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Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


As Devlin danced and dodged out of the way of the decimated Zyclops attacking him, he couldn't help but hear and see the presence of the pint-sized Beholder that had appeared near Nivel and zipped around and behind him.

 

"Tell me that is one of your illusions, Mist-walker! Because if it's not, I must have hit my head rather harder than I thought," Devlin shouted out amidst the chaos of battle.

 

He was keeping an eye on the portal, carefully judging it's rate of growth. <"The growth is accelerating at double the rate every five and three-eighths seconds. We must hurry, but we might be able to use that to entrap our big bulbous friend there if we time it right,"> he said over the mental link. He had also been monitoring the coordinated chatter of the other hunters, their shorthand dictation efficiently telling the others of intention. Monique was about to hit the vicinity with a blast of energy, and Devlin would time his move to immediately follow her strike. 

 

And... there!

 

As his fellow scholar's magic reached out and crumpled the undead townie attacking him, Devlin turned and dashed north, going around Nivel and the strange little beholder, approaching to within a few long strides of the Cyclopses attacking Cal. The strange hunter was all but ignoring them as he focused on the Death Tyrant.

 

Devlin manipulated his chronograph as he moved, filling temporal fluids through the right channels, finding relevant proximal timelines to draw from. The Zyclops nearest Cal was turning it's head upon his approach. Devlin finished his manipulation, and the time-streams of himself and his nearby compatriots blurred ever-so-slightly. Phantom images of Cal, Nivel, Monique, and himself blurred into place, almost-but-not-quite superimposed over their respective hunters. The strange new motion attracted the Zyclops's attention, and Devlin used the minuscule distraction to whip a bomb in its direction with his left hand.

 

His right hand had been busy preparing his second and mush bigger strike. It was gripping the Holy Grenade he'd manifested seconds earlier, a divine symbol glowing on the surface of the orb. With a dextrous maneuver, he clicked a cartridge into place on the casing of the glass orb, a special preparation with a measure of mandrake root. Then putting maximum torque through his torso and shoulders, he launched it at the closer, larger, and much more martially appointed Zyclops.

 

He saw the future that hadn't yet come to pass flash before him. His first projectile gathering an electric charge as pushed against the boundaries of time, crashing into the first Zyclops with a pop and spark. The second orb was far more dramatic, sounding a high-pitched whine as it streaked across the distance with a golden trail behind it, then exploding with incredible discordant noise, and a chaotic double explosion of kinetic force and invigorating mana.

OOC and Mechanics

Actions

Caper effects end.

Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO)

Free: Talky talk talk

Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative)

Move: Move 45' N and a bit east.

  • Move > 10' and < half speed; regain Martial Focus
  • Trigger afterimage, producing 3 images that would be targeted randomly be enemies

Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will

Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy).

  • Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect.
  • Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round.
  • Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC
    • Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01)
    • Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1)

Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45.

  • Spend 2 Momentum for +15 damage
  • Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology) 
  • The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage.
  • Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)

 

NEXT OFF TURN

If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check.

He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens.

Group Benefits

For 1 min, everyone gets +2 CMB and DCs vs Beholder

Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds

 

Current Momentum Pool: 22/31

Within 30' of Devlin (this is the light aura on him in Roll20), 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: 77  |  Nonlethal damage: 6 + 49 portal damage (unhealable)

Conditions: Shaken (-2 Attack/Skill/Saves)

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, which is all on the battlefield)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
Decoy: 50% until triggered

INACTIVE
 (75% afterimage, and 50% defensive decoy)

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

ACTIVE

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]

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) [Round 0]

Iconic Tonic: 1 hour (effects in Group tab)

Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]

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

Academic Knowledge: +2 CMB, DCs against Beholder, 1 min

Shadow Magic: Energy Strike, Invigorating Blast, 1 min

 

 

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: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)

-------
OPTIONS
  |  Damage: 4d8+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: +44+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)
+2 knowledge unlock (scouted)
-------

OPTIONS

+1 or 2 coordinated shot
| Damage: 4d8+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
  • [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
  • [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2]
  • [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)
 (Temp +3, Hanged Man)

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)
 (Temp -2, Hanged Man)

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)
 (Temp +3, Hanged Man)

 

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. 

