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Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


"Capital idea..." Devlin replied to Blaidd, "I'll even bring a few specialty cocktails." And with a quick flourish of his cloak, he was off.

 

The library was his first destination. This chapterhouse was an interesting one on account of the ghostly librarian, though as Devlin considered it, pretty much every guild chapterhouse he'd been to had an odd individual looking after the archives. After some (as minimal as possible) conversation, Devlin was pointed to the correct shelves. Aberrations, super-sentient... and there they were: several tomes that referenced Beholders in some form. Kiyzaku's Study of the Eye Tyrant was the thickest tome, and Devlin pulled two others that seemed to at least reference the strange enemy. He hadn't faced one before himself, so he'd have to rely on the accounts of others, both in text and in the form of teammates who had that direct experience. He also took a quick stroll past other stacks, picking up works on cyclopses, and other one-eyed creatures for good measure.

 

Then he laid them out on a table and read them, cover-to-cover. It took him all of five minutes, and would have looked to an observer like he simply riffled through all the pages like great big flip-books. That is exactly what he did, though just prior to doing so he made a few adjustments on hand-mounted chronoshifter, set a brooch counter-clockwise ten degrees, and formed his fingers (and the several clockwork rings adorning them) to account for some specific arcanotemporal geometry. His processing went into to overdrive, and the fraction of a second it took for each page to flip past felt to Devlin like several minutes, during which time he was able to read all the information contained therein. Simultaneously, he committed each work to memory, leveraging a kind of memory stasis he'd carved out of his mind-space (or perhaps it was his memory but dispersed over any number of versions of himself existing in parallel timelines, as one academic colleague had theorized) to lock in each detail of these works. He would be able to return to them whenever he wished, recalling any detail he had set there. 

 

And that was that. Three works involving beholders, plus another handful that involved cyclopses and a variety of others there was even a small chance of meeting, committed to memory. Intelligence gathered, Devlin gave himself a bit of time to absorb a small bit of the assimilated information before heading to the planning session.

 


 

The planning had gone about as smoothly as one would expect when a half-dozen headstrong Hunters who thought they knew best all gathered in a room. Realistically, it had probably done better than that. Devlin hated – loathed in fact – taking orders from anyone, but Hardblade was just about the lone exception. And she'd always drilled the importance of teamwork into the members of the guild. All here were professionals, that was clear, and disagreements were skillfully worked through for the good of the mission. All seemed to agree that whatever plan they came in with would be be quickly ripped to shreds anyway as soon as the Beholders really began exerting their influence, so they were quite ready to improvise according to whatever new situation presented itself.

 

After the planning, Devlin had several hours free to pursue what he really wanted: science! The guild house had excellent facilities, and Devlin only had to pull out a small handful of his custom tools.

 

He got to work creating concoctions, and while various solutions were mixing/reacting/congealing, he studied the new nullsteel. It proved to be fascinating stuff. He'd set a very small amount aside, and poked and prodded it in various ways with a few cantrips he had the most familiar grasp of. They were completely stymied be even a small amount of the dust, even the ones that had a greater effect on the material plane. Further experiments revealed that while the nullsteel had some similar properties to the advanced alchemical impositions Devlin knew involving silver, salt, lead and small amounts or rare reagents, the underlying forces at play seemed to be quite alien in nature. Particularly how it reacted to suffusion of magical essence. Devlin nearly let one of his beakers on the burner go too long as he became distracted reading through some of Erebaun's notes. 

 

Bringing his focus back to his concoctions, Devlin spent more than four of the remaining hours working on his alchemical weaponry. The guild lab had an excellent supply of items, and Devlin used some of his advance from the mission to purchase those supplies. Prior to even coming here, he'd already created as much of the more potent, less stable, formulae as he dared, but there were a few items that would still have a lot of utility even without the usual potency. As each solution was created and neared the point of greatest potential, he set a sphere of strong impact glass on the table before him. He'd custom made each of these globes to fit easily in the palm of his hand, be easy to throw with his customized propellant rig, and even fit snugly in small specialized rigs he'd created to make attacking with the things viable, and even devastating in the right hands (his hands, as it so happened). These rigs encompassed the sphere like a small fragile cage, had small ridges that allowed them to twist and curve in midair, and even included a tiny bit of propellant on one side which served to increase distance. When his solutions were ready, he carefully injected them into the glass containers. The spheres themselves were actually quite strong and able to be stored in any one of several sashes and bandoliers Devlin wore for such things and stand up to the typical stresses of the Monster Hunter, yet when impacting a target at the right angles and velocity would burst explosively, flinging their contents in a surprisingly wide zone of pain. Or in the case of some of the items he made, extreme discomfort or restraint.

