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Llyarden

Llyarden

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Cal was good at staying quiet and still.  He'd had a lot of practice of doing it involuntarily.

 

So he obediently refrained from shuffling or stretching - and never mind coughing, he didn't even breathe for the entire duration of the ritual.  Nor did he flinch - or even seem to feel - the jab from the bracelet as it bonded to him. 

 

The first time he moved once they were in the circle was when he caught the diamond as it was tossed to him, almost trying to put it into his new magical storage before remembering what he'd just been told about them and tucking it as securely as possible into his coat instead.  And then he turned, gave what was somewhere between a salute and a wave to the Guildmaster and Prince Cryoleptus, and dived for the portal.

 

***

 

"Whooooaaaaaa!"

 

To come out spiralling through the air was not exactly what he'd expected.  Nonetheless, even in those few seconds, he got plenty of glimpses into what was going on around them.

 

~This happened recently. A couple of days at best. They're zombies. And those onyx eyes...they must be designed to reinforce their bodies, make them stronger and faster than normal.~ He didn't mention aloud that he knew his own organs were studded with onyx shards - there was a reason his Beholder 'master' had fried his nerves so he couldn't feel pain. ~They're probably weak to positive energy. More so than most undead, I mean.~

 

He stretched out one arm, and with a disgusting sucker-like noise, two eyes opened along his arm - one on the top of his hand, pupil-less with a golden iris, and the other on his bicep, ruby red and slitted like a dragon's - and then rays of coruscating energy leapt from the eyes, merging in mid-air to form a blazing beam of golden flames that shot towards the nearest undead cyclops.

 

~Let's see how that...~ Cal trailed off as his wild spinning in mid-air finally put him in position to see the tree his arc was putting him directly in line with. ~Oh, son of a -~

 

There was a loud crunch, accompanied by a bit of a sound of splintering wood. After a couple of moments, a quiet "I'm fine," came from the cloud of dust and debris.

OOC

Pre-cast buffs: Ray Deflection (SP 90 -> 89, nonlethal 0 -> 4)

 

Free: Begin Berserking

 

Free: Use Spirit Allies to gain the Invigorating Blast talent. (SA 6 -> 5)

 

Move: Use Impromptu Formula to create an Alchemist Fire at the base DC15, with Flesh-Eating Bomb and Invigorating Blast applied (SP 89 -> 88, IF 22 -> 21, nonlethal 64 -> 68)

 

Standard: Spell Attack Energy Strike #5 with a Fire Blast, using the new formula as the base weapon.  Cal keeps his Witchmark suppressed with Hidden Heretic; he can't fail the DC27 concentration check to do so, nor the DC27 concentration check to cast while falling.
25 to hit TAC for 56 positive energy plus 33 fire
22 to bypass SR if needed.
On a hit, the Cyclops catches 'fire' (except it deals positive energy damage) and needs to make a Reflex save vs DC32 to avoid catching fire again (this time dealing actual fire damage).  If the Cyclops has an armour bonus (not natural armour) of +1 or better, the Reflex save also halves the positive energy damage (but not the additional damage).

 

Free: Tell everyone about the undead cyclopses.

 

End of Turn: Splat!  He makes an Acrobatics check to reduce the falling and impact damage (with the benefits from the Leap package) down to 62 + 5 nonlethal, takes 44 damage into his delayed damage pool, loses his 14 temporary hitpoints from Berserking, and takes the remaining 4 + 5 nonlethal as actual damage.

 

End of Turn: Quick Recovery removes the nonlethal damage he took from falling.

 

End of Turn: Regenerate 4hp

Statblock

Callum Venris
Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360/360, 0+68 nonlethal, Speed 80ft
AC 51-2, Touch 42-2, Flat-footed 41-2, CMD 58, Fort 29, Ref 24, Will 24, CMB +16, Base Attack Bonus 11
Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2)
Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2)
+5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc)
Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10
Condition None
+1 to saves vs mind-affecting
+2 to saves vs transmutation effects used by aberrations
+2 to saves vs any effect used by aberrations
+2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
-2 to saves vs [evil]
+2 AC/FFAC vs aberrations
Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves
75% fortification

 

---

Spell Points 88/90, Martial Focus On
Delayed Damage 44/44, Hand's Knowledge 1/1, Hypervitalise 596/600, Impromptu Formula 21/22, Spirit Allies 5/6
Current Formulae (10/11):

  • Alchemist Fire [Alkali Blast]
  • Alchemist Fire [Electric Blast]
  • Alchemist Fire [Fire Blast]
  • Alchemist Fire [Frost Blast]
  • Alchemist Fire [Nether Blast]
  • Salve DC50
  • Salve DC50
  • Panacaea DC50
  • Panacaea DC50
  • Itching Powder

 

Llyarden

Llyarden

spacer.png

Cal was good at staying quiet and still.  He'd had a lot of practice of doing it involuntarily.

 

So he obediently refrained from shuffling or stretching - and never mind coughing, he didn't even breathe for the entire duration of the ritual.  Nor did he flinch - or even seem to feel - the jab from the bracelet as it bonded to him. 

 

The first time he moved once they were in the circle was when he caught the diamond as it was tossed to him, almost trying to put it into his new magical storage before remembering what he'd just been told about them and tucking it as securely as possible into his coat instead.  And then he turned, gave what was somewhere between a salute and a wave to the Guildmaster and Prince Cryoleptus, and dived for the portal.

 

***

 

"Whooooaaaaaa!"

 

To come out spiralling through the air was not exactly what he'd expected.  Nonetheless, even in those few seconds, he got plenty of glimpses into what was going on around them.

 

~This happened recently. A couple of days at best. They're zombies. And those onyx eyes...they must be designed to reinforce their bodies, make them stronger and faster than normal.~ He didn't mention aloud that he knew his own organs were studded with onyx shards - there was a reason his Beholder 'master' had fried his nerves so he couldn't feel pain. ~They're probably weak to positive energy. More so than most undead, I mean.~

 

He stretched out one arm, and with a disgusting sucker-like noise, two eyes opened along his arm - one on the top of his hand, pupil-less with a golden iris, and the other on his bicep, ruby red and slitted like a dragon's - and then rays of coruscating energy leapt from the eyes, merging in mid-air to form a blazing beam of golden flames that shot towards the nearest undead cyclops.

 

~Let's see how that...~ Cal trailed off as his wild spinning in mid-air finally put him in position to see the tree his arc was putting him directly in line with. ~Oh, son of a -~

 

There was a loud crunch, accompanied by a bit of a sound of splintering wood. After a couple of moments, a quiet "I'm fine," came from the cloud of dust and debris.

OOC

Pre-cast buffs: Ray Deflection (SP 90 -> 89)

 

Free: Begin Berserking

 

Free: Use Spirit Allies to gain the Invigorating Blast talent. (SA 6 -> 5)

 

Move: Use Impromptu Formula to create an Alchemist Fire at the base DC15, with Flesh-Eating Bomb and Invigorating Blast applied (SP 89 -> 88, IF 22 -> 21, nonlethal 60 -> 64)

 

Standard: Spell Attack Energy Strike #5 with a Fire Blast, using the new formula as the base weapon.  Cal keeps his Witchmark suppressed with Hidden Heretic; he can't fail the DC27 concentration check to do so, nor the DC27 concentration check to cast while falling.
25 to hit TAC for 56 positive energy plus 33 fire
22 to bypass SR if needed.
On a hit, the Cyclops catches 'fire' (except it deals positive energy damage) and needs to make a Reflex save vs DC32 to avoid catching fire again (this time dealing actual fire damage).  If the Cyclops has an armour bonus (not natural armour) of +1 or better, the Reflex save also halves the positive energy damage (but not the additional damage).

 

Free: Tell everyone about the undead cyclopses.

 

End of Turn: Splat!  He makes an Acrobatics check to reduce the falling and impact damage (with the benefits from the Leap package) down to 62 + 5 nonlethal, takes 44 damage into his delayed damage pool, loses his 14 temporary hitpoints from Berserking, and takes the remaining 4 + 5 nonlethal as actual damage.

