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    Those who are not...

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    navyik

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    Those who are not...

    Post  navyik on Tue Nov 07, 2017 7:58 pm

    Mime
    City Inspector
    Ra 2/Fighter 6 (eldritch knight)/Ro 1
    Near human alien [half elf traits (maybe half drow, half kenku) with partial Kenku hybrid personality traits].
    Urchin


    Str.  10
    Dex  16
    Con 14
    Int.   12
    Wis  14
    Cha.  10

    Initiative +3 (Advantage, group is never surprised)

    Proficiency bonus +4
    Saving Throws: Strength and Dexterity
    Advantage vs. charm
    Resist electricity

    Hp 106
    AC 17. Studded leather riding suit
    (attackers disadvantaged by cloak of displacement, attuned)

    2 silenced pistols* +10/+9 (1d6+4)(1d6+3)
    2 laser pistols +9 (1d6+3)
    2 daggers (1d6+3)(1d6+3)
    1 collapsible sniper rifle +9 (1d10+3)

    Sneak attack 1d6

    *1 is a Pistol of warning bonded (attuned)
    *1 is a +1 pistol bonded (no attunement necessary)
    (Can't be disarmed, teleports to his hand as bonus action)

    FLUBBER RING (attunement) with blue bolt bands - Resistance to Elecricity
    Per day (long rest) the user can activate the Flubber Ring to 'cast' JUMP or FEATHER FALL for a total of 10 turns, these turns do not have to be consecutive.  The Flubber either spreads between the user's arms and legs to form a kind of kite-like flying suit (feather fall) or concentrates in the user's boots to allow for increased bounciness (jump)

    Athletics 4 Ro
    Investigation 5/8Ra
    stealth 7 Urchin
    Sleight of hand 7 urchin
    acrobatics 7 tw
    insight 6/9 tw
    Perception 10/13 ra (exp)
    Survival. 6/9 ra advantage vs. organized crime
    Thieves tools 11 urchin (exp)
    Bikes and swoops. 7


    Languages:
    Common
    Auran
    Sign language
    Thieves Cant

    Spell slots
    1:4
    2:2
    Known:
    Cantrips: message, mage hand
    1st wiz: shield, magic missile, expeditious retreat, alarm
    1st Ra: hunters mark, hail of thorns (bullets)

    Message
    Transmutation cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S, M (a short piece of copper wire seen into glove, using fingers to close circuit while covering mouth)
    Duration: 1 round
    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

    Dungeoneers pack
    Thieves tools, analogue and digital
    City map
    Motorcycle
    Portable electronic device
    Shades

    Potions:
    2-cure wounds 2d4+2
    1 climbing

    Scrolls:
    Detect Magic
    Fog Cloud
    Jump
    Speak with Animals

    Ability Scores Dexterity +1, Wisdom +1, charisma +2.

    Feat: Lucky
    You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.

    Pistol expert
    • Being within 5 feet o f a hostile creature doesn’t
    impose disadvantage on your ranged attack rolls.
    • You can draw or stow two one-handed weapons when
    you w ould normally b e able to draw or stow only one.
    • You gain a +1 bonus to AC while you are wielding a
    separate melee weapon in each hand.

    Darkvision.  (Surgical shine job from a doctor that gave him permanent night vision in exchange for 20 menthol KOOLs).  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.

    Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.

    Two weapon fighting

    Second Wind:
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge:
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Favored Enemy
    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
    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.

    Natural Explorer
    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.

    Feature: City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

    500gp + 1d10 x25 (525-750gp)=650

    Result of the throw of dice "1d10"

    6

    Contacts:

    1.  "Handler" is Mime's primary contact. Mine has no personal knowledge of handler's life and character.  He could piece it together, the clues are available.  He doesn't need to.  Handler has always been reliable.  She presumably works for the city council committee on road safety management. Mine has never met handler in person, but would likely be able to test her authenticity.
    Handler has been compromised and is presumed dead.

    2.  "Booty Hole" is a fence with a nasty small talk habbit.  He always has a variety of merchandise that can connect the dots in any number of criminal enterprises. He is an alien with an extra mouth and an extra arm.  Booty Hole usually doesn't even know he has given information to Mime. Booty hole has been investigating pigeon drones.