 

As he was just finishing, he looked over at the final concoction he'd produced. A gift for the others, the contents of the larger mixing carafe was just finishing dripping into the smaller flasks below it. The result was a milky fluid with a slightly violet hue, with a scent that tended to produce one of two reactions from those who took in a waft: gagging nausea, or nostril-flaring excitement. Devlin could only hope his companions on this mission were the latter.

 


 

"To a successful mission!" Devlin toasted a dozen minutes later to all who'd taken up Blaidd's suggestion for drinks in the taproom, "May we return with grand stories, glorious trophies, and... in this case, no one indefinitely enthralled by a mega-intelligent, reality warping, panopticlopian beast. I may or may not have just made that word up." With a wink, Devlin downed the whisky the bartender had poured him. 

 

"I present you all a gift of spirits as well. Drink now or later if you wish, though the beneficial effects last only an hour or so. You will fear robust of body and spirit, your emotions not easily swayed be malignant effects, and you'll be able to stave off drowsiness, even that which is cause unnaturally. Before you ask, it is a completely proprietary mix created by yours truly, though I can assure you it is a work of chemistry and not magic. I call it the 'Iconic Tonic.' Enjoy!" He handed out two small flasks to each of his comrades, toasting with his own much more ornately styled flask.

OOC and Mechanics

OOC: Devlin gives each of you 2 uses of several Universal Alcohols mixed into one drink. See the Group Benefits tab below for effects. You drink it like you would any other alcoholic drink.

 

Actions

Crafting: Devlin will spend 4.5 hours crafting the following. Alchemy Crafting modifiers: Brew Stable FormulaeBenefit: You can create permanent formulae and poisons that do not count towards the maximum amount of formulae you may maintain. These items do not decompose over time, and maintain their value as normal items even though they are based off of the alchemy sphere’s talents.

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

A poison’s cost of creation is 10 gp x the creator’s ranks in Craft (alchemy) x the complexity.

CRAFTING RULES
The crafter must spend 8 hours (1 day) per 1,000 gp in the item’s base cost crafting the technical item. Formulae, poisons, widgets and gizmos, only take 2 hours to craft if their base cost is 250 gp or lower, but all other items require a minimum of 8 hours to create. The crafter spends the materials required to create the item at the beginning of the crafting process, and cannot create more than one item per day. A creature cannot spend more than 8 hours per day crafting. The days spend crafting need not be consecutive.
CraftsmanYou are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already possess ranks in this Craft skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining this talent, such as through the armiger’s customized weapons class feature. When crafting a mundane item, you may do so in half the usual time.Rapid AlchemyThe scholar’s research has taught her speedy and efficient techniques for creating various alchemical items. The scholar may craft any single alchemical item worth 150 gp or less (such as a vial of alchemist’s fire, smokestick, or tanglefoot bag) in half an hour; she must still succeed at a Craft (alchemy) check and pay all material costs as normal. The scholar cannot decrease this time any further by increasing the Craft DC. If the scholar knows the formulae for an improved version of an alchemical item worth 150 gp or less (such as the improved alchemist’s fire formulae) she reduces the crafting time to 15 minutes instead of half an hour. In addition, the scholar adds her Intelligence modifier to the DC of any alchemical item she crafts herself (this does not include improved alchemical items made with the Alchemy sphere).