 

End of Turn: Quick Recovery removes the nonlethal damage he took from falling.

 

End of Turn: Regenerate 4hp

Statblock

Callum Venris
Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360/360, 0+64 nonlethal, Speed 80ft
AC 51-2, Touch 42-2, Flat-footed 41-2, CMD 58, Fort 29, Ref 24, Will 24, CMB +16, Base Attack Bonus 11
Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2)
Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2)
+5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc)
Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10
Condition None
+1 to saves vs mind-affecting
+2 to saves vs transmutation effects used by aberrations
+2 to saves vs any effect used by aberrations
+2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
-2 to saves vs [evil]
+2 AC/FFAC vs aberrations
Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves
75% fortification

 

---

Spell Points 88/90, Martial Focus On
Delayed Damage 44/44, Hand's Knowledge 1/1, Hypervitalise 596/600, Impromptu Formula 21/22, Spirit Allies 5/6
Current Formulae (10/11):

  • Alchemist Fire [Alkali Blast]
  • Alchemist Fire [Electric Blast]
  • Alchemist Fire [Fire Blast]
  • Alchemist Fire [Frost Blast]
  • Alchemist Fire [Nether Blast]
  • Salve DC50
  • Salve DC50
  • Panacaea DC50
  • Panacaea DC50
  • Itching Powder

 

Llyarden

Llyarden

spacer.png

Cal was good at staying quiet and still.  He'd had a lot of practice of doing it involuntarily.

 

So he obediently refrained from shuffling or stretching - and never mind coughing, he didn't even breathe for the entire duration of the ritual.  Nor did he flinch - or even seem to feel - the jab from the bracelet as it bonded to him. 

 

The first time he moved once they were in the circle was when he caught the diamond as it was tossed to him, almost trying to put it into his new magical storage before remembering what he'd just been told about them and tucking it as securely as possible into his coat instead.  And then he turned, gave what was somewhere between a salute and a wave to the Guildmaster and Prince Cryoleptus, and dived for the portal.

 

***

 

"Whooooaaaaaa!"

 

To come out spiralling through the air was not exactly what he'd expected.  Nonetheless, even in those few seconds, he got plenty of glimpses into what was going on around them.

 

~This happened recently. A couple of days at best. They're zombies. And those onyx eyes...they must be designed to reinforce their bodies, make them stronger and faster than normal.~ He didn't mention aloud that he knew his own organs were studded with onyx shards - there was a reason his Beholder 'master' had fried his nerves so he couldn't feel pain. ~They're probably weak to positive energy. More so than most undead, I mean.~

 

He stretched out one arm, and with a disgusting sucker-like noise, two eyes opened along his arm - one on the top of his hand, pupil-less with a golden iris, and the other on his bicep, ruby red and slitted like a dragon's - and then rays of coruscating energy leapt from the eyes, merging in mid-air to form a blazing beam of golden flames that shot towards the nearest undead cyclops.

 

~Let's see how that...~ Cal trailed off as his wild spinning in mid-air finally put him in position to see the tree his arc was putting him directly in line with. ~Oh, son of a -~

 

There was a loud crunch, accompanied by a bit of a sound of splintering wood. After a couple of moments, a quiet "I'm fine," came from the cloud of dust and debris.

OOC

Pre-cast buffs: Ray Deflection (SP 90 -> 89)

 

Free: Begin Berserking

 

Free: Use Spirit Allies to gain the Invigorating Blast talent. (SA 6 -> 5)

 

Move: Use Impromptu Formula to create an Alchemist Fire at the base DC15, with Flesh-Eating Bomb and Invigorating Blast applied (SP 89 -> 88, IF 22 -> 21, nonlethal 60 -> 64)

 

Standard: Spell Attack Energy Strike #5 with a Fire Blast, using the new formula as the base weapon.  Cal keeps his Witchmark suppressed with Hidden Heretic; he can't fail the DC27 concentration check to do so, nor the DC27 concentration check to cast while falling.
25 to hit TAC for 56 positive energy plus 33 fire
22 to bypass SR if needed.
On a hit, the Cyclops catches 'fire' (except it deals positive energy damage) and needs to make a Reflex save vs DC32 to avoid catching fire again (this time dealing actual fire damage).  If the Cyclops has an armour bonus (not natural armour) of +1 or better, the Reflex save also halves the positive energy damage (but not the additional damage).

