.5 | W +19.5
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Needle Launcher: +32.5 (98 nonlethal damage) - Single Attack Action (Pressure Points, Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike vs. scouted/studied enemy)
    • MW Hand Crossbow: +32.5 (76.5 piercing and precision damage) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike vs. scouted/studied enemy)
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: N/A
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-light vision
  • Temporary Senses: None
  • Stealth Effects: Lurker
VennDygrem

VennDygrem

Nivel Syrris

 

Special Weapon: Acupuncture Needles (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56 (Touch AC: 44) (+2 vs. Ranged Attacks)
  • All Day Fort, Ref, and Will saves: F +25 | R +23 | W +27 (Re-roll saves once on a natural 1)
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Acupuncture Needles - Melee/Thrown (10 ft.): +26 (no damage)
    • +6 Needle Launcher - Ranged (100 ft.): +27 (no damage)
    • +6 Inspired Hand Crossbow: +27 (1d4+11 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
    • Magic Sphere DC: 35 (Illusion) | 33 (Enhancement) | 30 (All Others)
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: vs. Melee 62 (Touch AC: 48) | vs. Ranged 64 (Touch AC: 50)
  • Nova Fort, Ref, and Will saves: F +28.5 | R +35.5 | W +30.5 (Combat Inspiration spent; Re-roll saves once on a natural 1)
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Inspired Hand Crossbow: +42.5 (116 piercing and precision damage, also including two different types of energy damage) - Single Attack Action
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
    • Magic Sphere: 39 (Illusion) | 37 (Enhancement) | 34 (All Others)
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: 
    • Enhance Equipment: +6 enh. bonus to weapons/natural weapons/ammo/armor/natural armor/shields (Conc. +2 rounds or 16 hours, up to 32 hours)
    • Staunch Resistance: +5 untyped bonus to chosen saving throw (Conc. or 160 minutes, up to 320 minutes)
    • Energy Enhancement: Add corrosive, flaming, frost, or shock weapon special abilities to weapon, +8 respective damage; Alt.: +16 acid, cold, electricity, or fire damage to consumable item, a splash weapon, or a dose of poison (Conc. or 160 minutes, up to 320 minutes)
    • Suppression/Advanced Invisibility: True invisibility, Silence, Touchless, Odorless, Suppressed magical auras; Basically, bypass all mundane, complex, and exotic senses (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Blur: 50% concealment miss chance (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Decoy: Coaxing, single - Force enemy to make AoO vs. Decoy; Defensive, single - attacker makes will save or suffers 50% miss chance on their attack; Multiple - 8 decoys, attacks have 50% miss chance until all decoys vanish; one or more can also act as coaxing decoys each round before disappearing (Coaxing single: Instantaneous; Defensive single: 10 rounds; Defensive Multi: conc. +2 rounds, and/or up to 200/400 minutes)
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-Light Vision
  • Temporary Senses: N/A
  • Stealth Effects: Lurker, All sense talents for Suppression (illusion), Impawsible Perspective when under Suppression (illusion)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 38 (Touch: 38)
  • All Day Fort, Ref, and Will saves: F +14 | R +18 | W +16
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Acupuncture Needles - Melee/Thrown (10 ft.): +21 (no damage)
    • MW Needle Launcher - Ranged (100 ft.): +22 (no damage)
    • MW Hand Crossbow: +22 (1d4+5 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 42 (Touch: 42)
  • Nova Fort, Ref, and Will saves: F +17.5 | R +21.5 | W +19.5
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Hand Crossbow: +32.5 (76.5 piercing and precision damage) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike)
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: N/A
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-light vision
  • Temporary Senses: None
  • Stealth Effects: Lurker
VennDygrem

VennDygrem

Nivel Syrris

 

Special Weapon: Acupuncture Needles (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56 (Touch AC: 44) (+2 vs. Ranged Attacks)
  • All Day Fort, Ref, and Will saves: F +25 | R +23 | W +27 (Re-roll saves once on a natural 1)
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Acupuncture Needles - Melee/Thrown (10 ft.): +26 (no damage)
    • +6 Needle Launcher - Ranged (100 ft.): +27 (no damage)
    • +6 Inspired Hand Crossbow: +27 (1d4+11 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
    • Magic Sphere DC: 35 (Illusion) | 33 (Enhancement) | 30 (All Others)
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: vs. Melee 62 (Touch AC: 48) | vs. Ranged 64 (Touch AC: 50)
  • Nova Fort, Ref, and Will saves: F +28.5 | R +35.5 | W +30.5 (Combat Inspiration spent; Re-roll saves once on a natural 1)
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Inspired Hand Crossbow: +42.5 (116 damage, including two different types of energy damage) - Single Attack Action
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
    • Magic Sphere: 39 (Illusion) | 37 (Enhancement) | 34 (All Others)
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: 
    • Enhance Equipment: +6 enh. bonus to weapons/natural weapons/ammo/armor/natural armor/shields (Conc. +2 rounds or 16 hours, up to 32 hours)
    • Staunch Resistance: +5 untyped bonus to chosen saving throw (Conc. or 160 minutes, up to 320 minutes)
    • Energy Enhancement: Add corrosive, flaming, frost, or shock weapon special abilities to weapon, +8 respective damage; Alt.: +16 acid, cold, electricity, or fire damage to consumable item, a splash weapon, or a dose of poison (Conc. or 160 minutes, up to 320 minutes)
    • Suppression/Advanced Invisibility: True invisibility, Silence, Touchless, Odorless, Suppressed magical auras; Basically, bypass all mundane, complex, and exotic senses (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Blur: 50% concealment miss chance (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Decoy: Coaxing, single - Force enemy to make AoO vs. Decoy; Defensive, single - attacker makes will save or suffers 50% miss chance on their attack; Multiple - 8 decoys, attacks have 50% miss chance until all decoys vanish; one or more can also act as coaxing decoys each round before disappearing (Coaxing single: Instantaneous; Defensive single: 10 rounds; Defensive Multi: conc. +2 rounds, and/or up to 200/400 minutes)
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-Light Vision
  • Temporary Senses: N/A
  • Stealth Effects: Lurker, All sense talents for Suppression (illusion), Impawsible Perspective when under Suppression (illusion)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:
VennDygrem

VennDygrem

Nivel Syrris

 

Special Weapon: Acupuncture Needles (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:
VennDygrem

VennDygrem

Nivel Syrris

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:
×
×
  • Create New...