  • [1 hour] Level 1 Panacea+Salve. Crafting Cost = 20gp. DC=40. Take 10 on Craft (Alchemy) roll for 70. 
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
    • Effect. Heals 1d8+40 HP, Cures all DC 40 status effects of Panacea
  • [1 hour] Level 7 Improved Itching Powder. Crafting Cost = 70gp. DC=25. Take 10 on Craft (Alchemy) roll for 70.
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
    • Effect. Improved Itching Powder, DC36 save, 20' range
  • [1 hour] Level 3 Cherry Bombs [x15]. Crafting Cost = 30gp. DC=15. Take 10 on Craft (Alchemy) roll for 70.
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour
    • Effect. 2d4 bludgeoning damage, 2 in 5' radius, 15 uses.
  • [30 min] 2x Basic Tanglefoot Bag. Crafting Cost = 25gp. DC=25. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. As tanglefoot bag, ref DC 30
  • [15 min] Tangleburn Bag. Crafting Cost = 37.5gp. DC=30. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. Tanglefoot bag +1d6 fire damage and catch fire, ref DC 36
  • [15 min] Pepper Smoke Pellet. Crafting Cost = 15gp. DC=25. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. 5' smoke cloud, Fort DC27 or sickened 1 round

Besides the crafting, that should lead sufficient time for library, plannings session, and drinks! Then Devlin is ready to go.

 

EDIT: Oh yeah, the memorizing stuff. With Rapid Processing Devlin can read and process very fast. Looking at the details I may have made it a little too fast, but it's still 500 words per swift/move action without spending SP, so that should be plenty fast to get through some books in a few minutes. With Mental Archive he can perfectly remember large quantities of information. He has 22 memories (almost like recordings), which can include a 400 page book. I'm going to spend 6 of those on some Beholder books and other Bestiary type literature. I think I'll also spend two more memorizing each of the provided maps.

 

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Group Benefits

Current Momentum Pool: 31/31

Within 30' of Devlin, you can...

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

 

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

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

Stats

Character Sheet | Character Thread

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

Conditions: none

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

CONDITIONAL
4 Dodge vs Scouted Enemies

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

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

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

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

 

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

Stealth: +32

 


 

Ongoing Effects

ACTIVE

-

 

INACTIVE

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

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

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

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

Transformation: -

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

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

 

Daily Routine:

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

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

Read Advanced Study Guide | 1 hour, combined with above

Renew Momentum Pool: 1SP, lasts 16 hours

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

Offense Options

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

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

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

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

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

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

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

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

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

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

Defense Options

Saves (Roll twice)

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

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

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

 

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

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

Resources

SP: 89/90

Shadow Pool: 5/5

MF: 2/2

Stamina Pool: 17/17

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

Silver Pendant protections: 15/15

Nullsteel uses: 250/250

Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask

  • [5/15] Iconic Tonics
  • [2/2] Salves
  • [4/4] Panaceas

Other Alchemy

  • [1] SalvaceaHeals 1d8+40 HP, Cures all DC 40 status effects of Panacea
    DC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
    (Panacea+Salve)
  • [1] L7 Improved Itching Powder
  • [15/15] L3 Cherry Bombs
  • [2/2] Tanglefoot Bags
  • [1] Tangleburn Bag
  • [1] Pepper Smoke Pellets
  • Basic Alchemist's Fires
  • Basic Acid Flasks

 

 

 

Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


"Capital idea..." Devlin replied to Blaidd, "I'll even bring a few specialty cocktails." And with a quick flourish of his cloak, he was off.

 

The library was his first destination. This chapterhouse was an interesting one on account of the ghostly librarian, though as Devlin considered it, pretty much every guild chapterhouse he'd been to had an odd individual looking after the archives. After some (as minimal as possible) conversation, Devlin was pointed to the correct shelves. Aberrations, super-sentient... and there they were: several tomes that referenced Beholders in some form. Kiyzaku's Study of the Eye Tyrant was the thickest tome, and Devlin pulled two others that seemed to at least reference the strange enemy. He hadn't faced one before himself, so he'd have to rely on the accounts of others, both in text and in the form of teammates who had that direct experience. He also took a quick stroll past other stacks, picking up works on cyclopses, and other one-eyed creatures for good measure.