 

Free: Tell everyone about the undead cyclopses.

 

End of Turn: Splat!  He makes an Acrobatics check to reduce the falling and impact damage (with the benefits from the Leap package) down to 62 + 5 nonlethal, takes 44 damage into his delayed damage pool, loses his 14 temporary hitpoints from Berserking, and takes the remaining 4 + 5 nonlethal as actual damage.

 

End of Turn: Quick Recovery removes the nonlethal damage he took from falling.

 

End of Turn: Regenerate 4hp

Statblock

Callum Venris
Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360/360, 0+64 nonlethal, Speed 80ft
AC 51-2, Touch 42-2, Flat-footed 41-2, CMD 58, Fort 29, Ref 24, Will 24, CMB +16, Base Attack Bonus 11
Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2)
Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2)
+5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc)
Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10
Condition None
+1 to saves vs mind-affecting
+2 to saves vs transmutation effects used by aberrations
+2 to saves vs any effect used by aberrations
+2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
-2 to saves vs [evil]
+2 AC/FFAC vs aberrations
Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves
75% fortification

 

---

Spell Points 88/90, Martial Focus On
Delayed Damage 44/44, Hand's Knowledge 1/1, Hypervitalise 596/600, Impromptu Formula 21/22, Spirit Allies 5/6
Current Formulae (10/11):

  • Alchemist Fire [Alkali Blast]
  • Alchemist Fire [Electric Blast]
  • Alchemist Fire [Fire Blast]
  • Alchemist Fire [Frost Blast]
  • Alchemist Fire [Nether Blast]
  • Salve DC50
  • Salve DC50
  • Panacaea DC50
  • Panacaea DC50
  • Itching Powder

 

Llyarden

Llyarden

spacer.png

Cal was good at staying quiet and still.  He'd had a lot of practice of doing it involuntarily.

 

So he obediently refrained from shuffling or stretching - and never mind coughing, he didn't even breathe for the entire duration of the ritual.  Nor did he flinch - or even seem to feel - the jab from the bracelet as it bonded to him. 

 

The first time he moved once they were in the circle was when he caught the diamond as it was tossed to him, almost trying to put it into his new magical storage before remembering what he'd just been told about them and tucking it as securely as possible into his coat instead.  And then he turned, gave what was somewhere between a salute and a wave to the Guildmaster and Prince Cryoleptus, and dived for the portal.

 

***

 

"Whooooaaaaaa!"

 

To come out spiralling through the air was not exactly what he'd expected.  Nonetheless, even in those few seconds, he got plenty of glimpses into what was going on around them.

 

~This happened recently. A couple of days at best. They're zombies. And those onyx eyes...they must be designed to reinforce their bodies, make them stronger and faster than normal.~ He didn't mention aloud that he knew his own organs were studded with onyx shards - there was a reason his Beholder 'master' had fried his nerves so he couldn't feel pain. ~They're probably weak to positive energy. More so than most undead, I mean.~

 

He stretched out one arm, and with a disgusting sucker-like noise, two eyes opened along his arm - one on the top of his hand, pupil-less with a golden iris, and the other on his bicep, ruby red and slitted like a dragon's - and then rays of coruscating energy leapt from the eyes, merging in mid-air to form a blazing beam of golden flames that shot towards the nearest undead cyclops.

 

~Let's see how that...~ Cal trailed off as his wild spinning in mid-air finally put him in position to see the tree his arc was putting him directly in line with. ~Oh, son of a -~

 

There was a loud crunch, accompanied by a bit of a sound of splintering wood. After a couple of moments, a quiet "I'm fine," came from the cloud of dust and debris.

