Table of Contents
Scrap
Character name: Scrap (Synthetic Construct with Reliable Assistance Persona)
Player: Sylas (@omg.its.sylas)
Race: Autognome
Primary Class: Ranger/Swarmkeeper 7th level
Secondary Class: Rogue/Scout 3rd level
Inspiration: 0
HP 71 AC 22 Init +3
Str 8 Dex 18* Con 12* Int 14/19* Wis 15 Cha 10
*: Saving Throw Proficiency
Skill Proficiencies
- Acrobatics (Dex): +4 Dex +3 Prof +0 Expert +0 Training
- Animal Handling (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Arcana (Int): +2 Int +3 Prof +0 Expert +0 Training
- Athletics (Str): -1 Str +0 Prof +0 Expert +0 Training
- Deception (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- History (Int): +2 Int +3 Prof +0 Expert +0 Training
- Insight (Wis): +2 Wis +3 Prof +0 Expert +0 Training
- Intimidation (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Investigation (Int): +2 Int +3 Prof +3 Expert +0 Training
- Medicine (Wis): +2 Wis +3 Prof +0 Expert +0 Training
- Nature (Int): +2 Int +0 Prof +0 Expert +0 Training
- Perception (Wis): +2 Wis +3 Prof +0 Expert +0 Training
- Performance (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Persuasion (Cha): +0 Cha +3 Prof +0 Expert +0 Training
- Religion (Int): +2 Int +0 Prof +0 Expert +0 Training
- Sleight of Hand (Dex): +4 Dex +3 Prof +0 Expert +0 Training
- Stealth (Dex): +4 Dex +3 Prof +3 Expert +0 Training
- Survival (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Technology (Int): +2 Int +2 Prof +0 Expert +0 Training
Weapon and Armor Proficiencies
- Light armor, Medium armor, Shields
- Simple Weapons, Martial Weapons
Tool Proficiencies
- Smith's tools
- Tinker tools
- Thieves' tools
Languages
- Common
- Elvish
- Gnomish
- Undercommon
- Dwarvish
- Goblin
- Thieves' Cant
Spell Slots
4 1st-level ranger 2 2nd-level ranger
Prepared Spells
???
Feats
- Ultimate Improviser: You find new ways to do anything. When you craft an item, you gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You can improvise a replacement for any material that costs a number of gold pieces less than or equal to your character level. This ability doesn't create matter out of nothing, it simply assumes you can create the item with materials at hand or adapt simple components to your needs. If no materials at all are available, the item can't be created. A consumable item created with an improvised ingredient lasts only 24 hours before breaking.
- You can apply half your proficiency bonus (rounded up) to any check you make with tools.
Autognome Racial Characteristics
- When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1: Increase three different scores by 1. (Dexterity Score, Constitution Score, Wisdom Score)
- Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. (Gnomish)
- Creature Type: You are a Construct.
- Size: You are Small.
- Speed: Your walking speed is 30 ft.
- Armored Casing: While you aren’t wearing armor, your base AC is 16.
- Built for Success: You can add a d4 to one attack, ability check, or saving throw you make, and can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this 2 times per long rest.
- Healing Machine: If mending is cast on you, you can spend and roll a Hit Die and regain HP equal to the roll plus 1 (minimum of 1 HP). You also benefit from being healed by spells that don’t normally affect Constructs: cure wounds, healing word, mass cure wounds, and spare the dying.
- Mechanical Nature: You have resistance to poison damage and immunity to disease, and have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
- Sentry’s Rest: When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
- Specialized Design: You gain two tool proficiencies of your choice, selected from the Player’s Handbook. (Tinker's Tools, Smith's Tools)
Character Background: City Watch/Investigator
Feature: Watcher's Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
Ranger Class Features
Class Features As a ranger, you gain the following class features.
Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor (a) two shortswords or (b) two simple melee weapons (a) a dungeoneer's pack or (b) an explorer's pack A longbow and a quiver of 20 arrows Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Favored Foe (Optional) This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
Deft Explorer (Optional) This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Martial Versatility (Optional) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Gathered Swarm At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Swarm Appearance: Nanites!
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Swarmkeeper spells Ranger Level Spell 3rd Faerie Fire, Mage Hand 5th Web 9th Gaseous Form 13th Arcane Eye 17th Insect Plague
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rogue Class Features
Class Features As a rogue, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per rogue level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves' tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Expertise
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
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.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim (Optional)
At 3rd level, 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.
Roguish Archetype: Scout
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
College Stats
Dorm: Donal Hall
- Low-Quality: Students living here are granted a Poor Lifestyle throughout their stay.
