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About NikolsiAssumptions & Start of Day Buffing:
Assumed to always be taking the -2 AC/Reflex penalty to get 13 THP, refreshing at start of turn Assumed to have "Humanoid" selected as active enemy type Assumed to have martial and psionic focus (ie, not expending it) Assumed to have a Black Light Glow Placed on self (100 minutes, no SP), renewing as needed. Assumed to be concentrating on Greater Serendipity unless otherwise noted or needing a full round action; upon entering combat will spend the 1 SP to move to rounds/level as free action Assumed to have cast a Dispel Psionics into the Dispelling Fauchard the night /week before Daily Buffs Greater Enhancement (Weapon) +4 enhancement Greater Enhancment (Armor) + 4 enhancement Armored Magic: (Armor) +5 armor bonus Armored Magic: (Shield) +3 shield bonus Mettle - +15 to AC vs Crits Obstruction: DR 5/- for 100 points of damage Danger Sense, Augmented to 8 PP Alchemy: War Paint, Orange and Silver at 14 hours duration w/Focus chew and Aid Another Alchemy potions crafted into blood potions, 30 minutes total Total "Costs": 6 Spell points, 8 PP, 14 gp Tactics:
First round of Combat: Swift Action quickened overpowering guilt Move Action Mass Challenge, Standard Action haste, Free Action spend 1 Spell point to shift Serendipity from "Concentration" to round/level, Free action Activation of Glory for Encompassing Light on Self Revised: First round of combat: Swift action Mass Challenge + expend martial focus, free action spend 1 spell point to shift serendipity, second move action (temporal haste) concentrates on temporal haste, free action Activation of Glory for 1 spell point for Encompassing Light on self, Move action Shove + regain focus, Standard action Overpowering guilt,
Defense:
Saves: Fortitude: +16 | Reflex: +15 / 13 (Berserking) | Will: + 18 +2 to saves vs disease, poison, fatigue or exhaustion effects, or mind affecting Stalwart (Sentinel): Not effected when making save on an effect with "Fort or Will Save: Partial" Evasion (Cryptic): Takes no damage on succesful reflex save for half Haste (Veil, Incanter): +2 to Reflex saves Lucky Horseshoe (Equipment): +1 luck to saves, +4 luck 1/day before rolling a save Precognicient Defense (Cryptic Power): standard action and 10 PP for +4 insight to saves for 10 minutes; swift action and 10 PP for +2 insight Mind Palace (Cryptic Power): 1 PP, immediate action +1d4 to an attack, save, skill check, caster level check, or ability check; +2 PP = +1d4 Conceal Thoughts (Cryptic Power): 1 PP or focus, +4 circumstance bonus to saves vs mind reading effects 10 hours Cold Iron Call (Guardian Sphere, Sentinel): Can postpone a spell or SLA until the end of the next turn, treating it as CL = HP damage for the delayed damage pool. Hit Points and Static AC:
DR, Miss Chance, Reactionary AC bonuses:
Healing and Miscellany:
Blood Potions: Heroism,
Offense:
Base Speed: 45' ; 75' with Haste Unbuffed Attacks: Standard Attack: Fauchard +19 (1d10 +5d6+7 (Cryptic) -1 (Str) + 2 (feat) + 1 (Enhancement) x2/16-20), +5 damage vs Humanoids Full Attack: Fauchard +19 / +14 (1d10 +5d6+7 (Cryptic) -1 (Str) + 2 (feat) + 1 (Enhancement) x2/16-20), +5 damage vs Humanoids Shove: Touch Attack +19 , 6 (dex) + 2 (feat) + 1 (Enhancement) + 5d6+7 (Cryptic), +5 damage vs Humanoids Buffed Attacks (Includes Haste, Enhancement, Serendipity): Standard Attack: Fauchard +26 (1d10 +5d6+7 (Cryptic) -1 (Str) + 2 (feat) + 4 (Enhancement) x2/16-20), +5 damage vs Humanoids Full Attack: Fauchard +26 / +21 (1d10 +5d6+7 (Cryptic) -1 (Str) + 2 (feat) + 4 (Enhancement) x2/16-20), +5 damage vs Humanoids Shove: Touch Attack +26 , 6 (dex) + 2 (feat) + 4 (Enhancement) + 5d6+7 (Cryptic), +5 damage vs Humanoids AoO Per Round: 1 (base) + 3 (Haste) +6 (Combat Reflexes) Haste (Veil, Incanter): +2 attack Attack and Damage Modifiers Blindfight (Feat): May reroll miss chance 1/attack Moonlight Stalker (Feat): +2 Attack / Damage when attacking from concealment Darkwalker Hood (Veil, Incanter): When self and target are in dim light or darkness, +20 precision damage on every attack Roguish Domino (Veil, Incanter): Free action can choose one enemy at a time to be rival; gain +4 insight to attack and damage vs rival, and deal Fatal Thrust damage to them even if not meeting the trigger conditions. (+3d6 precision damage). Cannot full attack with this ability. Opponents other than the chosen rival take -4 to their attacks or opposed skill checks vs self, and -2 to save DCs vs self. Mind Palace (Cryptic Power): 1 PP, immediate action +1d4 to an attack, save, skill check, caster level check, or ability check; +2 PP = +1d4 Greater Enhance Equipment: +4 enhancement to Attack/Damage for 10 hours, 1 SP Serendipity (Fate Sphere, Incanter): +1 luck to attacks within 30' while concentrating; 1 SP for round/level as a free action Fatal Thrust (Fencing Sphere, Sentinel): On AoO and attack actions vs flanked targets, or denied their dexterity, or vs chosen rival. , add 3d6 damage and impose a -4 penalty to targets AC for 1 round. Bone-Breaker (Berserker Sphere, Sentinel): As a special attack action, inflict a -3 penalty to attacks and damage vs the target and a further -2 to CMD for 1 round. Can expend Martial Focus for +2x BAB damage Defensive Stance: -3 attack, +4 Dodge to AC Risky Striking: -3 attack, +9 damage Encompossing Light (Light Sphere, Incanter): Weapon Damage 1d10 -> 3d8, Reach becomes 15' natural / 30' with reach weapon. If already enlarged, becomes 4d8 and 20' natural / 40' with reach. Enlarged (Potions, Powers, etc): Increases reach and damage dice, but gives -1 AC and -1 Attack, and -2 Dex (another -1 AC and -1 attack) but also +1 damage Special Attacks Banner of the Warlord, Minor: Constant 60' radius. Allies within radius reduce any damage taken from enemies within radius by 2 points; enemy takes 2 points of damage, as Blood Totem (War Sphere) Demoralize: Standard action, or see artifact. A creature demoralized by self takes a -3 penalty vs others, -5 vs self; must make a Fort Save vs 21 or be sickened as well. Shove: Move action, may move up to half speed. Melee touch attack, deals Dex (bludgeoning) + Weapon enhancement and special abilities. Regain Martial Focus on success. Batters opponent for 1 round. Also adds disrupt pattern damage, but not fencing. Mass Challenge: As a Move Action challenge up to 7 enemies; enemies take -4 penalty on attacks vs others, +2 vs self. Challenge lasts for 8 rounds, and self gains +3 attack / +3 damage, +4 more damage while berserking. Challenged foes provoke AoO for failing to cast defensively, and take a -4 penalty to save DCs of spells and SLAs that do not include self as aa target. Serendipity (Fate Sphere, Incanter): -1 penalty to attacks, skills, ability checks, and saves within 30' while concentrating; 1 SP for round/level as a free action Mageguard (Guardian Sphere, Sentinel): Enemies in threatened area take a -5 penalty to Concentration checks. Opportunistic Offense (Sentinel): 1/round can make 1 AoO as an attack action for the purposes of adding talents Spells, Powers, Veils, SLAs, and PLAs:
Spell Pool (Incanter): 17 (10 level + 7 CAM) Power Points (Cryptic): 28 PP +35 (INT), +2 (FCB Cryptic) Reserve Points (Sentinel): 5+WIS Essence (Incanter): 16 / 16 (10 via drawback, 2 extra essence, 1 feat, 3 Incanter Specialization) Veils Known / Shaped: 1 (base) + 3 (Shape Veil) + 1 (Incanter) + 1 (Rogue Talent) Veils: Timewalker Sabatons (Feet, bound), Roguish Domino (Headband, bound), Ablation Field (Chest), Darkwalker Hood (Head, Bound), Robes of the Forgotten Deity (Body), Oblivion Bracers (Wrists, bound) Darkness (Racial SLA) 4/day, 20' radius for min/level Glow (Light Sphere, Incanter): Standard action to make a touched target shed non-visible light as a candle for 10 minutes/level. Can use a free action to cause the light to increase as a torch, or to dissappear. Create (Creation Sphere, Incanter): Standard action (1 SP) or full-round action (0 SP). Formed from vegatable matter or Force (Hardness 10, 10 HP/inch), inflicts 1d4 + 1d4 damage per size category over Small to self. Up to Huge, or 8 Small objects. Overchannel (Feat): Increase manifester level by 1, taking 1d8 damage; or by 2, taking 3d8 damage Endowed Mind (Feat): Increase save DCs by 1 while focused, +1 per 2 PP augmented a power Extradimensional Storage (Warp Sphere, Incanter; Rogue Talent, Cryptic): free action 1/round action to access storage space of 250 lbs; can make Sleight of Hand vs observers perception to hide the removal / placement of an object. Observer must succeed by 5+ to notice the extradimensional storage. Natural Telekinetic (Far Hand): Standard action (concentration) can lift 55 lbs within 50' range; 10 augment points to spend on +5' range (2 each) or +2 pounds each. Can move object 15' per round. Retroactive Preparation (Veil, Incanter): 1 SP and standard action to summon any commonly available item less than 1000 gp; must pay. Periscope (Light Sphere, Incanter): May focus a sensor within 200' with line of effect having no more than two 90 degree bends, and sense as if standing there for duration: concentration. [b]Dirt Nap (Cryptic Power): 3 PP for 10 hours, creates small 5'x10' extradimensional storage space a'la rope trick Mind Palace (Cryptic Power): 1 PP, immediate action +1d4 to an attack, save, skill check, caster level check, or ability check; +2 PP = +1d4 Minor Metamorphasis (Cryptic Power): 1 PP, min/level. Various bonuses; +1 Size, +10' speed, burrow, swim, or climb speeds, etc Kinetic Legerdemain (Cryptic Power): 1 PP, make Disable Device checks without a toolkit. +6 PP to make check within 50', +2 PP per for +1 competence to the check Holographic Projection (Cryptic Power): https://libraryofmetzofitz.fandom.com/wiki/Holographic_Projection Overpowering Guilt (Cryptic Power): 3 PP, will save @ DC 10+2(level) +7 (INT) + 1 (Endowed Mind) = 20. Single target within 50'; failed save is staggered for 10 rounds and -1 penalty to all d20 rolls; succesful save still has penalty. Augment 2 PP each to increase penalty by 1, 2 PP to make it a mass version targeting 1 creature / level, 2 PP to increase range to medium; and every 2 PP spent increases DC by 1 Powers Known:
Statistics:
STR: 9 DEX: 22 CON: 16 INT: 24 WIS: 20 CHA: 14 Light Load: 30 lbs without Heavyload belt or muleback cords; 60 lbs with belt, 86 lbs with cords, 258 lbs with both DC to be Demoralized: 10 (Base) + 10 (HD) + 5 (WIS) BAB +10; CMB +9 / 16 finesse (medium) and +10 / 17 finesse (Large); CMD: 10 - 1 (Str) + 6 (Dex)+ 1 (size) + 5 (deflection) = 21 + Dodge and insight bonuses to AC Feats 13 +1: Blood Potion (Incanter Bonus @ 4th), Blind Fight, Moonlight Stalker, Overchannel, Versatile Crafter, Combat Reflexes, Lurker in Darkness, Endowed Mind, Distill Compound, Essence of the Immortal, Potent Pigments, Extra Martial Talent (Alchemy - Salve), One Pattern, Improved Critical (Polearms), Skill Focus (Stealth, Bonus), Skill Focus (Alchemy, Bonus), Scribe Tattoo (Bonus), Vigilant Skeptic (Bonus), Natural Telekinetic (Bonus), Capture Spell (Bonus) Associated Feats: Improved Unarmed Strike (Brute) Proficiencies: Simple weapons, dueling dagger, longbow, longsword, fauchard. Can threaten with reach weapon at -2 penalty. May wield polearms as if they had finesse. Equipment:
Heavyload Belt (2,000), Tunic of Fastidiousness (1,000), Mark of the Grinning Skull (2,000, CL 8), Boots of Bent Moments +3 (2,000), Muleback Cords (1,000), Pale Green Prism Ioun Stone (Saves) (4,000), MW Thieves Tools (100), Travelers Any-Tool (250), Bottomless Flask (1,000), Force Hook (1,000), Power Stones (2,000 each for Chameleon, Kinetic Legerdemain), Tactically Adapted (performance) & Attendant Fauchard (3,000), Crackling Tassel (2,500), Pocket of Holding x2 (400), Natural Linguist Power Stone x2 (300), 1st level Psionic Tattoos, 8x (200), Hammer of Mending (900), Lucky Horseshoe (6,800), Portable Alchemists Lab (75), Bracelet of Charms (Unyielding, Health x2) (4,000), Blackwick Cauldron (8,850), Cloak of Resistance +2 (4,000), Akashic Catylast, Least (8000), Banner of the Warlord, Minor (15,000), Chest Piercings (Major) (3,750), Head Piercing, Minor (3,750), Focus Chew x10 (+2 alchemical to Concentration, +1 to INT Skills 140), 5,010 Force Hook: This short metal rod fits well into the hand and is small enough that it is barely longer than a clenched fist. You may activate it as a move action and cause it to telekinetically hook on to a solid, inanimate surface within 200 feet, allowing it to act as if you had a rope securely linked between the rod and that surface. A second move action causes the hook to retract, drawing the rod and its wielder towards the surface at a rate of 50 feet per round. You may also use a free action to disconnect the hook from any surface it is attached to. The hook can support a load of up to Huge size. Blackwick Cauldron: Crafted from cattail wicker, rendered magically immune to fire, and blackened by years of use, __blackwick cauldrons__ are but one variety of a number of similar items. Designed to aid in the crafting of potions and admixtures, a __blackwick cauldron__ grants a +5 competence bonus on Craft (alchemy) checks and a +5 bonus on Spellcraft checks to create magic potions with the Brew Potion feat. Additionally, a __cauldron__ allows a user to craft multiple potions at a faster rate than normal. The user can craft a single potion with a value of 300 gp or less in 2 hours and can make any combination of potions totaling 1,200 gp or less in value in a single day. In addition to its crafting uses, a __blackwick cauldron__ can cast __identify__ once per day on an item placed inside of it. Pocket of Holding: This small cloth bag easily fits in the hand, but opens into an extradimensional space that can store up to 1 cubic foot of material or 10 pounds. They can also be designed as pockets and sewn into normal or magical clothing. Lucky Horseshoe: +1 luck to saves; 1/day can gain +4 luck to one throw before rolling Bottomless Flask: This ornate and surprisingly weighty hip flask appears to be made out of silver, and its stopper is decorated with five small gems of different colors. It does not appear to be able to hold more than a pint, but the flask can open into five separate extradimensional spaces, each of which can hold up to 20 gallons. These spaces do not mix or overlap, so the contents are kept separate and uncontaminated; in addition, they can safely store volatile substances such as acid or alchemist’s fire. The different spaces can be accessed by twisting the stopper so that a different gem faces the front of the flask, which can be done as a swift action. The flask can pour out a maximum of one pint per round (or a single flask of an alchemical substance) into a square within the wielder’s reach. If broken, the flask is ruined and all contents are lost in extradimensional space. Artifact:
Face of Nightmares: An artai mask that seems to twist in on itself, drawing forth the onlookers nightmares but only visible from the corner of their eyes. This mask gives the wearer the benefit of the Hero's Display feat and the Performing Combatant feat, though only in respect to Hero's Display. Additionally, the wearer has the Gruesome Slaughter feat, but can apply its effects to any Intimidate check. The penalties for being demoralized by the wearer increase by 1 at 8th level and every 6 levels after. This mechanically gives a swift action AoE intimidate on a critical, charge, or dropping an enemy to 0 HP, assuming that the character can make a DC 20 CHA check. There are a couple +2 bonuses to the check; +2 for BAB, +2 for ranks in Perform (Dance), and +2 for using a performance weapon. Hero's Display gives a +2, and I have +2 CHA; altogether, its 10 + 1d20 vs DC 20 unless I can find something else to boost CHA. Anyone demorilized must make a Fortitude save or be sickened for 1 minute... +4 circumstance to P. Combat checks with Crackling Tassel Oaths and Oath Points:
Oaths: Oath against Artifice (1 point, Cannot wear metal armor or shields, cannot use firearms or technological devices with charges), Oath of Ritual (1 point, Must spend 1 hour per day and either 50 gp or reduce HP by 10 for the day), Oath of Offerings (7 points, Must give half of wealth to an organization or charity), Oath of Secrecy (1 point, you take a penalty of -5 to AC and saving throws vs creatures who know your name or have seen your face) Oath Points (10): Bonus Talents (3 points, at 2, 6, 10); Enhanced Abilities ( 2 points, +2 enhancement to abilities at 4, 6, 8, 10); Enhanced Armenants x2 (2 points each, +3 bonus to Implement, +3 bonus to Fauchard), Skillful (one point, all skills are class skills, and gain HD ranks for skills), Implement Timewalker Sabatons, +1 Enhancement to Time sphere and +2 for Talent: Temporal Haste Weapon Fauchard, +1 Enhancement base and Entangling (+1, entangled on critical for 1 minute or move action vs DC 17 / 23) and Dispelling (+1, as spell storing but with +enhancement to the dispel check) Casting Drawbacks, Boons, and Concentration:
Concentration Bonuses: +2 trait (Desperate Focus), +5 competence (Shadow Piercings), +2 alchemical from Focus Chew Minimum Concentration Roll: 1d20 + 10 + 7 + 7, so 25. Casting Defensively is 15 + 10. Damage Threshold DC is 10+Spell level + Damage.. DC of 10 + 5 + Damage makes 10 damage the threshold for needing to roll concentration. Psionics: tattoos have a visual display that cannot be suppressed when manifesting Incanter: Anemic, Draining Casting, Coy Caster, Focus Casting/Galvanized, Mental Focus, Witchmarked, Skilled Casting, Somatic Casting x2 Restrictions: Must have a hand free and not be wearing armor. DC 25 to cast after failing a save vs mind affecting, subject to a critical, or losing ability to concentrate; full round action to restore focus. DC 25 to cast without focus/weapon. DC 20 to cast when observed. Takes bleed damage from piercing / slashing, and additional bleed damage from bleed effects, equal to 1 + 1 per 10 points of damage. Every spell point spent causes 3 points of non-lethal damage that can only be healed by a nights rest. Skilled Casting using Craft Alchemy, DC 25. Nikolsi has glowing purple eyes from Witchmarked. Boons (9 points total): Easy Focus, Essence Pool, Draw Magic. Can concentrate as a move action, and gain +1 or 2 to Caster Level when 3 or 6+ creatures within 30' are affected by own sphere abilities. Gains a pool of 10 essence. Traits, Skills, and Languages:
All skills are class skills via Oath Bonus; 6+INT * 10 skills, plus background, +10 from Oath; total of 160 ranks + 10 each in C. Alchemy and Bluff Intimidating Pattern (Cryptic): +5 to Intimidate Vigilant Skeptic (Feat): +5 to perception / sense motive vs glamers Hidden Pattern (Cryptic): +6 competence to Stealth Control Sound (Cryptic Power): 3 PP, concentration for min/level; +4 circumstance to stealth while manifesting it Chameleon (Cryptic Power): 1 PP, +10 enhancement bonus to stealth for 100 minutes Conceal Thoughts (Cryptic Power): 1 PP or focus, +10 circumstance bonus to Bluff vs Sense Motive for 10 hours Mind Palace (Cryptic Power): 1 PP, immediate action +1d4 to an attack, save, skill check, caster level check, or ability check; +2 PP = +1d4 Skill Focus: Alchemy, Stealth; +6 bonus Head Piercings, Minor (Equipment): +5 competence to Intimidate Darkwalker Hood (Veil, Incanter): +7 insight to Perception and