    3. Osage is a trapper who favours the outskirts of parts of the city near wilds. He knows the more open parts of the roads well. Osage has little use for civilization, but appreciates fairness and honest dealings. Mime can usually find out about unusual activity on the roads from Osage if he or any other outdoorsmen he knows have seen or heard anything.


    Last edited by navyik on Tue Apr 03, 2018 10:31 pm; edited 13 times in total
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    navyik

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    Re: Those who are not...

    Post  navyik on Tue Nov 07, 2017 11:18 pm

    There had indeed been dispicable acts. There was a reckoning to follow. It was no more fair, but it was decisive. The record was blotted along with the offender's and their ward. There was no trial. There would be no public debate or even perceived satisfaction. In fact, no-one should ever speak of it again. But there was a remnant and, perhaps a hope for redemption. But no-one will ever know...

     The dispersed remnant, or "those who are not," would find their place blended into the colorful throng. Gifted in assimilation and mimicry, the cultural diffusion of the city was their salvation.  They have no ward.  They need no ward.  They are true citizens of the city and are loyal to it.  You see them at the Courthouse, the polling station, and the DMV.  Then there are those in public service that you don't see.
     
     Were one to stumble upon the ward that is not, no-one would ever know.  It is only a wilderness.  An imperceptible void of chaos, long forgotten, with nothing but an odd chill to mark its borders.  If a conspiracy theory were to define it, the ward that is not might be called a hairline fracture in the dimensional confluence of the road.  But no-one will ever propose such an hypothesis.  They may even be alarmed to consider what sort of weapon or doomsday device could cause such a fracture.  But no such weapon has ever existed.

     When asked about his race or origin, one who is not will look puzzled and simply respond, "I am of the city and live to serve it.". Typically only newcomers would inquire as such; it is considered impolite.


    Near human alien [half elf traits (maybe half drow, half kenku) with partial Kenku hybrid personality traits].

     Appears humanlike with black irridescant feathers for hair in normal human proportion.  Ashen gray to jet black skin, some rare deep purple and gunmetal skin tones.
    Personality similar to Kenku, but social disfunctions are due to overcompensation.  Lawful tendancies.

     Those who are not have survived in the city by their talent for public service.  Charisma bonus doesn't necessarily mean they aren't awkward or anxious.  They have an affected formality about them that can be comforting in official matters, but stands out in other environments.

    Those who are not don't oppose marriage to other races, but often flock together because of their shared appreciation for public service.  Those who are not that mate with those who are typically dote on their mates with the same dedicated service and can become less devoted to the city.  This has almost resulted in a separate culture.



    Mime employs a combination of bio-electrical interface application downloading, biochemical synoptic signal boosting, and natural training to improve reflexes, muscle memory, and calculated response.  He is faster, more alert, and more accurate than normal people.  The physical benefits of his spells, feats, and magic items are re-skinned as such.  Wired reflexes, smartlinks, and other invasive cyberware are the clunky and barbaric discount throwback versions of Mime's "augmented response training," or ART.
    Mime does not speak much; hence his handle. He will sometimes communicate with his limited psionic projection capability (message cantrip). This is an innate kenku trait that can be molded into true precognitive telepathy and telekinesis, (mage hand). Most kenku do not progress much past cantrip level.
    Mime's body language is very disciplined as is his ability to read between the lines, deducing what is communicated by what is not said.


    Last edited by navyik on Sat Dec 02, 2017 2:26 am; edited 10 times in total
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    Chris

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    Re: Those who are not...

    Post  Chris on Thu Nov 09, 2017 12:26 pm

    cheers great concept!

    I hadn't considered a 'drifter' race, that's a brilliant contribution
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    navyik

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    Re: Those who are not...

    Post  navyik on Thu Nov 16, 2017 1:30 pm

    Ph


    Last edited by navyik on Fri Dec 01, 2017 11:35 pm; edited 5 times in total
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    Chris

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    Re: Those who are not...

    Post  Chris on Wed Nov 29, 2017 12:03 pm

    wow, big changes. I think he was a ranger last time I checked? scratch
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    navyik

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    Re: Those who are not...

