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Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


Devlin careened out of the portal like one of his explosive spheres, having just enough wherewithal through the pain, portal sickness, and disorientation to be glad he wasn't rocketed straight into the air or the ground. That quickly ended as he made first contact with the earth. His mind could still flip into overdrive, though his body needed a much more complex magical temporal infusion to be able to actually move at heightened speeds, so he resigned himself to contort his body at what felt like the speed of molasses as he plotted how to take the pain of the fall. Turned out to be shoulder, then forearm, then knee, then a long bounce, then shoulder again, hand sending him into a cartwheeling rotation, a rolling tumble, and then the impact against the cart which forced the air out of his lungs in an, "Ooof." 

 

He'd taken the time of his tumble to take in the gruesome sights of the undead cyclopses, clearly unfortunate denizens of the camp who'd become victims of the new tyrants of the island. Several entries from various texts surfaced in his head as he rolled. Cyclops single eye makes for poor depth perception and peripheral vision, consider oblique angles of attack. Bodies suffered fatal wounds, but they are up and walking, ergo they are zombies. Enhanced toughness. Seemingly no loss of dexterity as would be expected. Black flaming eye denotes likely perception mode shift. 35% of undead tactics valid, as are most protocols against large heavy humanoid enemies. Bringing them down is an excellent bet.

 

Even as he crashed against the cart, Devlin was reacting to shift his momentum slightly upward, and get his feet under him. His hands were already reaching into the many straps beneath his cloak, retrieving a vial and his flask. The special bottomless flask contained all his uses of Iconic Tonic, while the light blue vial contained a panacea solution to hopefully get rid of the ill feeling he had after that portal trip. Just before he downed both of them, he caught his reflection in the shiny surface of the flask. His hair was hopelessly mussed and dusty, and his cravat already had a tear in it. Damned idiot portal mages, a whole gaggle of them and still this crash landing. So much for hunting with style. Devlin downed the drinks, feeling the heartening effects of the alcohol mix and the soothing panacea wash through him, settling his guts.

 

Stowing the flask and dropping the vial, it was time to change... well... time. He pressed in a small stud on his wrist-mounted chronograph, which released an alchemical quicksilver mix into the implement, infusing the whole setup with science and magic. Using quick hand gestures to align the various clockwork rings and create the precise temporal geometry he required, Devlin created a temporal field around himself which modified the way his body interacted with the time stream, not just his mind. His reactions were faster, his movements quicker, and he felt ready to fight. He flipped his cloak back, making flap and fan out behind him in a way that didn't quite hold with physics, giving him better access to his little spheres of death. And then he moved.

 

Dashing from his spot behind the cart, Devlin simultaneously tapped into a bridge across timelines. Versions of himself became visible that were half a step slower than him, or a full step slower, or still standing where he'd released himself from. These images would hopefully confuse and disorient his enemies once they decided to attack, while Devlin — the real Devlin — was just a blurred shape at the front of the line.

 

He responded to Yukito across the mental link, who he glanced up in the window... having a smoke?? "Still alive, moving across to the Northwest of you. There are a few dangerous looking undead down here, once you're finished with your smoke break up there..."

 

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

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

 

 

 

Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


Devlin careened out of the portal like one of his explosive spheres, having just enough wherewithal through the pain, portal sickness, and disorientation to be glad he wasn't rocketed straight into the air or the ground. That quickly ended as he made first contact with the earth. His mind could still flip into overdrive, though his body needed a much more complex magical temporal infusion to be able to actually move at heightened speeds, so he resigned himself to contort his body at what felt like the speed of molasses as he plotted how to take the pain of the fall. Turned out to be shoulder, then forearm, then knee, then a long bounce, then shoulder again, hand sending him into a cartwheeling rotation, a rolling tumble, and then the impact against the cart which forced the air out of his lungs in an, "Ooof." 

 

He'd taken the time of his tumble to take in the gruesome sights of the undead cyclopses, clearly unfortunate denizens of the camp who'd become victims of the new tyrants of the island. Several entries from various texts surfaced in his head as he rolled. Cyclops single eye makes for poor depth perception and peripheral vision, consider oblique angles of attack. Bodies suffered fatal wounds, but they are up and walking, ergo they are zombies. Enhanced toughness. Seemingly no loss of dexterity as would be expected. Black flaming eye denotes likely perception mode shift. 35% of undead tactics valid, as are most protocols against large heavy humanoid enemies. Bringing them down is an excellent bet.

 

Even as he crashed against the cart, Devlin was reacting to shift his momentum slightly upward, and get his feet under him. His hands were already reaching into the many straps beneath his cloak, retrieving a vial and his flask. The special bottomless flask contained all his uses of Iconic Tonic, while the light blue vial contained a panacea solution to hopefully get rid of the ill feeling he had after that portal trip. Just before he downed both of them, he caught his reflection in the shiny surface of the flask. His hair was hopelessly mussed and dusty, and his cravat already had a tear in it. Damned idiot portal mages, a whole gaggle of them and still this crash landing. So much for hunting with style. Devlin downed the drinks, feeling the heartening effects of the alcohol mix and the soothing panacea wash through him, settling his guts.