OOC

Pre-cast buffs: Ray Deflection (SP 90 -> 89)

 

Free: Begin Berserking

 

Free: Use Spirit Allies to gain the Invigorating Blast talent. (SA 6 -> 5)

 

Move: Use Impromptu Formula to create an Alchemist Fire at the base DC15, with Flesh-Eating Bomb and Invigorating Blast applied (SP 89 -> 88, IF 22 -> 21, nonlethal 60 -> 64)

 

Standard: Spell Attack Energy Strike #5 with a Fire Blast, using the new formula as the base weapon.  Cal keeps his Witchmark suppressed with Hidden Heretic; he can't fail the DC27 concentration check to do so, nor the DC27 concentration check to cast while falling.

(Atk/Dmg goes here)
On a hit, the Cyclops catches 'fire' (except it deals positive energy damage) and needs to make a Reflex save vs DC32 to avoid catching fire again (this time dealing actual fire damage).  If the Cyclops has an armour bonus (not natural armour) of +1 or better, the Reflex save also halves the positive energy damage (but not the additional damage).

 

Free: Tell everyone about the undead cyclopses.

 

End of Turn: Splat!  He makes an Acrobatics check to reduce the falling and impact damage (with the benefits from the Leap package) down to 62 + 5 nonlethal, takes 44 damage into his delayed damage pool, loses his 14 temporary hitpoints from Berserking, and takes the remaining 4 + 5 nonlethal as actual damage.

 

End of Turn: Quick Recovery removes the nonlethal damage he took from falling.

End of Turn: Regenerate 4hp

Statblock

Callum Venris
Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360/360, 0+64 nonlethal, Speed 80ft
AC 51-2, Touch 42-2, Flat-footed 41-2, CMD 58, Fort 29, Ref 24, Will 24, CMB +16, Base Attack Bonus 11
Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2)
Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2)
+5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc)
Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10
Condition None
+1 to saves vs mind-affecting
+2 to saves vs transmutation effects used by aberrations
+2 to saves vs any effect used by aberrations
+2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
-2 to saves vs [evil]
+2 AC/FFAC vs aberrations
Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves
75% fortification

 

---

Spell Points 88/90, Martial Focus On
Delayed Damage 44/44, Hand's Knowledge 1/1, Hypervitalise 596/600, Impromptu Formula 21/22, Spirit Allies 5/6
Current Formulae (10/11):

  • Alchemist Fire [Alkali Blast]
  • Alchemist Fire [Electric Blast]
  • Alchemist Fire [Fire Blast]
  • Alchemist Fire [Frost Blast]
  • Alchemist Fire [Nether Blast]
  • Salve DC50
  • Salve DC50
  • Panacaea DC50
  • Panacaea DC50
  • Itching Powder

 

Llyarden

Llyarden

spacer.png

Cal was good at staying quiet and still.  He'd had a lot of practice of doing it involuntarily.

 

So he obediently refrained from shuffling or stretching - and never mind coughing, he didn't even breathe for the entire duration of the ritual.  Nor did he flinch - or even seem to feel - the jab from the bracelet as it bonded to him. 

 

The first time he moved once they were in the circle was when he caught the diamond as it was tossed to him, almost trying to put it into his new magical storage before remembering what he'd just been told about them and tucking it as securely as possible into his coat instead.  And then he turned, gave what was somewhere between a salute and a wave to the Guildmaster and Prince Cryoleptus, and dived for the portal.

 

***

 

"Whooooaaaaaa!"

 

To come out spiralling through the air was not exactly what he'd expected.  Nonetheless, even in those few seconds, he got plenty of glimpses into what was going on around them.

 

~This happened recently. A couple of days at best. They're zombies. And those onyx eyes...they must be designed to reinforce their bodies, make them stronger and faster than normal.~ He didn't mention aloud that he knew his own organs were studded with onyx shards - there was a reason his Beholder 'master' had fried his nerves so he couldn't feel pain. ~They're probably weak to positive energy. More so than most undead, I mean.~

 

He stretched out one arm, and with a disgusting sucker-like noise, two eyes opened along his arm - one on the top of his hand, pupil-less with a golden iris, and the other on his bicep, ruby red and slitted like a dragon's - and then rays of coruscating energy leapt from the eyes, merging in mid-air to form a blazing beam of golden flames that shot towards the nearest undead cyclops.

 

~Let's see how that...~ Cal trailed off as his wild spinning in mid-air finally put him in position to see the tree his arc was putting him directly in line with. ~Oh, son of a -~

 

There was a loud crunch, accompanied by a bit of a sound of splintering wood. After a couple of moments, a quiet "I'm fine," came from the cloud of dust and debris.

OOC

Pre-cast buffs: Ray Deflection (SP 90 -> 89)

 

Free: Begin Berserking

 

Free: Use Spirit Allies to gain the Invigorating Blast talent. (SA 6 -> 5)

 

Move: Use Impromptu Formula to create an Alchemist Fire at the base DC15, with Flesh-Eating Bomb and Invigorating Blast applied (SP 89 -> 88, IF 22 -> 21, nonlethal 60 -> 64)

 

Standard: Spell Attack Energy Strike #5 with a Fire Blast, using the new formula as the base weapon.  Cal keeps his Witchmark suppressed with Hidden Heretic; he can't fail the DC27 concentration check to do so, nor the DC27 concentration check to cast while falling.

(Atk/Dmg goes here)
On a hit, the Cyclops catches 'fire' (except it deals positive energy damage) and needs to make a Reflex save vs DC32 to avoid catching fire again (this time dealing actual fire damage).  If the Cyclops has an armour bonus (not natural armour) of +1 or better, the Reflex save also halves the positive energy damage (but not the additional damage).

 

Free: Tell everyone about the undead cyclopses.

 

End of Turn: Splat!  He makes an Acrobatics check to reduce the falling damage (with the benefits from the Leap package) and convert 1d6 of it to nonlethal, takes 44 damage into his delayed damage pool, loses his 14 temporary hitpoints from Berserking, and takes the rest as actual damage.

 

End of Turn: Quick Recovery removes the nonlethal damage he took from falling.

Statblock

Callum Venris
Male CN Beholder-Human Hybrid Eldritch Infuser // Incanter, Level 15, Init 10, HP 360/360 (pending), 0+64 nonlethal, Speed 80ft
AC 51, Touch 42, Flat-footed 41, CMD 58, Fort 29, Ref 24, Will 24, CMB +16, Base Attack Bonus 11
Champion's Strike +4/+12 "Eye Rays" (Alchemist Fires) +21 touch (8d6+19 / 8d6+27, x2)
Champion's Strike +4 Quarterstaff +21 (1d6+14 / 1d6+22, x2)
+5 Antispell Aberration-Defiant Clothes (+5 Armor, +10 Dex, +4 Natural, +4 Deflect, +18 Misc)
Abilities Str 20, Dex 30, Con 40, Int 10, Wis 30, Cha 10
Condition None
+1 to saves vs mind-affecting
+2 to saves vs transmutation effects used by aberrations
+2 to saves vs any effect used by aberrations
+2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
-2 to saves vs [evil]
+2 AC/FFAC vs aberrations
Immune nonlethal, ability damage/drain, bleed, death effects, damage from positive energy effects, disease, paralysis, poison, sleep effects, aging effects, stunning, Fort saves
75% fortification

 

---

Spell Points 88/90, Martial Focus On
Hand's Knowledge 1/1, Impromptu Formula 21/22, Spirit Allies 5/6
Current Formulae (10/11):

  • Alchemist Fire [Alkali Blast]
  • Alchemist Fire [Electric Blast]
  • Alchemist Fire [Fire Blast]
  • Alchemist Fire [Frost Blast]
  • Alchemist Fire [Nether Blast]
  • Salve DC50
  • Salve DC50
  • Panacaea DC50
  • Panacaea DC50
  • Itching Powder

 

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