Sir Nemos Ladis Character Sheet

Season:
Forgotten Realms
Race:
Earth-Genasi
Class:
Paladin
Background:
Farmer
Lifestyle:
Modest
Current Level:
20
Total GP:
112153.87
Total Downtime:
40
Tag:
Faction:
None
Faction Rank:
Heroic (rank 4)
Magic Item Count:
9
Magic Item Limit:
10
Halberd +1,
Cast Off Armor Half Plate,
Belt of Hill Giant Strength,
Goggles of Night,
Stone of Good Luck,
Ring of Protection,
Ring of Spell Storing,
Dwarven Plate,
Belt of Storm Giants Strength,
Dawnreaver (Greatsword Moonblade),
Tome of Leadership and Influence,
Manual of Bodily Health,
Dragon Scale Mail (Fire)

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▼ Magic Items
2025-02-22 12:00 DDHC-TYP-4 2 17626 0 Stone of Good Luck, Ring of Protection, Ring of Spell Storing, Chain Mail +1, Goggles of Night, Armor of Vulnerability Show

Loot:

+17646 GP
1x Potion of Greater Healing (4d4+4)

Flesh Golem (9)

Potion of Flying

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Mind Reading

Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scroll:

Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud

Chain Mail +1

Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Goggles of Night

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck

Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Ring of Protection

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)

Armor of Vulnerability

Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.
Chosen:
- Necklace of Fireballs: 6
- Beads of Force: 5
- Quaal's Feather Token (Bird)
- Potion of Invunerability
- Potion of Healing (Superior)

Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.
Chosen:
- Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing)

Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Bought Halberd -20 GP
-10 DTD Catch Up

2025-05-26 18:47 Trade Log -5 > Manual of Bodily Health Show Trade Log

Traded Candle of Invocation for Manual of Bodily Health
Traded with https://www.adventurersleaguelog.com/users/42333/characters/108505

2025-05-26 18:53 Trade Log -5 Show Trade Log

Traded Stone of Good Luck for Longsword +1
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223?q=%7B"s"%3D

2025-06-11 18:55 Trade Log -5 Show Trade Log

Traded Necklace of Prayer Beads for Belt of Dwarvenkind
with: https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-06-12 23:02 Trade Log -5 Show Trade Log

Traded Belt of Dwarvenkind for Flame Tongue Longsword
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-14 17:57 Trade Log -5 Show Trade Log

Traded Manual of Bodily Health for Candle of Invocation (Mount Celestia)
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-19 16:43 Trade Log -5 Show Trade Log

Traded Energy Bow for Manual of Bodily Health
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-09 00:27 Trade Log -5 Belt of Fire Giant Strength > Dragon Scale Mail (Fire) Show Trade Log

Traded Belt of Fire Giants Strenght for Dragon Scale Mail (Fire)
with: https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-03-03 02:05 Trade Log -5 > Dwarven Plate Show Trade Log

Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175]
Wraps of Unarmed Power +3 > Dwarven Plate

2025-03-24 18:34 Trade Log -5 Sun Blade > Show Trade Log

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

2025-06-09 00:33 Trade Log -5 Show Trade Log

Traded Ring of Protection for Ring of Animal Influence
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-05-24 20:33 Trade Log -5 Armor of Vulnerability > Belt of Storm Giants Strength Show Trade Log

Traded Armor of Vulenrability for Storm Giants Belt
with https://www.adventurersleaguelog.com/users/42333/characters/103353

2025-05-24 20:43 Trade Log -5 > Tome of Leadership and Influence Show Trade Log

Traded Elven Thrower for Tome of Leadership and Influence
with https://www.adventurersleaguelog.com/users/42333/characters/109068

2025-06-11 01:44 Trade Log -5 Vicious Halberd > Show Trade Log

Traded Vicious Halberd for Staff of the Woodlands
with https://www.adventurersleaguelog.com/users/44257/characters/107390

2025-06-11 02:09 Trade Log -5 Show Trade Log

Traded Staff of the Woodlands for Necklace of Prayer Beads
with: https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-05-24 20:35 Trade Log -5 > Dawnreaver (Greatsword Moonblade) Show Trade Log

Traded Armor +3 for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

2025-02-24 22:30 Level Up 1 -10 Show

Used Downtime Days to Catch up to Level 11

2025-08-02 14:31 Trade Log -10 Show Trade Log

Traded Mace of Terror for Ring of Necrotic Resistance
Traded Ring of Protection for Ring of Lightning Resistance
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-05-24 19:00 DDHC-QftIS Expedition into the Barrier Peaks 4 3406.25 -10 Show

Loot

-20 DT for catching up after Sparetimes Game 31.05
Items

3x Needler Pistol/vr
1x Needler Pistol/vr (10/10 Shots)
5x Laser Pistol/vr
3x Laser Pistol/vr (15/50 Shots)
3x Laser Rifle/vr
1x Laser Rifle/vr (30/30 Shots)
1x Antimatter Rifle/vr
2x Paralysis Pistol
1x Paralysis Pistol (3 Charges)
1x Robot Controller
This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:

Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
2x Paralysis Pistol/vr

22x Sleep Grenade
This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
24x Concussion Grenade
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.
8x Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
1x Powered Armor

1x Fully Charged Powered Armor

1x Fully Charged Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges.

When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.

Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
1x Antigravity Belt (Disco Flavor)

147x Energy Cells

Consumables

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Inhalator [Keoghtom's Ointment]

Date Played Adventure Title Tier Session ACP TCP Downtime ▼ Renown
2025-02-22 12:00 DDHC-TYP-4 0 Show

Loot:

+17646 GP
1x Potion of Greater Healing (4d4+4)

Flesh Golem (9)

Potion of Flying

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Mind Reading

Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scroll:

Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud

Chain Mail +1

Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Goggles of Night

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck

Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Ring of Protection

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)

Armor of Vulnerability

Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.
Chosen:
- Necklace of Fireballs: 6
- Beads of Force: 5
- Quaal's Feather Token (Bird)
- Potion of Invunerability
- Potion of Healing (Superior)

Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.
Chosen:
- Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing)

Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Bought Halberd -20 GP
-10 DTD Catch Up

2025-05-26 18:47 Trade Log -5 Show Trade Log

Traded Candle of Invocation for Manual of Bodily Health
Traded with https://www.adventurersleaguelog.com/users/42333/characters/108505

2025-05-26 18:53 Trade Log -5 Show Trade Log

Traded Stone of Good Luck for Longsword +1
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223?q=%7B"s"%3D

2025-06-11 18:55 Trade Log -5 Show Trade Log

Traded Necklace of Prayer Beads for Belt of Dwarvenkind
with: https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-06-12 23:02 Trade Log -5 Show Trade Log

Traded Belt of Dwarvenkind for Flame Tongue Longsword
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-14 17:57 Trade Log -5 Show Trade Log

Traded Manual of Bodily Health for Candle of Invocation (Mount Celestia)
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-19 16:43 Trade Log -5 Show Trade Log

Traded Energy Bow for Manual of Bodily Health
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-09 00:27 Trade Log -5 Show Trade Log

Traded Belt of Fire Giants Strenght for Dragon Scale Mail (Fire)
with: https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-03-03 02:05 Trade Log -5 Show Trade Log

Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175]
Wraps of Unarmed Power +3 > Dwarven Plate

2025-03-24 18:34 Trade Log -5 Show Trade Log

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

2025-06-09 00:33 Trade Log -5 Show Trade Log

Traded Ring of Protection for Ring of Animal Influence
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-05-24 20:33 Trade Log -5 Show Trade Log

Traded Armor of Vulenrability for Storm Giants Belt
with https://www.adventurersleaguelog.com/users/42333/characters/103353

2025-05-24 20:43 Trade Log -5 Show Trade Log

Traded Elven Thrower for Tome of Leadership and Influence
with https://www.adventurersleaguelog.com/users/42333/characters/109068

2025-06-11 01:44 Trade Log -5 Show Trade Log

Traded Vicious Halberd for Staff of the Woodlands
with https://www.adventurersleaguelog.com/users/44257/characters/107390

2025-06-11 02:09 Trade Log -5 Show Trade Log

Traded Staff of the Woodlands for Necklace of Prayer Beads
with: https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-05-24 20:35 Trade Log -5 Show Trade Log

Traded Armor +3 for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

2025-02-24 22:30 Level Up -10 Show

Used Downtime Days to Catch up to Level 11

2025-08-02 14:31 Trade Log -10 Show Trade Log

Traded Mace of Terror for Ring of Necrotic Resistance
Traded Ring of Protection for Ring of Lightning Resistance
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-05-24 19:00 DDHC-QftIS Expedition into the Barrier Peaks -10 Show

Loot

-20 DT for catching up after Sparetimes Game 31.05
Items

3x Needler Pistol/vr
1x Needler Pistol/vr (10/10 Shots)
5x Laser Pistol/vr
3x Laser Pistol/vr (15/50 Shots)
3x Laser Rifle/vr
1x Laser Rifle/vr (30/30 Shots)
1x Antimatter Rifle/vr
2x Paralysis Pistol
1x Paralysis Pistol (3 Charges)
1x Robot Controller
This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:

Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
2x Paralysis Pistol/vr

22x Sleep Grenade
This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
24x Concussion Grenade
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.
8x Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
1x Powered Armor

1x Fully Charged Powered Armor

1x Fully Charged Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges.

When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.

Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
1x Antigravity Belt (Disco Flavor)

147x Energy Cells

Consumables

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Inhalator [Keoghtom's Ointment]

Date Played Adventure Title Session XP GP Downtime ▼ Renown Magic Items
2025-02-22 12:00 DDHC-TYP-4 17626 0 Stone of Good Luck, Ring of Protection, Ring of Spell Storing, Chain Mail +1, Goggles of Night, Armor of Vulnerability Show

Loot:

+17646 GP
1x Potion of Greater Healing (4d4+4)

Flesh Golem (9)

Potion of Flying

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Mind Reading

Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scroll:

Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud

Chain Mail +1

Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Goggles of Night

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck

Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Ring of Protection

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)

Armor of Vulnerability

Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.
Chosen:
- Necklace of Fireballs: 6
- Beads of Force: 5
- Quaal's Feather Token (Bird)
- Potion of Invunerability
- Potion of Healing (Superior)

Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.
Chosen:
- Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing)

Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Bought Halberd -20 GP
-10 DTD Catch Up

2025-05-26 18:47 Trade Log -5 > Manual of Bodily Health Show Trade Log

Traded Candle of Invocation for Manual of Bodily Health
Traded with https://www.adventurersleaguelog.com/users/42333/characters/108505

2025-05-26 18:53 Trade Log -5 Show Trade Log

Traded Stone of Good Luck for Longsword +1
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223?q=%7B"s"%3D

2025-06-11 18:55 Trade Log -5 Show Trade Log

Traded Necklace of Prayer Beads for Belt of Dwarvenkind
with: https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-06-12 23:02 Trade Log -5 Show Trade Log

Traded Belt of Dwarvenkind for Flame Tongue Longsword
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-14 17:57 Trade Log -5 Show Trade Log

Traded Manual of Bodily Health for Candle of Invocation (Mount Celestia)
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-19 16:43 Trade Log -5 Show Trade Log

Traded Energy Bow for Manual of Bodily Health
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-06-09 00:27 Trade Log -5 Belt of Fire Giant Strength > Dragon Scale Mail (Fire) Show Trade Log

Traded Belt of Fire Giants Strenght for Dragon Scale Mail (Fire)
with: https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-03-03 02:05 Trade Log -5 > Dwarven Plate Show Trade Log

Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175]
Wraps of Unarmed Power +3 > Dwarven Plate

2025-03-24 18:34 Trade Log -5 Sun Blade > Show Trade Log

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

2025-06-09 00:33 Trade Log -5 Show Trade Log

Traded Ring of Protection for Ring of Animal Influence
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-05-24 20:33 Trade Log -5 Armor of Vulnerability > Belt of Storm Giants Strength Show Trade Log

Traded Armor of Vulenrability for Storm Giants Belt
with https://www.adventurersleaguelog.com/users/42333/characters/103353

2025-05-24 20:43 Trade Log -5 > Tome of Leadership and Influence Show Trade Log

Traded Elven Thrower for Tome of Leadership and Influence
with https://www.adventurersleaguelog.com/users/42333/characters/109068

2025-06-11 01:44 Trade Log -5 Vicious Halberd > Show Trade Log

Traded Vicious Halberd for Staff of the Woodlands
with https://www.adventurersleaguelog.com/users/44257/characters/107390

2025-06-11 02:09 Trade Log -5 Show Trade Log

Traded Staff of the Woodlands for Necklace of Prayer Beads
with: https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-05-24 20:35 Trade Log -5 > Dawnreaver (Greatsword Moonblade) Show Trade Log

Traded Armor +3 for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

2025-02-24 22:30 Level Up -10 Show

Used Downtime Days to Catch up to Level 11

2025-08-02 14:31 Trade Log -10 Show Trade Log

Traded Mace of Terror for Ring of Necrotic Resistance
Traded Ring of Protection for Ring of Lightning Resistance
with https://www.adventurersleaguelog.com/users/75992/characters/165611

2025-05-24 19:00 DDHC-QftIS Expedition into the Barrier Peaks 3406.25 -10 Show

Loot

-20 DT for catching up after Sparetimes Game 31.05
Items

3x Needler Pistol/vr
1x Needler Pistol/vr (10/10 Shots)
5x Laser Pistol/vr
3x Laser Pistol/vr (15/50 Shots)
3x Laser Rifle/vr
1x Laser Rifle/vr (30/30 Shots)
1x Antimatter Rifle/vr
2x Paralysis Pistol
1x Paralysis Pistol (3 Charges)
1x Robot Controller
This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:

Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
2x Paralysis Pistol/vr

22x Sleep Grenade
This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
24x Concussion Grenade
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.
8x Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
1x Powered Armor

1x Fully Charged Powered Armor

1x Fully Charged Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges.

When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.

Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
1x Antigravity Belt (Disco Flavor)

147x Energy Cells

Consumables

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Inhalator [Keoghtom's Ointment]