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Resources

SP: 80/90 (83 -> 80)

Shadow Pool: 3/5 

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

Stamina Pool: 7/17 

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

Silver Pendant protections: 15/15

Nullsteel uses: 248/250

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

Communication Sapphires: 19/20

 

 

 

 

 

 

Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


As Devlin danced and dodged out of the way of the decimated Zyclops attacking him, he couldn't help but hear and see the presence of the pint-sized Beholder that had appeared near Nivel and zipped around and behind him.

 

"Tell me that is one of your illusions, Mist-walker! Because if it's not, I must have hit my head rather harder than I thought," Devlin shouted out amidst the chaos of battle.

 

He was keeping an eye on the portal, carefully judging it's rate of growth. <"The growth is accelerating at double the rate every five and three-eighths seconds. We must hurry, but we might be able to use that to entrap our big bulbous friend there if we time it right,"> he said over the mental link. He had also been monitoring the coordinated chatter of the other hunters, their shorthand dictation efficiently telling the others of intention. Monique was about to hit the vicinity with a blast of energy, and Devlin would time his move to immediately follow her strike. 

 

And... there!

 

As his fellow scholar's magic reached out and crumpled the undead townie attacking him, Devlin turned and dashed north, going around Nivel and the strange little beholder, approaching to within a few long strides of the Cyclopses attacking Cal. The strange hunter was all but ignoring them as he focused on the Death Tyrant.

 

Devlin manipulated his chronograph as he moved, filling temporal fluids through the right channels, finding relevant proximal timelines to draw from. The Zyclops nearest Cal was turning it's head upon his approach. Devlin finished his manipulation, and the time-streams of himself and his nearby compatriots blurred ever-so-slightly. Phantom images of Cal, Nivel, Monique, and himself blurred into place, almost-but-not-quite superimposed over their respective hunters. The strange new motion attracted the Zyclops's attention, and Devlin used the minuscule distraction to whip a bomb in its direction with his left hand.

 

His right hand had been busy preparing his second and mush bigger strike. It was gripping the Holy Grenade he'd manifested seconds earlier, a divine symbol glowing on the surface of the orb. With a dextrous maneuver, he clicked a cartridge into place on the casing of the glass orb, a special preparation with a measure of mandrake root. Then putting maximum torque through his torso and shoulders, he launched it at the closer, larger, and much more martially appointed Zyclops.

 

He saw the future that hadn't yet come to pass flash before him. His first projectile gathering an electric charge as pushed against the boundaries of time, crashing into the first Zyclops with a pop and spark. The second orb was far more dramatic, sounding a high-pitched whine as it streaked across the distance with a golden trail behind it, then exploding with incredible discordant noise, and a chaotic double explosion of kinetic force and invigorating mana.

OOC and Mechanics

Actions

Caper effects end.

Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO)

Free: Talky talk talk

Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative)

Move: Move 45' N and a bit east.

  • Move > 10' and < half speed; regain Martial Focus
  • Trigger afterimage, producing 3 images that would be targeted randomly be enemies

Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will

Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy).

  • Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect.
  • Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round.
  • Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC
    • Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01)
    • Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1)

Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45.

  • Spend 2 Momentum for +15 damage
  • Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology) 
  • The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage.
  • Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)

 

NEXT OFF TURN

If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check.

He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens.

Group Benefits

For 1 min, everyone gets +2 CMB and DCs vs Beholder

Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds

 

Current Momentum Pool: 22/31

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

Conditions: Shaken (-2 Attack/Skill/Saves)

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, which is all on the battlefield)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
Decoy: 50% until triggered

INACTIVE
 (75% afterimage, and 50% defensive decoy)

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

ACTIVE

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]

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) [Round 0]

Iconic Tonic: 1 hour (effects in Group tab)

Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]

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

Academic Knowledge: +2 CMB, DCs against Beholder, 1 min

Shadow Magic: Energy Strike, Invigorating Blast, 1 min

 

 

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: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)

-------
OPTIONS
  |  Damage: 4d8+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: +44+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)
+2 knowledge unlock (scouted)
-------

OPTIONS

+1 or 2 coordinated shot
| Damage: 4d8+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
  • [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
  • [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2]
  • [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)
 (Temp +3, Hanged Man)

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)
 (Temp -2, Hanged Man)

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)
 (Temp +3, Hanged Man)

 

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. 

