Paxon July 20, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. Balance Status: Complete 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+2 vs spells, su, spell-like abilities 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/Alchemy DC: 32 Time/Illusion DC: 35 Destruction DC: 33 Other Spheres DC: 30 Hit Points: 210 Nova Stats: Nova AC: 57, 53 touch conditions+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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 Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects) Illusions: Will DC 35 to disbelieve or reduced effect 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 Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) 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 Create Decoy trick on you for 10 rounds, 50% miss chance until decoy struck. Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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+2 vs spells, su, spell-like abilities 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/Alchemy DC: 32 Hit Points: 210 Nova Stats: Nova AC: 50, 50 touch conditions+4 dodge against scouted opponent _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +36 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 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 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Opponent is feinted/flanked/otherwise lost dex to AC... Fatal Thrust + Skewer: +6d6 precision damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic +Deadly Shot (4d10 or 4d6) 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 damageAll of the above damage minus the Deadly Shot Mix of bludgeoning, sonic, fire/acid (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: May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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
Paxon July 19, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. Balance Status: Complete 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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 Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) 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 Create Decoy trick on you for 10 rounds, 50% miss chance until decoy struck. Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +36 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 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 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Opponent is feinted/flanked/otherwise lost dex to AC... Fatal Thrust + Skewer: +6d6 precision damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic +Deadly Shot (4d10 or 4d6) 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 damageAll of the above damage minus the Deadly Shot Mix of bludgeoning, sonic, fire/acid (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: May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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
Paxon July 19, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. Balance Status: Complete 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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 Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +36 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 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 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Opponent is feinted/flanked/otherwise lost dex to AC... Fatal Thrust + Skewer: +6d6 precision damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic +Deadly Shot (4d10 or 4d6) 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 damageAll of the above damage minus the Deadly Shot Mix of bludgeoning, sonic, fire/acid (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: May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy) Constant or Daily Boosts: Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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
Paxon July 18, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. Balance Status: Complete 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +36 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 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 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Opponent is feinted/flanked/otherwise lost dex to AC... Fatal Thrust + Skewer: +6d6 precision damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic +Deadly Shot (4d10 or 4d6) 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 damageAll of the above damage minus the Deadly Shot Mix of bludgeoning, sonic, fire/acid (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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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
Paxon July 15, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) (+5 vs pain effects, Pinkiller Perry) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +36 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Improved Vital Strike = 12d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 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 attackAdditional +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 12d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic Fort DC36 or deafened/blinded 1d4+1 rounds If within 30' Soul Strike and Ankle Strike EVERYTHING BELOW HERE WIP, NOT ACCURATE 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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.
Paxon July 15, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. 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+2 vs spells, su, spell-like abilities 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+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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. 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: 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:
Paxon July 15, 2022 Devlin Guild Weapon: Formulae Primary Roles: Ranged attacks, Damage Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents. 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: 50, 46 vs touch All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses+2 vs spells, su, spell-like abilities 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: 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: 57, 53 touch conditions+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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: 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: 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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: 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: 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. 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: 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: 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: 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:
Paxon July 15, 2022 Devlin 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: 50, 46 vs touch All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses+2 vs spells, su, spell-like abilities 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: 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: 57, 53 touch conditions+4 dodge against scouted opponent +3 dodge with Haste _________________ This does not include battlefield bonuses like cover or special actions like Total Defense. Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste +1 all from Double Chug ___________________ (+2 vs spells, su, spell-like-abilities) (+5 vs emotion-related effects, Calming Cider) Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot. Nova Attack Bonus and Damage Dice, both melee and ranged: Melee Unarmed Strike +39 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage 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 attackAdditional +3 Haste +4 (insight) if scouted: Cunning Attacker +5 using Int instead of Dex if scouted (Cunning Attacker) +2 (competence) vs scouted (Knowledge Unlock) +2 if allies are threatening and flanking (Coordinated Shot) Opponent would be missing Dex to AC if Feinted _______ Option for spending stamina to increase this on 1:1 basis up to 5. for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage Improved Vital Strike = 24d8 unarmed damage Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae Opponent Scouted: +8 bonus to damage Fatal Thrust + Skewer: +6d6 precision damage 1SP destructive blast energy strike: +16d6b damage 2 momentum on damaging momentum: +15 damage Elemental Empowerment: +15 electricity damage Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage Trick Arrows to attach flashbang: +1d8 Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic 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: 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: 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 AlcoholContains the following: Calming Cider: +5 saves vs emotion effects, 1hr Vitalizing Vodka: 6d4 Temp HP, 1hr Painkilling Perry: +5 saves vs pain effects, 1hr Wakeful Whisky: +5 saves vs sleep effects 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 effectsBlindness Deafness Paralysis Poison Confusion Cursed Disease, 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: 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: 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. 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: 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: 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: 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:
Paxon July 14, 2022 Devlin 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: