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:
30
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
2025-05-24 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
2025-05-24 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
2025-05-24 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]