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Resources

SP: 80/90 (83 -> 80)

Shadow Pool: 3/5 

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

Stamina Pool: 7/17 

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

Silver Pendant protections: 15/15

Nullsteel uses: 248/250

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

Communication Sapphires: 19/20

 

 

 

 

 

 

Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


As Devlin danced and dodged out of the way of the decimated Zyclops attacking him, he couldn't help but hear and see the presence of the pint-sized Beholder that had appeared near Nivel and zipped around and behind him.

 

"Tell me that is one of your illusions, Mist-walker! Because if it's not, I must have hit my head rather harder than I thought," Devlin shouted out amidst the chaos of battle.

 

He was keeping an eye on the portal, carefully judging it's rate of growth. <"The growth is accelerating at double the rate every five and three-eighths seconds. We must hurry, but we might be able to use that to entrap our big bulbous friend there if we time it right,"> he said over the mental link. He had also been monitoring the coordinated chatter of the other hunters, their shorthand dictation efficiently telling the others of intention. Monique was about to hit the vicinity with a blast of energy, and Devlin would time his move to immediately follow her strike. 

 

And... there!

 

As his fellow scholar's magic reached out and crumpled the undead townie attacking him, Devlin turned and dashed north, going around Nivel and the strange little beholder, approaching to within a few long strides of the Cyclopses attacking Cal. The strange hunter was all but ignoring them as he focused on the Death Tyrant.

 

Devlin manipulated his chronograph as he moved, filling temporal fluids through the right channels, finding relevant proximal timelines to draw from. The Zyclops nearest Cal was turning it's head upon his approach. Devlin finished his manipulation, and the time-streams of himself and his nearby compatriots blurred ever-so-slightly. Phantom images of Cal, Nivel, Monique, and himself blurred into place, almost-but-not-quite superimposed over their respective hunters. The strange new motion attracted the Zyclops's attention, and Devlin used the minuscule distraction to whip a bomb in its direction with his left hand.

 

His right hand had been busy preparing his second and mush bigger strike. It was gripping the Holy Grenade he'd manifested seconds earlier, a divine symbol glowing on the surface of the orb. With a dextrous maneuver, he clicked a cartridge into place on the casing of the glass orb, a special preparation with a measure of mandrake root. Then putting maximum torque through his torso and shoulders, he launched it at the closer, larger, and much more martially appointed Zyclops.

 

He saw the future that hadn't yet come to pass flash before him. His first projectile gathering an electric charge as pushed against the boundaries of time, crashing into the first Zyclops with a pop and spark. The second orb was far more dramatic, sounding a high-pitched whine as it streaked across the distance with a golden trail behind it, then exploding with incredible discordant noise, and a chaotic double explosion of kinetic force and invigorating mana.

OOC and Mechanics

Actions

Caper effects end.

Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO)

Free: Talky talk talk

Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative)

Move: Move 45' N and a bit east.

  • Move > 10' and < half speed; regain Martial Focus
  • Trigger afterimage, producing 3 images that would be targeted randomly be enemies

Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will

Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy).

  • Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect.
  • Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round.
  • Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC
    • Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01)
    • Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1)

Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45.

  • Spend 2 Momentum for +15 damage
  • Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology) 
  • The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage.
  • Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)

 

NEXT OFF TURN

If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check.

He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens.

Group Benefits

For 1 min, everyone gets +2 CMB and DCs vs Beholder

Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds

 

Current Momentum Pool: 22/31

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: 77 (79 -> 77)  |  Nonlethal damage: 6 + 49 portal damage (unhealable)

Conditions: Shaken (-2 Attack/Skill/Saves)

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, which is all on the battlefield)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
Decoy: 50% until triggered

INACTIVE
 (75% afterimage, and 50% defensive decoy)

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

ACTIVE

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]

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) [Round 0]

Iconic Tonic: 1 hour (effects in Group tab)

Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]

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

Academic Knowledge: +2 CMB, DCs against Beholder, 1 min

Shadow Magic: Energy Strike, Invigorating Blast, 1 min

 

 

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: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)

-------
OPTIONS
  |  Damage: 4d8+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: +44+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)
+2 knowledge unlock (scouted)
-------

OPTIONS

+1 or 2 coordinated shot
| Damage: 4d8+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
  • [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
  • [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2]
  • [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)
 (Temp +3, Hanged Man)

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)
 (Temp -2, Hanged Man)

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)
 (Temp +3, Hanged Man)

 

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. 