 

Then he laid them out on a table and read them, cover-to-cover. It took him all of five minutes, and would have looked to an observer like he simply riffled through all the pages like great big flip-books. That is exactly what he did, though just prior to doing so he made a few adjustments on hand-mounted chronoshifter, set a brooch counter-clockwise ten degrees, and formed his fingers (and the several clockwork rings adorning them) to account for some specific arcanotemporal geometry. His processing went into to overdrive, and the fraction of a second it took for each page to flip past felt to Devlin like several minutes, during which time he was able to read all the information contained therein. Simultaneously, he committed each work to memory, leveraging a kind of memory stasis he'd carved out of his mind-space (or perhaps it was his memory but dispersed over any number of versions of himself existing in parallel timelines, as one academic colleague had theorized) to lock in each detail of these works. He would be able to return to them whenever he wished, recalling any detail he had set there. 

 

And that was that. Three works involving beholders, plus another handful that involved cyclopses and a variety of others there was even a small chance of meeting, committed to memory. Intelligence gathered, Devlin gave himself a bit of time to absorb a small bit of the assimilated information before heading to the planning session.

 


 

The planning had gone about as smoothly as one would expect when a half-dozen headstrong Hunters who thought they knew best all gathered in a room. Realistically, it had probably done better than that. Devlin hated – loathed in fact – taking orders from anyone, but Hardblade was just about the lone exception. And she'd always drilled the importance of teamwork into the members of the guild. All here were professionals, that was clear, and disagreements were skillfully worked through for the good of the mission. All seemed to agree that whatever plan they came in with would be be quickly ripped to shreds anyway as soon as the Beholders really began exerting their influence, so they were quite ready to improvise according to whatever new situation presented itself.

 

After the planning, Devlin had several hours free to pursue what he really wanted: science! The guild house had excellent facilities, and Devlin only had to pull out a small handful of his custom tools.

 

He got to work creating concoctions, and while various solutions were mixing/reacting/congealing, he studied the new nullsteel. It proved to be fascinating stuff. He'd set a very small amount aside, and poked and prodded it in various ways with a few cantrips he had the most familiar grasp of. They were completely stymied be even a small amount of the dust, even the ones that had a greater effect on the material plane. Further experiments revealed that while the nullsteel had some similar properties to the advanced alchemical impositions Devlin knew involving silver, salt, lead and small amounts or rare reagents, the underlying forces at play seemed to be quite alien in nature. Particularly how it reacted to suffusion of magical essence. Devlin nearly let one of his beakers on the burner go too long as he became distracted reading through some of Erebaun's notes. 

 

Bringing his focus back to his concoctions, Devlin spent more than four of the remaining hours working on his alchemical weaponry. The guild lab had an excellent supply of items, and Devlin used some of his advance from the mission to purchase those supplies. Prior to even coming here, he'd already created as much of the more potent, less stable, formulae as he dared, but there were a few items that would still have a lot of utility even without the usual potency. As each solution was created and neared the point of greatest potential, he set a sphere of strong impact glass on the table before him. He'd custom made each of these globes to fit easily in the palm of his hand, be easy to throw with his customized propellant rig, and even fit snugly in small specialized rigs he'd created to make attacking with the things viable, and even devastating in the right hands (his hands, as it so happened). These rigs encompassed the sphere like a small fragile cage, had small ridges that allowed them to twist and curve in midair, and even included a tiny bit of propellant on one side which served to increase distance. When his solutions were ready, he carefully injected them into the glass containers. The spheres themselves were actually quite strong and able to be stored in any one of several sashes and bandoliers Devlin wore for such things and stand up to the typical stresses of the Monster Hunter, yet when impacting a target at the right angles and velocity would burst explosively, flinging their contents in a surprisingly wide zone of pain. Or in the case of some of the items he made, extreme discomfort or restraint.

 

As he was just finishing, he looked over at the final concoction he'd produced. A gift for the others, the contents of the larger mixing carafe was just finishing dripping into the smaller flasks below it. The result was a milky fluid with a slightly violet hue, with a scent that tended to produce one of two reactions from those who took in a waft: gagging nausea, or nostril-flaring excitement. Devlin could only hope his companions on this mission were the latter.

