OOC and Mechanics
OOC: Just getting positioned and buffed.
Actions
Portal Reactions:
-
Take 10 for a result of 54 on Acrobatics check to reduce falling damage. Leap package from Athletics reduces the "fall height" by 50 feet, leaving 20' of fall damage to contend with (the first 10 of which are nonlethal).
- Devlin takes 5 lethal and 4 nonlethal damage from bounding across the ground (OGMW roll thread results)
- Immediate: When he would become prone at the end of the tumble, Devlin uses Acrocatics Righting Reflex ability, expending one Martial Focus as an immediate action to not become prone
Move: Devlin uses Double Chug to pull out one of his Iconic TonicUniversal Alcohol with the following effects:
• 6d4 Temp HP for 1 hour
• +4 resistance bonus to next save attempt in next hour
• +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 as well as a Panacea (one of his crafted ones) and drink both, gaining the Drunk status for 16 rounds and +1 circumstance to all saves
- Panacea cures the Sickened condition
Standard: Cast Temporal Haste (2SP) at CL 20 on self. Gain +50' speed, +3 attack/AC/Ref saves, +5 AOOs, extra swift/move action
- Use Veiled Magic to conceal the casting. Any observing enemies must succeed at a DC40 perception check to realize Devlin is using magic
Swift: Adopt Dynamite Throwing Form (stance), and use Focused Stamina to spend 5 Stamina instead of expending MF to make the stance last 15 rounds
Extra Move: Move 70' (moved token on map accordingly)
- This movement (greater than 10' / less than half speed) allows Devlin to regain Martial Focus with Mobile Focus
- Afterimage kicks in, leaving behind a total of 3 after images. There's a 75% chance an attack hits an afterimage instead.
- Devlin will attempt a stealth check along with this movement, which he can do even while observed per Shade Stepper. Stealth result: 46
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: 204/210 | Temp HP: 17 | Nonlethal damage: 6 + 49 portal damage (unhealable)
Conditions: Sickened (cured this turn)
Current AC: 53ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
3 Dodge (Haste)
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE | 49 touch (+4 vs scouted enemies, 71 on knowledge check vs zombie cyclopses)
Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
INACTIVE
Decoy: 50% until triggered
Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
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)
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)
Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment
INACTIVE
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: -
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: +28+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
-------
OPTIONS
+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: +33+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
-------
OPTIONS
+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
-
Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves (Roll twice)
Fort +19 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 +27 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 +23 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: 87/90 (89 -> 87)
Shadow Pool: 5/5
MF: 2/2 (1 spent, 1 regained)
Stamina Pool: 12/17 (17 -> 12)
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
- [4/15] Iconic Tonics (-1)
- [2/2] Salves
- [3/4] Panaceas (-1)
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