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Resources

SP: 80/90 (83 -> 80)

Shadow Pool: 3/5 

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

Stamina Pool: 7/17 

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

Silver Pendant protections: 15/15

Nullsteel uses: 248/250

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

Communication Sapphires: 19/20

 

 

 

 

 

 

Paxon

Paxon

Devlin image.jpeg.29d5460bf7359df59fbafa1f651d03ae.jpeg


As Devlin danced and dodged out of the way of the decimated Zyclops attacking him, he couldn't help but hear and see the presence of the pint-sized Beholder that had appeared near Nivel and zipped around and behind him.

 

"Tell me that is one of your illusions, Mist-walker! Because if it's not, I must have hit my head rather harder than I thought," Devlin shouted out amidst the chaos of battle.

 

He was keeping an eye on the portal, carefully judging it's rate of growth. <"The growth of the portal disturbance appears to be increasing, accelerating at double the rate every five and three-eighths seconds. We must hurry, but we might be able to use that to entrap our big bulbous friend there,"> he said over the mental link. He had also been monitoring the coordinated chatter of the other hunters, their shorthand dictation efficiently telling the others of intention. Monique was about to hit the vicinity with a blast of energy, and Devlin would time his move to immediately follow her strike. 

 

And... there!

 

As his fellow scholar's magic reached out and crumpled the undead townie attacking him, Devlin turned and dashed north, going around Nivel and the strange little beholder, approaching to within a few long strides of the Cyclopses attacking Cal. The strange hunter was all but ignoring them as he focused on the Death Tyrant.

 

Devlin manipulated his chronograph as he moved, filling temporal fluids through the right channels, finding relevant proximal timelines to draw from. The Zyclops nearest Cal was turning it's head upon his approach. Devlin finished his manipulation, and the time-streams of himself and his nearby compatriots blurred ever-so-slightly. Phantom images of Cal, Nivel, Monique, and himself blurred into place, almost-but-not-quite superimposed over their respective hunters. The strange new motion attracted the Zyclops's attention, and Devlin used the minuscule distraction to whip a bomb in its direction with his left hand.

 

His right hand had been busy preparing his second and mush bigger strike. It was gripping the Holy Grenade he'd manifested seconds earlier, a divine symbol glowing on the surface of the orb. With a dextrous maneuver, he clicked a cartridge into place on the casing of the glass orb, a special preparation with a measure of mandrake root. Then putting maximum torque through his torso and shoulders, he launched it at the closer, larger, and much more martially appointed Zyclops.

 

He saw the future that hadn't yet come to pass flash before him. His first projectile gathering an electric charge as pushed against the boundaries of time, crashing into the first Zyclops with a pop and spark. The second orb was far more dramatic, sounding a high-pitched whine as it streaked across the distance with a golden trail behind it, then exploding with incredible discordant noise, and a chaotic double explosion of kinetic force and invigorating mana.

OOC and Mechanics

Actions

Caper effects end.

Devlin will hold all of his actions to take place immediately following Monique's turn. (reason being I expect her to destroy Townsfolk 02 so Devlin doesn't need to deal with AOO)

Free: Talky talk talk

Free: Devlin can always take 10 on perception checks, and does so re the Portal situation for a result of 48. (He also has Arcane Calculation, so I felt comfortable being precise with that measurement in narrative)

Move: Move 45' N and a bit east.

  • Move > 10' and < half speed; regain Martial Focus
  • Trigger afterimage, producing 3 images that would be targeted randomly be enemies

Free: Within 30' of Monique, use Hanged Man motif for +3 Fort, -2 Ref, +3 Will

Swift: Using Talented Trickster, spend 1SP to cast Defensive Decoy as a trick on Devlin, Monique, Cal, and Nivel for 10 rounds. If enemies attempt to attack, must make a DC 35 will save or suffer 50% miss chance (missed attacks dissipate decoy).

