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Draidden

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Everything posted by Draidden

  1. 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?
  2. 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. 😉
  3. 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?
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. Is anyone here beside herastor and myself?
  11. Realized I did not have a credstick, so I went ahead and purchased one and updated the file.
  12. Good plan, but keep in mind, just because someone is evil does not mean they are one of the bad guys in this little adventure. Could just be a lawful evil citizen who was trapped here. Just saying, Detect Evil is not a fool proof plan for finding the bad guys. 😉
  13. Nezumi, Scout (2) || Psychic Warrior (2) AC: 16 (chain shirt + dex) | HP: 22/22 (1d8) | Speed: 40 ft. Touch AC: 12 | Flat Footed AC: 14 Senses: Low-light vision, Spot: +7, Listen: +7, Search: +5 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 16 (+3) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 14 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 (+0) | 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 08 (-1) Languages: Common, Nezumi “My words,” | ‘My thoughts,’ | My actions . . . Mark moves back to where he can see the lady. You waiting for someone. Note say "on our way". You no mention you waiting for friends. Who is on way? While she does seem to be cooperating and answering their questions he still has the feeling she is hiding something of importance. Maybe she is just buying time till her friends arrive? OOCMovement: 5' step Action: attack with reach of naginate Bonus Action: none Reaction: none In Right Hand: Naginata In Left Hand: Naginata
  14. 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 is elbow deep in the insides of Bruce, his Ares Roadmaster truck, doing routine maintenance. Working on vehicles or drones helps him think through things. Right now he is trying to figure out what his next job is going to be. He still has some money, but it is starting to get low and he would prefer to get more before he runs out. As luck would have it, his commlink chimes. He glances at it, but it is an unknown number. He smiles. The only time he gets calls from unknown numbers is when there is a job being offered. with a mental flick he activates the commlink and listens to the message. He wishes he could talk to the person sending the message so he knew whether to bring Bruce or Kate, his Kawasaki Manta Ray Speedboat. Being on the docks it could be either. Well, might as well bring both. He can drive Bruce there and then link to Kate and bring her in close and have her waiting just in case. I love being a Rigger! With that decided he finishes up his work on Bruce and then gets cleaned up and dressed for the occasion. He double checks the drones are ready and that all his weapons are loaded. Well he loads several clips with different kinds of ammo and then once they find out what the job is he will select the most useful ones and load them. Once all set he heads for the meeting. He arrives early so he can check the place out using Gail, his Fly-Spy mini drone to scout out the area is clear and this is not some sort of ambush. Then at the appointed time he will head to the meeting. He has Bonnie, Jane and Sara, his three attack drones, on standby if things go south.
  15. Bruce - Ares Roadmaster Kate - Kawasaki Manta Ray Speedboat Angel - Dustoff - Medic Drone Rosa - Flying Eye Mini-drone Bonnie - Optic-x2 Drone with Ares Alpha assault rifle with grenade launcher Gail - Fly-Spy Mini-drone Jane - MCT Roto-Drone with Ares Desert Strike sniper rifle Sara - MCT Roto-Drone with Ares Alpha assault rifle with grenade launcher
  16. Luke Books, aka LEGION 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->
  17. Okay, I sold the larger boat I had and got a smaller speed boat, can only seat 3 including the pilot and another drone for some extra firepower.
  18. 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 stops and does not check any other doors. He takes up a guard position in the hallway. Yeah sure. Everyone grab their stuff and head for the boat. We can come back after they are safe. 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
  19. If the ladder can be removed. Here's an idea, and I post this here because no one has any idea what spell Amelia is going to use on the trap door. So without here saying something we are all likely to get seriously hurt. Clear out the injured and table and chairs. Ladder too if it can be moved. Then Baldur moves below one window and Ruath the other. Each of them give a boost to Yaldiled and Saara aiding them in climbing the wall. Basically if they stand on our shoulders, one at each window, they should be able to reach the window. Once they are in position Amelia casts her spell hitting the trapdoor. At that signal the two of them go in through the window. The rest of us rush back in and either put the ladder back and go up, or we could place the table under the trapdoor and then put a chair on it so we can climb up through the door and help. Either way, working together it would only leave those two up stairs alone for 1 round. The shatter door should be enough of a distraction to give those two a surprise round to get in, even if they don't get an attack. ???????
  20. No problem. Legion is a skilled mechanic, so he and Blockade can bond over that. I am going to go look at trading in the boat and seeing what I can come up with to replace it. I do have one question. I am not finding very much on water based drones. Are there some in one of the books and if so which book?
  21. Nezumi, Scout (2) || Psychic Warrior (2) AC: 16 (chain shirt + dex) | HP: 22/22 (1d8) | Speed: 40 ft. Touch AC: 12 | Flat Footed AC: 14 Senses: Low-light vision, Spot: +7, Listen: +7, Search: +5 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 16 (+3) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 14 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 (+0) | 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 08 (-1) Languages: Common, Nezumi “My words,” | ‘My thoughts,’ | My actions . . . Mark moves closer to the candle and takes a glance at the note next to it. He does not try to grab it and keeps his distance from the snake. As long as it makes no threatening moves towards him he will leave it be as requested. He does not mess with her backpack either, currently seeing no need. Granted if she is here looting the abandoned village then the loot is probably in the backpack, but he has no problem with looting or as he prefers to call it, scavenging. He moves around the room checking for anything out of place as he knows she is hiding something, but he does not trash or toss the place. OOCMovement: 5' step Action: attack with reach of naginate Bonus Action: none Reaction: none In Right Hand: Naginata In Left Hand: Naginata
  22. Yes, definitely. As a player I have been hit way too many times by teammates spells because they did not warn us and/or did not care. It gets very annoying. So as we are supposed to be working together, my suggestion is to warn people and if they don't listen, don't cast the spell. Especially damaging spells. But that is just my 2 cents.
  23. Ignore this. I misread that as "is" a rigger so my bad.
  24. Okay, I fixed that little goof. Had to get rid of my duplicate drones and buy one of the cheaper Rigger Control Consoles, but hopefully this game will run long enough that he can gain some money and replace them. I also have him owning his own boat. As we are going to acquiring one to use as our base of operations, would it be more beneficial to the group for me to take the money I put into the boat and use it for a better console and maybe a couple more drones? And would that be allowed?
  25. So Blockade desires to be a Rigger? I say this because he has no rigger equipment. This is cool. Once they get to know each other Luke, aka Legion would be happy to teach him some basics and help him get setup with his first Rigger drone or vehicle. I was looking over my sheet and it is missing the Rigger Control Console, I know I bought one. Will have to look into that. Without that he can't control his drones or vehicles remotely.
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