- Noisy: Students living here often have to deal with noisy conditions, making studying more difficult.
- Cramped: The dorms are small and cramped, causing frequent negative dorm events.
Full Scholarship for next semester!
Gained Abilities
- Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
- Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
- Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
- Remedial Technology: Provides Proficiency in Technology.
- Basic Medicine: Provides Proficiency in Medicine.
Current Classes
- Party Dynamics II: Enhances teamwork and provides education on various creatures. (Int check to identify a creature or roughly estimate its identity.)
- Modern Forensics: Provides Proficiency in Forensic Kit.
- Gunsmithing Basics: Provides Proficiency in Gunsmith's Kit.
- Mechanics for Mechanics: Provides Proficiency in Mechanic's Tools.
- Art of Artifice: Gain the Artificer Initiate Feat.
Extracurriculars
- Job: Scrap's Yard
- Arcano-Gadgeteers' Club (Arcana, Technology)
Friendships, Beloveds, and Rivalries
- Tamara: +3 (Friend Bond: Tamara's commanding presence rubs off on you - when you're trying to avoid campus security, fellow students always help you lie low.)
- Urzmaktok: +1
Exam Results
- Symbols: Investigation +d4, Persuasion +d4
- Augury: History +d4, Insight +d4, Insight +d4
Possessions
Money
- Bank of Alshira: $45418.70
Standard Items
- Light crossbow with lethal and nonlethal bolts
- Smith's tools
- Tinker's tools
- Torch
- Pouch with thieves' tools
- Pouch with ball bearings (1000)
- Pouch of caltrops (20)
- Buckler (+1 AC)
- Notebook
- Box of pencils (20)
- Small screwdriver
- Small penknife
- Mastiff (mechanical) [Gearbox; guarding Scrap's Yard]
- Crowbar
- Mining pick
- Hammer
- Chisel
- Sledgehammer
- Spade
- Metal baton (lightweight; Finesse)
- Mana-powered drill
- Compass
- Laptop
- Datatab
- Interface cable
- Two-way radio
- Cauterizing torch
- Rubberizing goop in vial
- Rubberized goop
Special Items
Student Tablet: These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Student ID (Donal Hall - Freshthing; Security)
Dorm Key
Repair Fluid (allows you to use a Hit Die to restore hit points once upon administering to damage; works only on constructs)
Academy Pennant
Library Card
Cuddly Academy Mascot (Inkling)
Cheap soulphone
Drone
Clockwork Amulet
High quality silver dagger
Gloves of Thievery
Ring of protection +1
Pearl (100 gp)
Belford Medal of Heroism (+1 to Charisma checks against Belfordians)
Baton, stun: 1d4 lightning, 1 lb., Finesse, light, special. A stun baton has 5 charges. When you hit a creature with a stun baton, you can expend one charge. The target must make a Constitution saving throw (DC 10) or be paralyzed until the start of your next turn. The stun baton must be recharged using one battery after expending the last charge. Quirk: The lightning damage only happens when you expend a charge, otherwise it's 1d4 bludgeoning.
Air repeaters, 2
Air repeater extended magazines, 4
500 air repeater pellets
Weapon parts:
- Rifle chamber, 7.62mm
- Rifle chamber, 5.56mm
- Rifle barrel, long x 2
- Rifle receiver, heavy x 2
- Rifle grip, standard x 2
- Rifle stock, standard x 2
- Rifle magazine, medium x 2
- Rifle sights, standard x 2
- Cheap pistol part sets x 5
- Sniper rifle parts
- A&C Efficiency pistol parts
Cheap pistol (2d6, 60/180 range, no frills) in concealed holster
Phantom pistol (2d10, 60/180, 6 shots) in concealed holster
Light pistol +1 with laser sight and tac light in concealed holster
Grendel SRT (2d10 damage, Ammunition (range 200/600), reload 9, two-handed, 7 lb, includes a 4x scope (double range factors; -1 to hit without scope) with bipod
Dagger +1 (magebane: +2d6 vs magicusers)
Broken security system / camera monitor system
Grendel PD Licensed Investigator badge
Basic soulphone
- Soulphone - Adventurer (250gp)
- Phone of Holding upgrade (200gp) + 1000 lb capacity
- Datatab (10gp)
- Armored case (500 gold)
- Interface Cable (10 gp)
- Telepathy Functions (500 gp)
- Emergency Exit (500 gp)
- Encryption Chip (250 gp)
Smart Tablet (250 gp)
Infrared Goggles (1000 gp)
Ammunition, 2 reloads per weapon of lethal and nonlethal (20 bolts for crossbow)
Stone of Good Luck
Coat of the Manta Ray (60 foot swim speed; AC 16 + Dex)
'Needlework Kit' (disguised lockpick set)
2 grooming kits (1gp), harness (3gp), weapon black (10) (10gp), grappling gun (30gp), cauterizing torch (10gp), 4x heated cloaks (640gp), mechanical torch (10gp), ascender (4gp), glassbreaker's kit (15gp), grappling hook (2gp), perfume vial (5gp))
Shortsword, Heart of the Lion: (Int 11, Wis 10, Cha 13, CG) The Heart of the Lion is a sentient magic item that carries the emotions of the spirit inside it, a brave thief known as the Lion. The Lion has hearing and normal vision out to 30 feet, and believes its destiny is to cause the downfall of the Inner Council of the Slave Lords. It grants invisibility to its wearer when the user is not prepared to fight, and the blade is itself invisible when drawn to attack. It is a +2 shortsword and inflicts an extra d6 of damage when used against an enemy under the conditions normally required for a sneak attack.
