commit 5b5e01cc5a5c052e0389fab4fd6cf413ca442c3d Author: Tyrel Souza Date: Sat May 6 21:55:44 2017 -0400 INITIAL COMMIT, max and amanda made their characters diff --git a/CampaignRegistry.lua b/CampaignRegistry.lua new file mode 100644 index 0000000..0a7b173 --- /dev/null +++ b/CampaignRegistry.lua @@ -0,0 +1,3 @@ +{ + ["sidebar"] = "charsheet,note,image,table,story,quest,npc,battle,item,treasureparcel,background,class,feat,race,skill,spell", +} \ No newline at end of file diff --git a/campaign.xml b/campaign.xml new file mode 100644 index 0000000..f677269 --- /dev/null +++ b/campaign.xml @@ -0,0 +1,6 @@ + + + + 5E + GM + diff --git a/chatlog.html b/chatlog.html new file mode 100644 index 0000000..be54ebd --- /dev/null +++ b/chatlog.html @@ -0,0 +1,119 @@ +
+Chat log started at 6.5.2017 / 16:55:34
+
+5E ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+CoreRPG ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+Dungeons & Dragons Language Fonts v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons Theme v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, the dragon ampersand, all Wizards titles, the fifth edition rules, and Wizards' character names and distinctive likenesses are property and copyright of Wizards of the Coast LLC in the USA and other countries. Used with permission.
+Custom desktop decal Copyright 2015 Smiteworks USA, LLC
+'tyrel' connected
+Amanda: [RECOVERY] [0]
+Recovery [0] -> [to Amanda] [NOT WOUNDED]
+Amanda: [RECOVERY] [0]
+Recovery [0] -> [to Amanda] [NOT WOUNDED]
+Amanda: [RECOVERY] [0]
+Recovery [0] -> [to Amanda] [NOT WOUNDED]
+Amanda: [RECOVERY] [0]
+Recovery [0] -> [to Amanda] [NOT WOUNDED]
+GM: tits
+GM: Max: TITS
+'tyrel' disconnected
+Race 'Wood Elf' added to 'Amanda'.
+Trait 'Trance' added to 'Amanda'.
+Trait 'Speed' added to 'Amanda'.
+Trait 'Ability Score Increase' added to 'Amanda'.
+Trait 'Size' added to 'Amanda'.
+Language 'Common ' added to 'Amanda'.
+Language 'Elvish' added to 'Amanda'.
+Skill 'Perception' added to 'Amanda'.
+Trait 'Keen Senses' added to 'Amanda'.
+Trait 'Darkvision' added to 'Amanda'.
+Trait 'Fey Ancestry' added to 'Amanda'.
+Trait 'Mask of the Wild' added to 'Amanda'.
+Trait 'Ability Score Increase' added to 'Amanda'.
+Trait 'Fleet of Foot' added to 'Amanda'.
+Trait 'Elf Weapon Training' added to 'Amanda'.
+One level of class 'Cleric' added to 'Amanda'.
+Maximum hit points for first Cleric level added to 'Amanda'. (8+0)
+Proficiency 'Weapon: All simple weapons' added to 'Amanda'.
+Proficiency 'Armor: Light armor, medium armor, shields' added to 'Amanda'.
+Saving throw proficiency 'Wisdom' added to 'Amanda'.
+Saving throw proficiency 'Charisma' added to 'