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Paxon

Paxon


A few corrections and additions

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


Devlin had noticed Cal's beam shear through the cyclops, as well as the magical reaction. There were clearly some protections going on here other than what came standard with necromancy and the various undead. He made a mental note on trying to tap into some kind of positive energy to bring these big enemies down. As another blast erupted from Cal into the 'clops, it looked like his fellow hunter had that one in hand (though they'd already taken very serious damage, so hard to say when they'd fall all the way apart). Devlin could turn his attention to other problems, of which there were plenty. 

 

First, it seemed as though the buildings were also full of zombies. Aiming to slow them down, Devlin pulled a pre-cut length of wire from his trap bag with one hand, attached it to one of his smaller explosive orbs, and hurled it toward the entryway of what what looked like a church to the north. Being nothing if not an expert on timing, Devlin's turned out to be precise as the small nicknack popped open just in front of the doorway, launching two small spikes into the ground and stretching a wire across, with the explosive primed to blast anything that tripped the trap. 

 

Devlin was already turning to dash in the opposite direction. <If it wasn't obvious, lads and lass, that portal is breaking down catastrophically. No way of telling exactly what kind of catastrophe, but I wouldn't want to be standing next to it. Keep an eye on those arcs of energy, that'll tell us when we need to put a building and maybe a good distance between it and us. Monique, you are danger-close for sure.>  It was a good thing speaking mentally took less time, because Devlin had another message to deliver mid-run.

 

He reached down and pressed one of the sapphires on the bracelet, opening a connection to Cryoleptus and Hardblade. There was no time to mince words when there were so many Zyclopses that needed mincing, <<What the seven hells is going on, Warpsmith? Your portal almost made us paste against the ground and buildings! It's still here, and it looks to be getting very, VERY angry. You send us along with a mega-magic bomb or something? We need answers here.>>

 

Before he finished thinking the last sentence, Devlin's hands were full of more alchemical and mechanical goodies. Two orbs this time. The first was one of his smaller Party Poppers, same as he had set on the trap to the north, but on this one his dextrous and temporally enhanced fingers made some quick modifications. A pellet of his flashbang powder was added to the encasing wire, primed for a blast, and he also clicked into place a capsule of the nullsteel powder he'd been given. Devlin concentrated in the way he was instructed, charging the filings up with arcane power. This would test the undead minions magical protections. The second orb he palmed was full of simple liquid fire, and he couldn't handle any tweaks to it. He'd noticed how the cyclops Cal attacked seemed protected against fire, so it would be a good test to see if the nullsteel brought down that flame protection or if it was more innate.

 

Devlin reached his target position (which contrary to what he'd been saying earlier, was toward the unstable portal), cocking his arm back to throw. A wood and metal assembly over his forearm extended from the tip of two fingers, giving his arm more reach and therefor a wider arc to his throwing motion. His arm came forward, and he dilated his perception of time even further as he made the throw. He had time to tweak every element of the throw, each infinitesimal repositioning of elbow, wrist, fingers, each muscle and tendon, as the spheres were sent sailing through the air toward the Cyclops on the balcony. Each element of the flight was controlled for as much as was possible, with correct spin taking the projectiles on a slightly arcing path up and over the rail toward their target. 

 

If his aim was true, they would hit one after another. The first orb would impact with extreme kinetic force and explode from the potential energy inside, the powder igniting in a blinding deafening flash, and the nullsteel doing... whatever it ended up doing. The second would hit immediately after with less force, but a sizeable fiery splash.

 

Even though he was now invisible, on the follow-through from the throw Devlin continued in a spin, positioning his hands to draw up and extra barrier of blurred protection around himself.

 

OOC and Mechanics

 

 

Actions

Free: Talk to the team. 

Free: (I think this is free, lemme know if not) Use the bracelet to talk to Hardblade and Cryoleptus

Move: Expend MF to set a Tripwire (snare) trap with attached Cherry Bomb as a move action.

  • Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae. 
  • He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape in front of the northwest building door on the roll20 map.
  • Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin (Who is invisible and hopefully well-stealthed also) set the trap
  • When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off
  • If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 26 rounds (41 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5
  • The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage. Any subsequent creatures would still be tripped, but the cherry bomb is expended.

Extra Move: Move 55' south (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.

Standard: Special Attack Action standard Barrage targeting Townsfolk_08, which is one of the Zyclops on the balcony. Range is 120' to target, which is in 2nd range increment, so -1 for Range (Splash Weapon Master reduces range penalty). -2 for Barrage. Successful knowledge check to scout the Zyclopses means Devlin uses INT instead of DEX for attack and gains a +4 insight bonus to attack rolls (Cunning Attacker). Roll thread for rolls.

  • 1st Attack is the attack action with a nullsteel infused cherry bomb flash bang, with an attack roll of 49. Devlin's Flask Thrower has the arcing quality, so it avoids cover if there is any. If it hits against regular AC...
    • Direct hit deals 90 bludgeoning damage (this damage carries the +5 enhancement and DR bypass)
    • Cherry Bomb exploding deals 17 bludgeoning damage (no one is close enough for splash damage)
    • Flash Bang attached via Trick Arrows deals 4 b/p/s damage
      • Zyclops must make a DC32 Fort save or be deafened and blinded for 1d4+1 rounds
    • First attack each round deals 15 electricity damage (Elemental Empowerment)
    • Spend 2 momentum to increase weapon damage by 15
    • Suffused Nullsteel added, spending 2SP for the Improved effect. 25 on the Magic Skill Check, to counterspell 3 effects on the Zycplops. (EDIT: also an 8 against Townsfolk 07, FWIW)
  • 2nd Attack uses an Improved Alchemist's Fire, and has an attack roll of 53. If it hits...
    • Direct hit deals 48 bludgeoning damage
    • Splash weapon deals 34 fire damage
      • Anything within 20' takes full damage (should include the other Zyclops, though she's probably also immune)
      • Within 25' takes half the fire damage, within 30' takes 8 fire damage
  • DAMAGE TOTAL: 170 bludgeoning damage, 4 b/p/s damage, 15 electricity damage, 34 fire damage (hopefully after protection dispelled?)

Swift: Cast Improved Shadow Shield on self, gaining another 47+15 Temp HP, and it reduces all sources of damage by 4. (1 min, 1 Shadow Point)

 

EDIT: Forgot a few things above. Since Devlin is invisible, the two attack rolls should each be at +2 and the Zyclops should be without their dex bonus to AC (unless not applicable of course). They must surpass regular AC to do that damage, but they'll still connect if they hit touch AC, just with like 1d6 instead 4d8 (before vital strike). Added impact point and AOE circle for the attacks.

 

Group Benefits

Current Momentum Pool: 29/31

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: 79  |  Nonlethal damage: 6 + 49 portal damage (unhealable)

Conditions: -

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)

Iconic Tonic: 1 hour (effects in Group tab)

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

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

Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment

 

INACTIVE

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

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: +42+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
-------
OPTIONS


+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)

  • [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
  • [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
  • [13/15] 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 +30 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: 85/90 (87 -> 85)

Shadow Pool: 4/5 (5 -> 4)

MF: 2/2 (1 spent, 1 regained)

Stamina Pool: 12/17

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

Silver Pendant protections: 15/15

Nullsteel uses: 249/250

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 
  • [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 had noticed Cal's beam shear through the cyclops, as well as the magical reaction. There were clearly some protections going on here other than what came standard with necromancy and the various undead. He made a mental note on trying to tap into some kind of positive energy to bring these big enemies down. As another blast erupted from Cal into the 'clops, it looked like his fellow hunter had that one in hand (though they'd already taken very serious damage, so hard to say when they'd fall all the way apart). Devlin could turn his attention to other problems, of which there were plenty. 

 

First, it seemed as though the buildings were also full of zombies. Aiming to slow them down, Devlin pulled a pre-cut length of wire from his trap bag with one hand, attached it to one of his smaller explosive orbs, and hurled it toward the entryway of what what looked like a church to the north. Being nothing if not an expert on timing, Devlin's turned out to be precise as the small nicknack popped open just in front of the doorway, launching two small spikes into the ground and stretching a wire across, with the explosive primed to blast anything that tripped the trap. 

 

Devlin was already turning to dash in the opposite direction. <If it wasn't obvious, lads and lass, that portal is breaking down catastrophically. No way of telling exactly what kind of catastrophe, but I wouldn't want to be standing next to it. Keep an eye on those arcs of energy, that'll tell us when we need to put a building and maybe a good distance between it and us. Monique, you are danger-close for sure.>  It was a good thing speaking mentally took less time, because Devlin had another message to deliver mid-run.

 

He reached down and pressed one of the sapphires on the bracelet, opening a connection to Cryoleptus and Hardblade. There was no time to mince words when there were so many Zyclopses that needed mincing, <<What the seven hells is going on, Warpsmith? Your portal almost made us paste against the ground and buildings! It's still here, and it looks to be getting very, VERY angry. You send us along with a mega-magic bomb or something? We need answers here.>>

 

Before he finished thinking the last sentence, Devlin's hands were full of more alchemical and mechanical goodies. Two orbs this time. The first was one of his smaller Party Poppers, same as he had set on the trap to the north, but on this one his dextrous and temporally enhanced fingers made some quick modifications. A pellet of his flashbang powder was added to the encasing wire, primed for a blast, and he also clicked into place a capsule of the nullsteel powder he'd been given. Devlin concentrated in the way he was instructed, charging the filings up with arcane power. This would test the undead minions magical protections. The second orb he palmed was full of simple liquid fire, and he couldn't handle any tweaks to it. He'd noticed how the cyclops Cal attacked seemed protected against fire, so it would be a good test to see if the nullsteel brought down that flame protection or if it was more innate.

 

Devlin reached his target position (which contrary to what he'd been saying earlier, was toward the unstable portal), cocking his arm back to throw. A wood and metal assembly over his forearm extended from the tip of two fingers, giving his arm more reach and therefor a wider arc to his throwing motion. His arm came forward, and he dilated his perception of time even further as he made the throw. He had time to tweak every element of the throw, each infinitesimal repositioning of elbow, wrist, fingers, each muscle and tendon, as the spheres were sent sailing through the air toward the Cyclops on the balcony. Each element of the flight was controlled for as much as was possible, with correct spin taking the projectiles on a slightly arcing path up and over the rail toward their target. 

 

If his aim was true, they would hit one after another. The first orb would impact with extreme kinetic force and explode from the potential energy inside, the powder igniting in a blinding deafening flash, and the nullsteel doing... whatever it ended up doing. The second would hit immediately after with less force, but a sizeable fiery splash.

 

Even though he was now invisible, on the follow-through from the throw Devlin continued in a spin, positioning his hands to draw up and extra barrier of blurred protection around himself.

 

OOC and Mechanics

 

 

Actions

Free: Talk to the team. 

Free: (I think this is free, lemme know if not) Use the bracelet to talk to Hardblade and Cryoleptus

Move: Expend MF to set a Tripwire (snare) trap with attached Cherry Bomb as a move action.

  • Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae. 
  • He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape in front of the northwest building door on the roll20 map.
  • Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin (Who is invisible and hopefully well-stealthed also) set the trap
  • When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off
  • If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 26 rounds (41 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5
  • The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage. Any subsequent creatures would still be tripped, but the cherry bomb is expended.

Extra Move: Move 55' south (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.

Standard: Special Attack Action standard Barrage targeting Townsfolk_08, which is one of the Zyclops on the balcony. Range is 120' to target, which is in 2nd range increment, so -1 for Range (Splash Weapon Master reduces range penalty). -2 for Barrage. Successful knowledge check to scout the Zyclopses means Devlin uses INT instead of DEX for attack and gains a +4 insight bonus to attack rolls (Cunning Attacker). Roll thread for rolls.

  • 1st Attack is the attack action with a nullsteel infused cherry bomb flash bang, with an attack roll of 49. Devlin's Flask Thrower has the arcing quality, so it avoids cover if there is any. If it hits against regular AC...
    • Direct hit deals 90 bludgeoning damage (this damage carries the +5 enhancement and DR bypass)
    • Cherry Bomb exploding deals 17 bludgeoning damage (no one is close enough for splash damage)
    • Flash Bang attached via Trick Arrows deals 4 b/p/s damage
      • Zyclops must make a DC32 Fort save or be deafened and blinded for 1d4+1 rounds
    • First attack each round deals 15 electricity damage (Elemental Empowerment)
    • Spend 2 momentum to increase weapon damage by 15
    • Suffused Nullsteel added, spending 2SP for the Improved effect. 25 on the Magic Skill Check, to counterspell 4 effects on the Zycplops
  • 2nd Attack uses an Improved Alchemist's Fire, and has an attack roll of 53. If it hits...
    • Direct hit deals 48 bludgeoning damage
    • Splash weapon deals 34 fire damage
      • Anything within 20' takes full damage (should include the other Zyclops, though she's probably also immune)
      • Within 25' takes half the fire damage, within 30' takes 8 fire damage
  • DAMAGE TOTAL: 170 bludgeoning damage, 4 b/p/s damage, 15 electricity damage, 34 fire damage (hopefully after protection dispelled?)