 


 

"To a successful mission!" Devlin toasted a dozen minutes later to all who'd taken up Blaidd's suggestion for drinks in the taproom, "May we return with grand stories, glorious trophies, and... in this case, no one indefinitely enthralled by a mega-intelligent, reality warping, panopticlopian beast. I may or may not have just made that word up." With a wink, Devlin downed the whisky the bartender had poured him. 

 

"I present you all a gift of spirits as well. Drink now or later if you wish, though the beneficial effects last only an hour or so. You will fear robust of body and spirit, your emotions not easily swayed be malignant effects, and you'll be able to stave off drowsiness, even that which is cause unnaturally. Before you ask, it is a completely proprietary mix created by yours truly, though I can assure you it is a work of chemistry and not magic. I call it the 'Iconic Tonic.' Enjoy!" He handed out two small flasks to each of his comrades, toasting with his own much more ornately styled flask.

OOC and Mechanics

OOC: Devlin gives each of you 2 uses of several Universal Alcohols mixed into one drink. See the Group Benefits tab below for effects. You drink it like you would any other alcoholic drink.

 

Actions

Crafting: Devlin will spend 4.5 hours crafting the following. Alchemy Crafting modifiers: Brew Stable FormulaeBenefit: You can create permanent formulae and poisons that do not count towards the maximum amount of formulae you may maintain. These items do not decompose over time, and maintain their value as normal items even though they are based off of the alchemy sphere’s talents.

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

A poison’s cost of creation is 10 gp x the creator’s ranks in Craft (alchemy) x the complexity.

CRAFTING RULES
The crafter must spend 8 hours (1 day) per 1,000 gp in the item’s base cost crafting the technical item. Formulae, poisons, widgets and gizmos, only take 2 hours to craft if their base cost is 250 gp or lower, but all other items require a minimum of 8 hours to create. The crafter spends the materials required to create the item at the beginning of the crafting process, and cannot create more than one item per day. A creature cannot spend more than 8 hours per day crafting. The days spend crafting need not be consecutive.
CraftsmanYou are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already possess ranks in this Craft skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining this talent, such as through the armiger’s customized weapons class feature. When crafting a mundane item, you may do so in half the usual time.Rapid AlchemyThe scholar’s research has taught her speedy and efficient techniques for creating various alchemical items. The scholar may craft any single alchemical item worth 150 gp or less (such as a vial of alchemist’s fire, smokestick, or tanglefoot bag) in half an hour; she must still succeed at a Craft (alchemy) check and pay all material costs as normal. The scholar cannot decrease this time any further by increasing the Craft DC. If the scholar knows the formulae for an improved version of an alchemical item worth 150 gp or less (such as the improved alchemist’s fire formulae) she reduces the crafting time to 15 minutes instead of half an hour. In addition, the scholar adds her Intelligence modifier to the DC of any alchemical item she crafts herself (this does not include improved alchemical items made with the Alchemy sphere).

  • [1 hour] Level 1 Panacea+Salve. Crafting Cost = 20gp. DC=40. Take 10 on Craft (Alchemy) roll for 70. 
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
    • Effect. Heals 1d8+40 HP, Cures all DC 40 status effects of Panacea
  • [1 hour] Level 7 Improved Itching Powder. Crafting Cost = 70gp. DC=25. Take 10 on Craft (Alchemy) roll for 70.
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
    • Effect. Improved Itching Powder, DC36 save, 20' range
  • [1 hour] Level 3 Cherry Bombs [x15]. Crafting Cost = 30gp. DC=15. Take 10 on Craft (Alchemy) roll for 70.
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour
    • Effect. 2d4 bludgeoning damage, 2 in 5' radius, 15 uses.
  • [30 min] 2x Basic Tanglefoot Bag. Crafting Cost = 25gp. DC=25. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. As tanglefoot bag, ref DC 30
  • [15 min] Tangleburn Bag. Crafting Cost = 37.5gp. DC=30. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. Tanglefoot bag +1d6 fire damage and catch fire, ref DC 36
  • [15 min] Pepper Smoke Pellet. Crafting Cost = 15gp. DC=25. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. 5' smoke cloud, Fort DC27 or sickened 1 round

Besides the crafting, that should lead sufficient time for library, plannings session, and drinks! Then Devlin is ready to go.