Matched silver and black opal bracelets worth 200 gp enchanted with Deathwatch: You can sense the condition of other wearers of the bracelet, including whether they are dead, undead, or alive. If the creatures are alive, you know each creature’s condition, including whether they are uninjured (maximum current hit points), injured (fewer than maximum current hit points), approaching death (1 hit point), or dying. This spell sees through magic such as feign death or illusions intended to hide the living or the dead.
- Potion of fire resistance
- Repair Fluid x5
- Healing potions x5
Angry Hornet Bolt: This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed. The firer becomes attractive to bees for one minute after firing.
Lesser Bag of Holding: This small handbag is only six inches deep and one foot in diameter in appearance, yet can hold up to 16 cubic feet of material and can hold up to 100 pounds. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
Pouches of Holding x 2: This small pouch looks like it can hold 1/5 cubic foot, but in actuality can store 2 cubic feet of gear and up to 20 pounds. The pouch weighs 1 pound, regardless of contents. Retrieving an item from the pouch requires an action.
Holster of Holding: This holster allows you to store a long-arm concealed within an ordinary pistol holster.
Twin's Amulets: Made from 50 gp aquamarines and silver.
Visor of Targeting: Combines the effects of Headband of Intellect and Eyes of the Eagle.
Soulphone Apps
- Herbdex
- Survivall
- NoiseTracker
- BoA Online
- BoA Professional
- MapTools Basic
- MapTools Plus
- NCrypt
- Drone Control Software
- NexTech Overview
- Gazette (50 gp / year subscription)
Mysterious Clues
- Sample: Oily Substance (Library Chest)
- Sample: Oily Substance (Jumping Frogs - Firejolt Cafe)
- Sample: Oily Substance (Cauldron - Bow's End Tavern)
- Corrupt Datatab (on guidebot, attempted kidnap of Daniel)
- Sample: Chitin (on ground, Wiltroot Hall, near prankster scribbles)
- Sample: Chitin (on Slaad, Aerojaunt Field)
- Sample: Chitin (on Astrolabe Mimic, Scriptoria Collection)
Powers and Abilities
Natural Magic
Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from Magic Initiate.
- Mending
- Prestidigitation
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Find Familiar
Common Attacks
Crossbow, light - Ranged Weapon - +5 to hit, 1d8+3 damage, Simple, Ammunition, Loading, Two-Handed, Range (80/320)
Dagger +1, magebane - Melee Weapon - +6 to hit, 1d4+4 damage, Simple, Finesse, Light, Thrown, Range (20/60), +2d6 damage vs mages
Phantom: 2d10 piercing damage, range 60/180, req simple ranged proficiency, six shots, suppressed.
Nano-Upgrades
Nano-Support Structure: 6000 gp cost. Allows use of nanites as a 'free hand' capable of performing an attack with a bonus action (or action, if the hands are occupied or non-usable) or carrying up to 50 pounds.
NexusList Posts
- Wanted: Hunting Rifle at a good price.
- Wanted: Worn parts to be refinished.
- Help wanted: looking for an experienced metalworker and gunsmith! Great benefits, great coworkers, and great pay!
Presents for Theo and Reena
Riot shield with wind crystal (on successful shield bash, knockback 10 feet unless Str DC 12, once per day or until M power crystal installed)
Spear haft with wind crystal (on successful strike with blunt end, knockback 10 feet unless Str DC 12, once per day or until M power crystal installed)