Swift: Cast Improved Shadow Shield on self, gaining another 47+15 Temp HP, and it reduces all sources of damage by 4. (1 min, 1 Shadow Point)

 

EDIT: Forgot a few things above. Since Devlin is invisible, the two attack rolls should each be at +2 and the Zyclops should be without their dex bonus to AC (unless not applicable of course). They must surpass regular AC to do that damage, but they'll still connect if they hit touch AC, just with like 1d6 instead 4d8 (before vital strike). 

 

Group Benefits

Current Momentum Pool: 29/31

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: 79  |  Nonlethal damage: 6 + 49 portal damage (unhealable)

Conditions: -

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)

Iconic Tonic: 1 hour (effects in Group tab)

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

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

Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment

 

INACTIVE

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

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: +42+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
-------
OPTIONS


+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)

  • [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
  • [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
  • [13/15] 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 +30 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: 85/90 (87 -> 85)

Shadow Pool: 4/5 (5 -> 4)

MF: 2/2 (1 spent, 1 regained)

Stamina Pool: 12/17

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

Silver Pendant protections: 15/15

Nullsteel uses: 249/250

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 
  • [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 had noticed Cal's beam shear through the cyclops, as well as the magical reaction. There were clearly some protections going on here other than what came standard with necromancy and the various undead. He made a mental note on trying to tap into some kind of positive energy to bring these big enemies down. As another blast erupted from Cal into the 'clops, it looked like his fellow hunter had that one in hand (though they'd already taken very serious damage, so hard to say when they'd fall all the way apart). Devlin could turn his attention to other problems, of which there were plenty. 

 

First, it seemed as though the buildings were also full of zombies. Aiming to slow them down, Devlin pulled a pre-cut length of wire from his trap bag with one hand, attached it to one of his smaller explosive orbs, and hurled it toward the entryway of what what looked like a church to the north. Being nothing if not an expert on timing, Devlin's turned out to be precise as the small nicknack popped open just in front of the doorway, launching two small spikes into the ground and stretching a wire across, with the explosive primed to blast anything that tripped the trap. 

 

Devlin was already turning to dash in the opposite direction. <If it wasn't obvious, lads and lass, that portal is breaking down catastrophically. No way of telling exactly what kind of catastrophe, but I wouldn't want to be standing next to it. Keep an eye on those arcs of energy, that'll tell us when we need to put a building and maybe a good distance between it and us. Monique, you are danger-close for sure.>  It was a good thing speaking mentally took less time, because Devlin had another message to deliver mid-run.

 

He reached down and pressed one of the sapphires on the bracelet, opening a connection to Cryoleptus and Hardblade. There was no time to mince words when there were so many Zyclopses that needed mincing, <<What the seven hells is going on, Warpsmith? Your portal almost made us paste against the ground and buildings! It's still here, and it looks to be getting very, VERY angry. You send us along with a mega-magic bomb or something? We need answers here.>>

 

Before he finished thinking the last sentence, Devlin's hands were full of more alchemical and mechanical goodies. Two orbs this time. The first was one of his smaller Party Poppers, same as he had set on the trap to the north, but on this one his dextrous and temporally enhanced fingers made some quick modifications. A pellet of his flashbang powder was added to the encasing wire, primed for a blast, and he also clicked into place a capsule of the nullsteel powder he'd been given. Devlin concentrated in the way he was instructed, charging the filings up with arcane power. This would test the undead minions magical protections. The second orb he palmed was full of simple liquid fire, and he couldn't handle any tweaks to it. He'd noticed how the cyclops Cal attacked seemed protected against fire, so it would be a good test to see if the nullsteel brought down that flame protection or if it was more innate.

 

Devlin reached his target position, cocking his arm back to throw. A wood and metal assembly over his forearm extended from the tip of two fingers, giving his arm more reach and therefor a wider arc to his throwing motion. His arm came forward, and he dilated his perception of time even further as he made the throw. He had time to tweak every element of the throw, each infinitesimal repositioning of elbow, wrist, fingers, each muscle and tendon, as the spheres were sent sailing through the air toward the Cyclops on the balcony. Each element of the flight was controlled for as much as was possible, with correct spin taking the projectiles on a slightly arcing path up and over the rail toward their target. 

 

If his aim was true, they would hit one after another. The first orb would impact with extreme kinetic force and explode from the potential energy inside, the powder igniting in a blinding deafening flash, and the nullsteel doing... whatever it ended up doing. The second would hit immediately after with less force, but a sizeable fiery splash.

 

Even though he was now invisible, on the follow-through from the throw Devlin continued in a spin, positioning his hands to draw up and extra barrier of blurred protection around himself.

 

OOC and Mechanics

 

 

Actions

Free: Talk to the team. 

Free: (I think this is free, lemme know if not) Use the bracelet to talk to Hardblade and Cryoleptus

Move: Expend MF to set a Tripwire (snare) trap with attached Cherry Bomb as a move action.

  • Trap Launcher allows him to set it within the first range increment of his weapon, which is 80' for his thrown formulae. 
  • He can set 4 continuous squares as the area the trap covers. This is marked by the silver shape in front of the northwest building door on the roll20 map.
  • Perception DC to notice the trap is 47. Creature gets +5 if it saw Devlin (Who is invisible and hopefully well-stealthed also) set the trap
  • When moving into one of the squares the trap occupies, a DC32 ref save is required to avoid setting it off
  • If the creature triggers it, they fall prone and set off the cherry bomb. A tripwire stays even after being set off. The trap will stay set for 26 rounds (41 on the craft result, beating DC of 15 by that amount). Each time it is set off, the rounds are reduced by 5
  • The first creature that sets it off is treated as though hit by a cherry bomb, taking 6d4 bludgeoning damage. Any subsequent creatures would still be tripped, but the cherry bomb is expended.

Extra Move: Move 55' south (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.

Standard: Special Attack Action standard Barrage targeting Townsfolk_08, which is one of the Zyclops on the balcony. Range is 120' to target, which is in 2nd range increment, so -1 for Range (Splash Weapon Master reduces range penalty). -2 for Barrage. Successful knowledge check to scout the Zyclopses means Devlin uses INT instead of DEX for attack and gains a +4 insight bonus to attack rolls (Cunning Attacker). Roll thread for rolls.

  • 1st Attack is the attack action with a nullsteel infused cherry bomb flash bang, with an attack roll of 49. Devlin's Flask Thrower has the arcing quality, so it avoids cover if there is any. If it hits against regular AC...
    • Direct hit deals 90 bludgeoning damage (this damage carries the +5 enhancement and DR bypass)
    • Cherry Bomb exploding deals 17 bludgeoning damage
    • Flash Bang attached via Trick Arrows deals 4 b/p/s damage
      • Zyclops must make a DC32 Fort save or be deafened and blinded for 1d4+1 rounds
    • First attack each round deals 15 electricity damage (Elemental Empowerment)
    • Spend 2 momentum to increase weapon damage by 15
    • Suffused Nullsteel added, spending 2SP for the Improved effect. 25 on the Magic Skill Check, to counterspell 4 effects on the Zycplops
  • 2nd Attack uses an Improved Alchemist's Fire, and has an attack roll of 53. If it hits...
    • Direct hit deals 48 bludgeoning damage
    • Splash weapon deals 34 fire damage
      • Anything within 20' takes full damage (should include the other Zyclops, though she's probably also immune)
      • Within 25' takes half the fire damage, within 30' takes 8 fire damage
  • DAMAGE TOTAL: 170 bludgeoning damage, 4 b/p/s damage, 15 electricity damage, 34 fire damage (hopefully after protection dispelled?)

Swift: Cast Improved Shadow Shield on self, gaining another 47 Temp HP, and it reduces all sources of damage by 4.

 

Group Benefits

Current Momentum Pool: 29/31

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: 64  |  Nonlethal damage: 6 + 49 portal damage (unhealable)

Conditions: -

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)

Iconic Tonic: 1 hour

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

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

Advanced Invisibility Suppression (Nivel): Invisible, +20 stealth, concealment

 

INACTIVE

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

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: +42+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
-------
OPTIONS


+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)

  • [1/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
  • [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
  • [13/15] 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: 85/90 (89 -> 85)

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: 249/250

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

 

 

 

 

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