Sir Nemos Ladis Character Sheet
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 | ||
---|---|---|---|---|---|---|---|---|
2025-05-24 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 3x Needler Pistol/vr 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. 22x Sleep Grenade 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 Fully Charged Powered Armor 1x Fully Charged Antigravity Belt 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. 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 | |
---|---|---|---|---|---|---|---|---|
2025-05-24 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | -10 | Show | |||||
Loot-20 DT for catching up after Sparetimes Game 31.05 3x Needler Pistol/vr 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. 22x Sleep Grenade 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 Fully Charged Powered Armor 1x Fully Charged Antigravity Belt 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. 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 | |
---|---|---|---|---|---|---|---|---|
2025-05-24 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | 3406.25 | -10 | Show | ||||
Loot-20 DT for catching up after Sparetimes Game 31.05 3x Needler Pistol/vr 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. 22x Sleep Grenade 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 Fully Charged Powered Armor 1x Fully Charged Antigravity Belt 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. 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] |