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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="GreenKarl" data-source="post: 7464502" data-attributes="member: 6801242"><p>And here is my idea for NPC... for magical support...</p><p></p><p>===</p><p></p><p><strong>Casper</strong></p><p><em>3rd level Human Magic User</em> (Rat Shaman)</p><p><strong>Background</strong>: Street </p><p>Real Name: Teddy Caspian, Age: 19, Sex: Male </p><p>Languages: English, Spanish </p><p><strong>Strength</strong>: 11 (+0), <strong>Dexterity</strong>: 14 (+2), <strong>Constitution</strong>: 12 (+1), <strong>Intelligence</strong>: 10 (+0), <strong>Wisdom</strong>: 16 (+3), <strong>Charisma</strong>: 14 (+2)</p><p><strong>Weapons</strong>: Colt Manhunter – attack +4, damage 2d8+2* ballistic</p><p>Combat Knife – attack +4, damage 1d6+2 slashing or piercing</p><p>Collapsible Baton – attack +4, damage 1d6+2 bludgeoning </p><p>Astral Strike - attack +2, damage 1d6</p><p><em>*laser sight reroll 1s on damage die</em></p><p><strong>Armor Class</strong>: 13 (base 11+dex; Hardness 1/+1)</p><p><strong>Initiative</strong>: +2</p><p><strong>Hit Points</strong>: 21 (HD 3d6) </p><p><strong>Second Wind</strong>: 1d6+4</p><p><strong>Karma</strong>: 7 </p><p><strong>Base Speed</strong>: 30ft </p><p><strong>Saving Throws</strong>: Intelligence +2, Wisdom +5</p><p><strong>Wound Damage Threshold</strong>: 18</p><p><strong>Proficiencies</strong>: Light Firearms, Simple Weapons </p><p><strong>Skills (*proficiency in skill)</strong>: Acrobatics (Dex) +2, Animal Handling (Wis) +3, Arcana (*Int) +2, Athletics (Str) +0, Computer Use (Int) +0, Deception* (Cha) +4, Gather Information (Cha) +2, History (Int) +0, Initiative (Dex) +2, Insight (*Wis) +5, Intimidate (Cha) +2, Investigation (Int) +0, Life Science (Int) +0, Medicine (Wis) +3, Perception (*Wis) +5, Performance (Cha) +2, Persuasion (Cha) +2, Physical Science (Int) +0, Religion (Int) +0, Sleight of Hands (Dex) +2, Stealth (*Dex) +6, Survival (*Wis) +5, Technology (Int) +0</p><p><strong>Tools</strong>: Wheeled vehicle (+3)</p><p><strong>Racial Bonuses</strong>: Attribute bonus, bonus skill proficiency, bonus feat, outgoing. </p><p><strong>Talents</strong>: Astral Perception & Projection (Astral Str 10, Dex 14, Con 16, AC 14, HP base +3, Hardness 2, Unarmed damage 1d6), Mentor Spirit (Illusion spells cost 1 less magic point to cast, +2 to Stealth), Spell Casting (Magical attack roll +5, Save DC 13), Summoning (Conjuring check +4)</p><p><strong>Feats</strong>: Additional Magic Points (+5 MP), New Spell, Point Blank Shot (+1 to hit and damage with firearms within basic range), Quick Refresh</p><p><strong>Spells</strong>: Charm (Mana/Illusion, Casting 1 action, Magnitude 1, Range 30ft, Concentration up to 1 hour), Death Touch (magical attack roll touch +2, Mana/Necromancy, Casting 1 action, Magnitude 2 per 1d8 necromantic damage, Range Touch, instant), Invisibility (Mana/Illusion, Casting 1 action, Magnitude 2, Touch, Concentration up to 1 hour), Mage Hand (Physical/Conjuration, Casting 1 action, Magnitude 1, Range 30ft, Concentration up to 10 minutes. Invisible hand that can lift up to 10lbs). </p><p><strong>Spirit Types</strong>: Air and Beast; <strong>Conjuring Check</strong>: +5</p><p><strong>Magnitude</strong>: 3 (max 6); <strong>Magic Points</strong>: 29 (recover 3d8/6d4)</p><p><strong>Magic Attack Roll</strong>: +6 (+1 for focus); <strong>Magic Saving DC</strong>: 13</p><p><strong>Gear</strong>: Armored Clothing (Wt. 8lbs), Colt Manhunter (DT, reload 18m, range 50/250, Wt. 4lbs), Concealable Hostler (½lb), 100 regular rounds, 2 extra magazines (Wt. ½lb), Magic Focus (+1 to Magic attack rolls, Wt. ½lb), Combat Knife (1lb), Collapsible Baton (finesse, holdout, light, Wt. 1lb), Comlink (Wt. ½lb, broadcast 100yds, Firewall 15, Intelligence 12, Wis 10, Pro +2, skills), One set of lower-class clothing, a backpack, bedroll blanket.