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).
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[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
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[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
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[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.
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[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
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[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
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[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
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INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%
Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
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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
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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
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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)
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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)
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Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
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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
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Trap Launcher (snipe): attach a snare 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
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+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
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+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
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+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
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[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