 

EDIT: Oh yeah, the memorizing stuff. With Rapid Processing Devlin can read and process very fast. Looking at the details I may have made it a little too fast, but it's still 500 words per swift/move action without spending SP, so that should be plenty fast to get through some books in a few minutes. With Mental Archive he can perfectly remember large quantities of information. He has 22 memories (almost like recordings), which can include a 400 page book. I'm going to spend 6 of those on some Beholder books and other Bestiary type literature. I think I'll also spend two more memorizing each of the provided maps.

 

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Group Benefits

Current Momentum Pool: 31/31

Within 30' of Devlin, you can...

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

 

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

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

Stats

Character Sheet | Character Thread

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

Conditions: none

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

CONDITIONAL
4 Dodge vs Scouted Enemies

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

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

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

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

 

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

Stealth: +32

 


 

Ongoing Effects

ACTIVE

-

 

INACTIVE

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

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

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

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

Transformation: -

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

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

 

Daily Routine:

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

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

Read Advanced Study Guide | 1 hour, combined with above

Renew Momentum Pool: 1SP, lasts 16 hours

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

Offense Options

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

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

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

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

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

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

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

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

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

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

Defense Options

Saves (Roll twice)

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

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

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

 

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

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

Resources

SP: 89/90

Shadow Pool: 5/5

MF: 2/2

Stamina Pool: 17/17

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

Silver Pendant protections: 15/15

Nullsteel uses: 250/250

Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask

 

 

 

Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


"Capital idea..." Devlin replied to Blaidd, "I'll even bring a few specialty cocktails." And with a quick flourish of his cloak, he was off.

 

The library was his first destination. This chapterhouse was an interesting one on account of the ghostly librarian, though as Devlin considered it, pretty much every guild chapterhouse he'd been to had an odd individual looking after the archives. After some (as minimal as possible) conversation, Devlin was pointed to the correct shelves. Aberrations, super-sentient... and there they were: several tomes that referenced Beholders in some form. Kiyzaku's Study of the Eye Tyrant was the thickest tome, and Devlin pulled two others that seemed to at least reference the strange enemy. He hadn't faced one before himself, so he'd have to rely on the accounts of others, both in text and in the form of teammates who had that direct experience. He also took a quick stroll past other stacks, picking up works on cyclopses, and other one-eyed creatures for good measure.

 

Then he laid them out on a table and read them, cover-to-cover. It took him all of five minutes, and would have looked to an observer like he simply riffled through all the pages like great big flip-books. That is exactly what he did, though just prior to doing so he made a few adjustments on hand-mounted chronoshifter, set a brooch counter-clockwise ten degrees, and formed his fingers (and the several clockwork rings adorning them) to account for some specific arcanotemporal geometry. His processing went into to overdrive, and the fraction of a second it took for each page to flip past felt to Devlin like several minutes, during which time he was able to read all the information contained therein. Simultaneously, he committed each work to memory, leveraging a kind of memory stasis he'd carved out of his mind-space (or perhaps it was his memory but dispersed over any number of versions of himself existing in parallel timelines, as one academic colleague had theorized) to lock in each detail of these works. He would be able to return to them whenever he wished, recalling any detail he had set there. 

 

And that was that. Three works involving beholders, plus another handful that involved cyclopses and a variety of others there was even a small chance of meeting, committed to memory. Intelligence gathered, Devlin gave himself a bit of time to absorb a small bit of the assimilated information before heading to the planning session.

 


 

The planning had gone about as smoothly as one would expect when a half-dozen headstrong Hunters who thought they knew best all gathered in a room. Realistically, it had probably done better than that. Devlin hated – loathed in fact – taking orders from anyone, but Hardblade was just about the lone exception. And she'd always drilled the importance of teamwork into the members of the guild. All here were professionals, that was clear, and disagreements were skillfully worked through for the good of the mission. All seemed to agree that whatever plan they came in with would be be quickly ripped to shreds anyway as soon as the Beholders really began exerting their influence, so they were quite ready to improvise according to whatever new situation presented itself.