</p><p><strong>Total Weight Carried</strong>: 15 lbs (basic carrying load is 50lbs)</p><p><strong>Extra Cash on Hand</strong>: ¥210</p><p><strong>Contacts</strong>: Fixer (Shadow Cat), Tailsmonger (Bone Collector)</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7464502, member: 6801242"] And here is my idea for NPC... for magical support... === [B]Casper[/B] [I]3rd level Human Magic User[/I] (Rat Shaman) [B]Background[/B]: Street Real Name: Teddy Caspian, Age: 19, Sex: Male Languages: English, Spanish [B]Strength[/B]: 11 (+0), [B]Dexterity[/B]: 14 (+2), [B]Constitution[/B]: 12 (+1), [B]Intelligence[/B]: 10 (+0), [B]Wisdom[/B]: 16 (+3), [B]Charisma[/B]: 14 (+2) [B]Weapons[/B]: Colt Manhunter – attack +4, damage 2d8+2* ballistic Combat Knife – attack +4, damage 1d6+2 slashing or piercing Collapsible Baton – attack +4, damage 1d6+2 bludgeoning Astral Strike - attack +2, damage 1d6 [I]*laser sight reroll 1s on damage die[/I] [B]Armor Class[/B]: 13 (base 11+dex; Hardness 1/+1) [B]Initiative[/B]: +2 [B]Hit Points[/B]: 21 (HD 3d6) [B]Second Wind[/B]: 1d6+4 [B]Karma[/B]: 7 [B]Base Speed[/B]: 30ft [B]Saving Throws[/B]: Intelligence +2, Wisdom +5 [B]Wound Damage Threshold[/B]: 18 [B]Proficiencies[/B]: Light Firearms, Simple Weapons [B]Skills (*proficiency in skill)[/B]: Acrobatics (Dex) +2, Animal Handling (Wis) +3, Arcana (*Int) +2, Athletics (Str) +0, Computer Use (Int) +0, Deception* (Cha) +4, Gather Information (Cha) +2, History (Int) +0, Initiative (Dex) +2, Insight (*Wis) +5, Intimidate (Cha) +2, Investigation (Int) +0, Life Science (Int) +0, Medicine (Wis) +3, Perception (*Wis) +5, Performance (Cha) +2, Persuasion (Cha) +2, Physical Science (Int) +0, Religion (Int) +0, Sleight of Hands (Dex) +2, Stealth (*Dex) +6, Survival (*Wis) +5, Technology (Int) +0 [B]Tools[/B]: Wheeled vehicle (+3) [B]Racial Bonuses[/B]: Attribute bonus, bonus skill proficiency, bonus feat, outgoing. [B]Talents[/B]: Astral Perception & Projection (Astral Str 10, Dex 14, Con 16, AC 14, HP base +3, Hardness 2, Unarmed damage 1d6), Mentor Spirit (Illusion spells cost 1 less magic point to cast, +2 to Stealth), Spell Casting (Magical attack roll +5, Save DC 13), Summoning (Conjuring check +4) [B]Feats[/B]: Additional Magic Points (+5 MP), New Spell, Point Blank Shot (+1 to hit and damage with firearms within basic range), Quick Refresh [B]Spells[/B]: Charm (Mana/Illusion, Casting 1 action, Magnitude 1, Range 30ft, Concentration up to 1 hour), Death Touch (magical attack roll touch +2, Mana/Necromancy, Casting 1 action, Magnitude 2 per 1d8 necromantic damage, Range Touch, instant), Invisibility (Mana/Illusion, Casting 1 action, Magnitude 2, Touch, Concentration up to 1 hour), Mage Hand (Physical/Conjuration, Casting 1 action, Magnitude 1, Range 30ft, Concentration up to 10 minutes. Invisible hand that can lift up to 10lbs). [B]Spirit Types[/B]: Air and Beast; [B]Conjuring Check[/B]: +5 [B]Magnitude[/B]: 3 (max 6); [B]Magic Points[/B]: 29 (recover 3d8/6d4) [B]Magic Attack Roll[/B]: +6 (+1 for focus); [B]Magic Saving DC[/B]: 13 [B]Gear[/B]: Armored Clothing (Wt. 8lbs), Colt Manhunter (DT, reload 18m, range 50/250, Wt. 4lbs), Concealable Hostler (½lb), 100 regular rounds, 2 extra magazines (Wt. ½lb), Magic Focus (+1 to Magic attack rolls, Wt. ½lb), Combat Knife (1lb), Collapsible Baton (finesse, holdout, light, Wt. 1lb), Comlink (Wt. ½lb, broadcast 100yds, Firewall 15, Intelligence 12, Wis 10, Pro +2, skills), One set of lower-class clothing, a backpack, bedroll blanket. [B]Total Weight Carried[/B]: 15 lbs (basic carrying load is 50lbs) [B]Extra Cash on Hand[/B]: ¥210 [B]Contacts[/B]: Fixer (Shadow Cat), Tailsmonger (Bone Collector) [/QUOTE]
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