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Draidden

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  1. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> Seeing the message come in and inviting them to a meal he sighs. So much for his wanting to keep the helmet on until he knows them better. As the big troll takes off his helmet, Luke does the same and tucks it under his arm as he follows the big guy to the diner. Once they are all seated at the table he glances around at everyone, raising his eyebrows at the fox/dog. So, either of you two have a name, or do I just make something up? When the waiter or waitress comes he will order up a nice big steak meal.
  2. Sun Elf, Wizard Forget that barrel and help us kill these things before the others break out of the web spell. A quick chant (shield) to give himself some added protection and then he draws his rapier as he moves up next to the dwarf to try to help him. The spiritual hammer takes a swing at one of the remaining skeletons, shattering the bones as it hits. OOC Mage Armor: AC 17, duration: 5 hours Shield: +4 shield bonus to AC, duration: 5 minutes Curretn AC is 21. Spiritual weapon activated in round 1: Duration 4 rnds. Att: +4, Damage: 3d6 Hooded lantern with Continual Flame is hanging from his belt. Kodo has scent so can detect them if they get within 30', but can only pin point them if they are within 5'. Unless he spends a move action concentrating and trying to locate the smell. Not sure if that is a skill or just a flat Stat check. I am guessing it would be Wisdom.
  3. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> That is one BIG trog! Well, it's time. Come on back Gail. He reaches up and opens a small door in the roof. It is not even big enough for one to put their head out of. A few seconds later a small dragon fly looking drone flies in and moves over to a shelf on the side of the vehicle. Luke closes the door and secures it. He then drives the truck over to the meeting. He places his helmet on his head and then gets out. He will keep his appearance hidden until he learns whether he can trust these guys and Mr. Johnson. Besides he feels safer in full armor. His outfit is a black leather outfit much like the large bikers and he has a black full helmet with blackened visor. Each hand sticking out of the sleeves is obviously cybernetic. Evening folks. I am Legion.
  4. Whisper Gnome, Rogue 2 AC: 18, HP: 12/12, Initiative7: +4, Perception: +8, Search: +8Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching. Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1) Shade steps forward to get everyone's attention. Possibly startling the two new comers who might not have seen him as he was staying back behind the others. He nods to Doallyn and Racanna. Excuse me, but I have noted two things of importance that I wish to bring to everyone's attention. First off is the plate of bread and salt on the table with the rest of the food. For those not familiar with it that is a offer of Sacred Hospitality. If you partake of it then enter into an agreement with the host. You promise to be on your best behavior and not cause your host problems and the hos agrees to offer you their fullest hospitality and protection while you are under their roof. So keep that in mind if you partake as well as that not partaking can been seen as a threat or insult and the host has no obligations to protect you or show any other hospitality to you. The other is that I have noted several nature talismans around the place that point towards a person who reveres nature and not some bloodthristy hunter. Figured it was worth noting that our host appears to be peaceful sort of person and that any other actions from them can be considered out of character. Perhaps caused by grief. Perhaps by outside influence. He glances again at Doallyn and Racanna as if suddenly remembering something. Oh, people call me Shade. Nice to meet you. OOCTake 10 on all search checks for a total of 17 for both Perception and Search. Will buy Everbunring Torch for 110 gp and 2 alchemist fires for 20 gp each.
  5. Just to get some practice I added a couple of rolls to my last post. So to determine the maximum hits I can have for resisting a spell I use the Astral Limit, right? And is there any way to tell the dice roller that I can only have so many hits? Or do we just have to figure that out after the roll?
  6. I am not sure of exactly how hard this drone would be to spot. I will have to look it up. What I do know is that it is a minidrone about the size of a bug, like a dragonfly and it is made to look like a bug. Currently Luke is jacked in to it and so almost all of its checks are made using his stats. If he was to make a resist check vs the illusion, would it be Illusion - Mana or Illusion - Physical. He has a pool of 7 and 8 respectively. So the good news is he can't buy a success, he would have to roll. 😉
  7. Ah, so if I understand it right then if I tried to resist the magic, it would be my hits vs her 3 hits and I would have to get at least 4 to see through the illusion? Or do I just need to tie it?
  8. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> Luke watches the two new arrivals. That is either one of the best trained dogs he has ever encountered or there is something more to that mutt. Most dogs he has encountered were not able to ride on motorcycles. And then the dog sort of drops and appears to go to sleep. Some guard dog that is! He holds his spot in his truck and waits to see if anyone else shows up. Once it gets within 10 minutes of the meet time he will bring the drone back to the truck and then walk over to join the others.
  9. I am trying to figure out what this means. Granted I have not read over the magic rules. Just finished the Matrix rules and am in the middle of the Rigger rules. I have read them before but it has been a long time and I wanted to reread and see what major screw ups I made. 😉 Not sure what casting at force 3. I think that buying 3 hits was referencing how you can buy hits at the cost of 1 hit per 4 dice in the pool. So that would give you 3 successes, right? Not sure what the 3 hits to reduce the drain to 0 means. It sounds like you burned 3 of your hits to reduce the drain. But that would mean you dropped your hit total to 0 which would mean the spell failed. What am I missing? Also does everyone who sees the illusion get to try to resist it? Or is it only if they have some reason to doubt what they are seeing? Just to be clear, I am not trying to mess up your actions. I am trying to understand them.
  10. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Ah. That explains it. There is a concealed door right here. Let's get these people to the boat and then we can come back and check it out. He heads back over to the rest of the group and helps usher the survivors out to the boat. He fills the others in about the door once back with the others. OOC ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  11. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Strunthal is just about to go check out the stairs when Amyly asks him to. Sure. He heads over and starts inspecting the area in front of the stairs and then the bottom of the stairs themselves. OOC ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  12. Whisper Gnome, Rogue 2 AC: 18, HP: 12/12, Initiative7: +4, Perception: +8, Search: +8Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching. Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1) Shade stands quietly by as the two new comers walk in and introduce themselves. He is busy studying everything and everyone and lets the others do the talking. OOCTake 10 on all search checks for a total of 17 for both Perception and Search. Will buy Everbunring Torch for 110 gp and 2 alchemist fires for 20 gp each.
  13. Garrick Darean AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15 Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1) Attacks: +1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+2) Rapier: Att: +6, Dmg: 1d8+4 (piercing) Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320 Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60 Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1 Death Saves: 0 success's/0 failures Racial Features Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses: You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation. Extra Language: You can speak, read, and write one extra language of your choosing. Rogue Features Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (+2d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Archetype - Arcane Trickster Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st Cantrips Known: Mage Hand, Mending, Mold Earth 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep Mage Hand Legerdemain: when you cast , you can make the spectral hand , and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. From the surface and been down here for a month. Wow. So where are you guys from on the surface? Garrick tries to appear calm on the surface, but he has his doubts about these two and wants to figure out if they truly know about the surface or are lying about been from the surface. OOCNot sure if that hits so did not go into more detail.
  14. Is anyone here beside herastor and myself?
  15. Realized I did not have a credstick, so I went ahead and purchased one and updated the file.
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