 

After the planning, Devlin had several hours free to pursue what he really wanted: science! The guild house had excellent facilities, and Devlin only had to pull out a small handful of his custom tools.

 

He got to work creating concoctions, and while various solutions were mixing/reacting/congealing, he studied the new nullsteel. It proved to be fascinating stuff. He'd set a very small amount aside, and poked and prodded it in various ways with a few cantrips he had the most familiar grasp of. They were completely stymied be even a small amount of the dust, even the ones that had a greater effect on the material plane. Further experiments revealed that while the nullsteel had some similar properties to the advanced alchemical impositions Devlin knew involving silver, salt, lead and small amounts or rare reagents, the underlying forces at play seemed to be quite alien in nature. Particularly how it reacted to suffusion of magical essence. Devlin nearly let one of his beakers on the burner go too long as he became distracted reading through some of Erebaun's notes. 

 

Bringing his focus back to his concoctions, Devlin spent more than four of the remaining hours working on his alchemical weaponry. The guild lab had an excellent supply of items, and Devlin used some of his advance from the mission to purchase those supplies. Prior to even coming here, he'd already created as much of the more potent, less stable, formulae as he dared, but there were a few items that would still have a lot of utility even without the usual potency. As each solution was created and neared the point of greatest potential, he set a sphere of strong impact glass on the table before him. He'd custom made each of these globes to fit easily in the palm of his hand, be easy to throw with his customized propellant rig, and even fit snugly in small specialized rigs he'd created to make attacking with the things viable, and even devastating in the right hands (his hands, as it so happened). These rigs encompassed the sphere like a small fragile cage, had small ridges that allowed them to twist and curve in midair, and even included a tiny bit of propellant on one side which served to increase distance. When his solutions were ready, he carefully injected them into the glass containers. The spheres themselves were actually quite strong and able to be stored in any one of several sashes and bandoliers Devlin wore for such things and stand up to the typical stresses of the Monster Hunter, yet when impacting a target at the right angles and velocity would burst explosively, flinging their contents in a surprisingly wide zone of pain. Or in the case of some of the items he made, extreme discomfort or restraint.

 

As he was just finishing, he looked over at the final concoction he'd produced. A gift for the others, the contents of the larger mixing carafe was just finishing dripping into the smaller flasks below it. The result was a milky fluid with a slightly violet hue, with a scent that tended to produce one of two reactions from those who took in a waft: gagging nausea, or nostril-flaring excitement. Devlin could only hope his companions on this mission were the latter.

 


 

"To a successful mission!" Devlin toasted a dozen minutes later to all who'd taken up Blaidd's suggestion for drinks in the taproom, "May we return with grand stories, glorious trophies, and... in this case, no one indefinitely enthralled by a mega-intelligent, reality warping, panopticlopian beast. I may or may not have just made that word up." With a wink, Devlin downed the whisky the bartender had poured him. 

 

"I present you all a gift of spirits as well. Drink now or later if you wish, though the beneficial effects last only an hour or so. You will fear robust of body and spirit, your emotions not easily swayed be malignant effects, and you'll be able to stave off drowsiness, even that which is cause unnaturally. Before you ask, it is a completely proprietary mix created by yours truly, though I can assure you it is a work of chemistry and not magic. I call it the 'Iconic Tonic.' Enjoy!" He handed out two small flasks to each of his comrades, toasting with his own much more ornately styled flask.

OOC and Mechanics

OOC: Devlin gives each of you 2 uses of several Universal Alcohols mixed into one drink. See the Group Benefits tab below for effects. You drink it like you would any other alcoholic drink.

 

Actions

Crafting: Devlin will spend 4.5 hours crafting the following. Alchemy Crafting modifiers: Brew Stable FormulaeBenefit: You can create permanent formulae and poisons that do not count towards the maximum amount of formulae you may maintain. These items do not decompose over time, and maintain their value as normal items even though they are based off of the alchemy sphere’s talents.

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

A poison’s cost of creation is 10 gp x the creator’s ranks in Craft (alchemy) x the complexity.