Sleight of Hand, Knowledge checks to identify a creature Roguish Domino (Veil, Incanter): +20 bonus to Disguise checks, only for concealing true identity; +4 insight to Disguise generally. May disguise self as a move action Skill Mastery (Cryptic): Take 10 on 3+INT skills: Intimidate, Craft: Alchemy, Perception, Sense Motive, Spellcraft, UMD, Stealth, Bluff, Sleight of Hand, K. Local Traits: /[b] [b] Desperate Focus (Magic): : +2 trait to concentration checks, Shadow Whispers (Religion, Norgorber): +1 K. Local and +2 Intimidate to Demoralize, Highland Clansman (Social): Can use Orange and Silver War Paint together, Fate's Favored (Faith):Increase luck bonuses on self by 1
Languages: Common*, Infernal*, Abyssal*, Aklo*, Celestial*, Dwarven*, Elven*, Giant*; Shadowtongue, Draconic, Auran, 17 more
Class Abilities:
Cryptic Insights (6): Enhance Tattoo (INT/day cause tattoo to function at full ML, augmented), Dislocating Pattern (-2 penalty to saves, attacks, skills, and damage rolls on damaging enemy with Disrupt Pattern), Rogue Talent: Prescient Dodger (Add INT to AC, +1/4 levels), Rogue Talent: Skill Mastery (Take 10 on 3+INT Skills), Rogue Talent: Now You See It (Swift action access to storage), Rogue Talent: Cloaked Killer (Learn and shape Robe of Forgotten Deity veil) Disrupt Pattern (Cryptic): 5d6 + INT damage, +5 vs humanoids Channeled Disruption (Cryptic): Disrupt Pattern applies on every melee hit Incanter: Bonus feat at 4th; Veilshaping specialization giving +1 CL to Veilshaping sphere and 1 essence at CL 3 and every 3 thereafter. Familiar as Wizard. [spoiler=Spheres] Combat: 23 (10 (Sentinel) + 4 (Martial Tradition) + Berserker, Guardian, Defend Other (Sentinel), +3 (Oaths), +1 (FCB) + 2 Feat : Alchemy (3): War Paint, Panacea, Focusing Formula, Salve; Mana Chemistry drawback. Berserking (1, Bonus sphere): Bone-Breaker. Brute (2): Brace Weapon, Focused Might. Fencing (4): Parry and Riposte, Parry Anything, Wide Open. Equipment (Bonus) (Spear Dancer, Polearm Mastery, Custom Discipline), Guardian (2+2 bonus, Bonus sphere): Swift Guardian, Defend Other (Bonus), Mass Challenge, Mageguard, Cold Iron Call. Magic Spheres 21 (Talents: 9 (Incanter) +5 bonus (Incanter) + 2 (Wizard) + 2 (Bonus Casting) + 2 Specializations +1 FCB ): Blood (1): (Self Control, Manipulate Alchemy; Self Controlled and Limited Acceleration drawbacks), Creation (1): (Practiced Creation, Object of Force; Limited Creation(alter) and Fission Drawbacks), Enhancement (1): (Deep Enhancement, Greater Enhance Equipment; Delinquent Enhancements and Obvious Enhancements Drawbacks), Fate (1) (Greater Serendipity; Sanctified Drawback) Light (3, Bonus): (Periscope, Black Light, Encompassing Light, Glory, Lingering Glow; Flexible Lens and Subtle Light Drawback), Protection (1): (Armored Magic, Shared Aegis, Mettle, Obstruction; Protected Soul, Limited Protection (Aegis), Alternate Aegis, and Second Skin drawbacks), Veilshaping (9, Bonus): (Shape Veil x3, Extra Essence, Capacity Increase x2, Bind Feet Chakra, Bind Wrist Chakra, Bind Head Chakra, Bind Headband Chakra, Sphereshaper Talent; and Limited Essence Drawback), Warp (1): (Extradimensional Storage x2, Bender and Limited Warp (Shadow) Drawbacks) Favored Class Bonuses:
FCB (Incanter): +1/6 of a new Talent x9, FCB (Cryptic): + 1/6 of a new insight x8 and +1 PP x 2, FCB (Sentinel): +1/6 a Guardian Sphere x 10 Aella, the Familiar:
Familiar: Cat Initiative: +2, Senses: LLV, Scent 30', Perception: +14 AC: 27, Touch AC: 14, Flat-Footed AC: 25 HP: 92 Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7 Attacks: 2 AoO per round, at +14 attack bonus Speak with Master, Empathic Link, Share Spells Archetypes: Protector Trades Improved Evasion, Alertness, Deliver Touch Spells, and Speak with Animals of its Kind, Spell Resistance Feats: Bodyguard, Combat Reflexes Abilities: Can share damage between self and master equally |