    Post  navyik on Thu Nov 30, 2017 1:15 am

    Chris wrote:wow, big changes.  I think he was a ranger last time I checked?  scratch

    Yeah, still experimenting. Trying to make a true ranger of the city. Can his favoured enemy just be organized crime? He will fulfill ranger and rogue responsibilities. Most of his magic is skill and luck.
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    Robyo

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    Re: Those who are not...

    Post  Robyo on Thu Nov 30, 2017 1:42 am

    Did you check out Xanathar's guide? There's some sweet rogue subclasses, including scout and mastermind.
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    Chris

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    Re: Those who are not...

    Post  Chris on Thu Nov 30, 2017 2:59 am

    navyik wrote:
    Yeah, still experimenting.  Trying to make a true ranger of the  city. Can his favoured enemy just be organized crime? He will fulfill ranger and rogue responsibilities.  Most of his magic is skill and luck.

    sure, favored enemy "organized crime" is fine. that's both more and less expansive than 1 group of monsters, so it seems fair and fitting to the character. the bonus language would be Thieves Cant
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    navyik

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    Re: Those who are not...

    Post  navyik on Sat Dec 02, 2017 1:18 am

    I guess the only other thing might be to trade disguise kit for land vehicles. Besides that, Mime is ready.
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    Chris

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    Re: Those who are not...

    Post  Chris on Sat Dec 02, 2017 12:34 pm

    navyik wrote:I guess the only other thing might be to trade disguise kit for land vehicles.  Besides that, Mime is ready.

    sure, that seems fair
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    Chris

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    Re: Those who are not...

    Post  Chris on Sat Dec 02, 2017 12:37 pm

    contacts look good

    can you c\p or give me book\page #s for the original stats on

    Pistol of Warning

    bonded (teleport thing)


    The rest looks fine, I am just not familiar with those two and its hard to find after things have been re-skinned.

    so the 3 magic items are:

    cloak of displacement (rare)
    pistol of warning (uncommon)
    pistol +1 bonded (uncommon)

    is that right?
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    navyik

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    Re: Those who are not...

    Post  navyik on Sat Dec 02, 2017 12:52 pm

    weapon of warning in the DMG

    The weapon bond is an eldritch knight class feature.

    The rest is correct.
    2 require attunement.
    I took 3 potions and 5 scrolls. They are hyposprays, chemicals, or apps.
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    Chris

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    Re: Those who are not...

    Post  Chris on Sat Dec 02, 2017 1:03 pm

    perfect, thanks!

    that all looks fine, no problem.

    very nice build, as usual, and a good crunch\concept balance
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    Chris

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    Re: Those who are not...

    Post  Chris on Sat Dec 02, 2017 1:05 pm

    Pistol of warning
    +1 pistol

    are those silenced firearms or laser pistols?



    NEVERMIND - I just saw the *
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    Chris

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    Re: Those who are not...

    Post  Chris on Sat Dec 02, 2017 1:08 pm

    How do "handler" and Mime communicate?
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    navyik

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    Re: Those who are not...

    Post  navyik on Mon Dec 18, 2017 3:37 pm

    It occurs to me that I spaced out on the obvious language for shadow run while having d&d on the brain. Would it make sense to retain Japanese for Auran on this character?
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    Chris

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    Re: Those who are not...

    Post  Chris on Mon Dec 18, 2017 3:44 pm

    navyik wrote:It occurs to me that I spaced out on the obvious language for shadow run while having d&d on the brain.  Would it make sense to retain Japanese for Auran on this character?

    up to you

    Common = city speak

    this is just a specialized local that uses only japanese.  if Mime deals heavily with the Yakuza, then japanese might make sense.  or the chinese triad or the chromites or the asurans.....

    its mostly just a flavor thing. the party is outside their known elements and deep in a very small sub-culture of Night City = the yakuza-controlled underworld of sex and drugs trafficking. they may never be here again or they might decide they like it Twisted Evil
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    navyik

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    Re: Those who are not...

    Post  navyik on Mon Apr 02, 2018 10:55 pm

    AC 17
    Cloak of Displacement:
    Attackers are disadvantaged to Attack Mime
    Hp 96/96

    Initiative +3 (Advantage)
    Mime's party is never surprised

    Passive Perception: 15(18 in the city)

    Lucky (3)

    Spells
    1) 4
    2) 2

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    Re: Those who are not...

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