CRAFTING RULES
The crafter must spend 8 hours (1 day) per 1,000 gp in the item’s base cost crafting the technical item. Formulae, poisons, widgets and gizmos, only take 2 hours to craft if their base cost is 250 gp or lower, but all other items require a minimum of 8 hours to create. The crafter spends the materials required to create the item at the beginning of the crafting process, and cannot create more than one item per day. A creature cannot spend more than 8 hours per day crafting. The days spend crafting need not be consecutive.
CraftsmanYou are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already possess ranks in this Craft skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining this talent, such as through the armiger’s customized weapons class feature. When crafting a mundane item, you may do so in half the usual time.Rapid AlchemyThe scholar’s research has taught her speedy and efficient techniques for creating various alchemical items. The scholar may craft any single alchemical item worth 150 gp or less (such as a vial of alchemist’s fire, smokestick, or tanglefoot bag) in half an hour; she must still succeed at a Craft (alchemy) check and pay all material costs as normal. The scholar cannot decrease this time any further by increasing the Craft DC. If the scholar knows the formulae for an improved version of an alchemical item worth 150 gp or less (such as the improved alchemist’s fire formulae) she reduces the crafting time to 15 minutes instead of half an hour. In addition, the scholar adds her Intelligence modifier to the DC of any alchemical item she crafts herself (this does not include improved alchemical items made with the Alchemy sphere).

  • [1 hour] Level 1 Panacea+Salve. Crafting Cost = 20gp. DC=40. Take 10 on Craft (Alchemy) roll for 70. 
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
    • Effect. Heals 1d8+40 HP, Cures all DC 40 status effects of Panacea
  • [1 hour] Level 7 Improved Itching Powder. Crafting Cost = 70gp. DC=25. Take 10 on Craft (Alchemy) roll for 70.
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour.
    • Effect. Improved Itching Powder, DC36 save, 20' range
  • [1 hour] Level 3 Cherry Bombs [x15]. Crafting Cost = 30gp. DC=15. Take 10 on Craft (Alchemy) roll for 70.
    • Time. Brew Stable Formulae: item < 250 gp = 2 hours. Craftsman = reduce by half for 1 hour
    • Effect. 2d4 bludgeoning damage, 2 in 5' radius, 15 uses.
  • [30 min] 2x Basic Tanglefoot Bag. Crafting Cost = 25gp. DC=25. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. As tanglefoot bag, ref DC 30
  • [15 min] Tangleburn Bag. Crafting Cost = 37.5gp. DC=30. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. Tanglefoot bag +1d6 fire damage and catch fire, ref DC 36
  • [15 min] Pepper Smoke Pellet. Crafting Cost = 15gp. DC=25. Take 10 of check for 70
    • Time. Rapid Alchemy: Item <150gp = 30 min. Craftsman = 15min
    • Effect. 5' smoke cloud, Fort DC27 or sickened 1 round

Besides the crafting, that should lead sufficient time for library, plannings session, and drinks! Then Devlin is ready to go.

 

Free:

Swift:

Move:

Standard:

Immediate:

Off-turn:

Group Benefits

Current Momentum Pool: 31/31

Within 30' of Devlin, you can...

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

 

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

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

Stats

Character Sheet | Character Thread

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

Conditions: none

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

CONDITIONAL
4 Dodge vs Scouted Enemies

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

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

Special: Evasion, Uncanny Dodge

Miss Chance: 0%ACTIVE
-

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

 

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

Stealth: +32

 


 

Ongoing Effects

ACTIVE

-

 

INACTIVE

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

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

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

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

Transformation: -

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

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

 

Daily Routine:

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

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

Read Advanced Study Guide | 1 hour, combined with above

Renew Momentum Pool: 1SP, lasts 16 hours

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

Offense Options

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

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

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

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

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

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

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

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

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

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

Defense Options

Saves (Roll twice)

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

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

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

 

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

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

Resources

SP: 89/90

Shadow Pool: 5/5

MF: 2/2

Stamina Pool: 17/17

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

Silver Pendant protections: 15/15

Nullsteel uses: 250/250

Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask

 

 

 

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