 

Stowing the flask and dropping the vial, it was time to change... well... time. He pressed in a small stud on his wrist-mounted chronograph, which released an alchemical quicksilver mix into the implement, infusing the whole setup with science and magic. Using quick hand gestures to align the various clockwork rings and create the precise temporal geometry he required, Devlin created a temporal field around himself which modified the way his body interacted with the time stream, not just his mind. His reactions were faster, his movements quicker, and he felt ready to fight. He flipped his cloak back, making flap and fan out behind him in a way that didn't quite hold with physics, giving him better access to his little spheres of death. And then he moved.

 

Dashing from his spot behind the cart, Devlin simultaneously tapped into a bridge across timelines. Versions of himself became visible that were half a step slower than him, or a full step slower, or still standing where he'd released himself from. These images would hopefully confuse and disorient his enemies once they decided to attack, while Devlin — the real Devlin — was just a blurred shape at the front of the line.

 

He responded to Yukito across the mental link, who he glanced up in the window... having a smoke?? "Still alive, moving across to the Northwest of you. There are a few dangerous looking undead down here, once you're finished with your smoke break up there..."

 

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: 4 + 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)

 

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

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

  • [5/15] Iconic Tonics
  • [2/2] Salves
  • [3/4] 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


Devlin careened out of the portal like one of his explosive spheres, having just enough wherewithal through the pain, portal sickness, and disorientation to be glad he wasn't rocketed straight into the air or the ground. That quickly ended as he made first contact with the earth. His mind could still flip into overdrive, though his body needed a much more complex magical temporal infusion to be able to actually move at heightened speeds, so he resigned himself to contort his body at what felt like the speed of molasses as he plotted how to take the pain of the fall. Turned out to be shoulder, then forearm, then knee, then a long bounce, then shoulder again, hand sending him into a cartwheeling rotation, a rolling tumble, and then the impact against the cart which forced the air out of his lungs in an, "Ooof." 

 

He'd taken the time of his tumble to take in the gruesome sights of the undead cyclopses, clearly unfortunate denizens of the camp who'd become victims of the new tyrants of the island. Several entries from various texts surfaced in his head as he rolled. Cyclops single eye makes for poor depth perception and peripheral vision, consider oblique angles of attack. Bodies suffered fatal wounds, but they are up and walking, ergo they are zombies. Enhanced toughness. Seemingly no loss of dexterity as would be expected. Black flaming eye denotes likely perception mode shift. 35% of undead tactics valid, as are most protocols against large heavy humanoid enemies. Bringing them down is an excellent bet.

 

Even as he crashed against the cart, Devlin was reacting to shift his momentum slightly upward, and get his feet under him. His hands were already reaching into the many straps beneath his cloak, retrieving a vial and his flask. The special bottomless flask contained all his uses of Iconic Tonic, while the light blue vial contained a panacea solution to hopefully get rid of the ill feeling he had after that portal trip. Just before he downed both of them, he caught his reflection in the shiny surface of the flask. His hair was hopelessly mussed and dusty, and his cravat already had a tear in it. Damned idiot portal mages, a whole gaggle of them and still this crash landing. So much for hunting with style. Devlin downed the drinks, feeling the heartening effects of the alcohol mix and the soothing panacea wash through him, settling his guts.

 

Stowing the flask and dropping the vial, it was time to change... well... time. He pressed in a small stud on his wrist-mounted chronograph, which released an alchemical quicksilver mix into the implement, infusing the whole setup with science and magic. Using quick hand gestures to align the various clockwork rings and create the precise temporal geometry he required, Devlin created a temporal field around himself which modified the way his body interacted with the time stream, not just his mind. His reactions were faster, his movements quicker, and he felt ready to fight. He flipped his cloak back, making flap and fan out behind him in a way that didn't quite hold with physics, giving him better access to his little spheres of death. And then he moved.

 

Dashing from his spot behind the cart, Devlin simultaneously tapped into a bridge across timelines. Versions of himself became visible that were half a step slower than him, or a full step slower, or still standing where he'd released himself from. These images would hopefully confuse and disorient his enemies once they decided to attack, while Devlin — the real Devlin — was just a blurred shape at the front of the line.

 

He responded to Yukito across the mental link, who he glanced up in the window... having a smoke?? "Still alive, moving across to the Northwest of you. There are a few dangerous looking undead down here, once you're finished with your smoke break up there..."

 

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

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. Result:  

 

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: 4 + 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)

 

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: +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 +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

  • [5/15] Iconic Tonics
  • [2/2] Salves
  • [3/4] 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


EDIT: AH! Accidentally hit post, I guess. Not sure what happened really. Anyway, POST IN PROGRESS.

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

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. Result:  

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: 4 + 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)

 

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: +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 +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

  • [5/15] Iconic Tonics
  • [2/2] Salves
  • [3/4] 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


EDIT: AH! Accidentally hit post, I guess. Not sure what happened really. Anyway, POST IN PROGRESS.

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

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. Result:  

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: 4 + 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)

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: +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

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. Result:  

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: 4 + 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)

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: +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

 

 

 

 

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