  • Free: Devlin will hide this casting with Veiled Magic. Any observers must make a DC 40 perception or spellcraft check to notice he is casting the above effect.
  • Free: Devlin will use Trick Casting to Feint Shepherd 03. He can always take 10 on a Bluff check, which he will do for a result of 63 on the feint. If successful, enemy remains flat footed for an additional round.
  • Extra Swift: If feint is successful, Devlin will make a Feint Strike against Shepherd 03 with a Cherry Bomb. Attack Result of 48 vs FF AC
    • Damage: 81 bludgeoning (12 of which is precision), 15 electricity (with 6b splash damage to Guard 01)
    • Using Ankle Strike, make a Trip attempt against Shepherd 03. It fails (result of 1)

Standard: Special Attack Action: Spell Attack Energy Strike (Invigorating Blast, 1SP) with a Cherry Bomb vs. Guard 01. Attack Result of 45.

  • Spend 2 Momentum for +15 damage
  • Flashbang and Expend Martial Focus to add Sonic Shriekers dealing 15d6 sonic on hit, and DC36 Fort save or Blinded/Deafened for 2 rounds (This ability explicitly does effect undead: Howling Herbology) 
  • The energy strike is via Shadow Magic, and so is considered from the Illusion sphere with the Shadow descriptor. If disbelieved (will DC35) it is reduced by half, rather than negated. Expending +1SP to make it 16d4 damage.
  • Damage: 126 bludgeoning, 4 b/p/s, 56 sonic, 48 positive energy (with 6b splash damage to Shepherd 03)

 

NEXT OFF TURN

If the trap Devlin placed is triggered, it will be another tripwire (ref DC32), 6d4 cherry bomb, and blast another nullsteel cloud with a big ol 35 on the dispel check.

He will AOO accordingly with Opportunist, and probably Bloodthirst (boast) attack as well, if this happens.

Group Benefits

For 1 min, everyone gets +2 CMB and DCs vs Beholder

Defensive Decoys (Will DC 35, or 37 for beholder) placed on Cal, Monique, Nivel, Devlin for 10 rounds

 

Current Momentum Pool: 22/31

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: 77 (79 -> 77)  |  Nonlethal damage: 6 + 49 portal damage (unhealable)

Conditions: Shaken (-2 Attack/Skill/Saves)

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, which is all on the battlefield)

Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25

Special: Evasion, Uncanny Dodge

Miss Chance: 75%ACTIVE
Afterimage: 50%/75%
Decoy: 50% until triggered

INACTIVE
 (75% afterimage, and 50% defensive decoy)

 

Perception: +37  | See in Darkness, Blindsense 20', Sightless Action

Stealth: +32

 


 

Ongoing Effects

ACTIVE

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP) [Round 0]

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) [Round 0]

Iconic Tonic: 1 hour (effects in Group tab)

Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF) [Round 0]

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

Academic Knowledge: +2 CMB, DCs against Beholder, 1 min

Shadow Magic: Energy Strike, Invigorating Blast, 1 min

 

 

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: +39+11 BAB
+10 Dex
+4 Imbued Greater Courage
+3 Haste
+5 INT instead of DEX (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)

-------
OPTIONS
  |  Damage: 4d8+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: +44+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)
+2 knowledge unlock (scouted)
-------

OPTIONS

+1 or 2 coordinated shot
| Damage: 4d8+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
  • [1/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst [-1]
  • [8/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6 [-2]
  • [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)
 (Temp +3, Hanged Man)

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)
 (Temp -2, Hanged Man)

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)
 (Temp +3, Hanged Man)

 

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. 

Defensive Decoy: Will Save DC 35 or 50% miss chance against Devlin (miss kills the decoy), 10 rounds [Round 2]

Resources

SP: 80/90 (83 -> 80)

Shadow Pool: 3/5 

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

Stamina Pool: 7/17 

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

Silver Pendant protections: 15/15

Nullsteel uses: 248/250

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

Communication Sapphires: 19/20

 

 

 

 

 

 

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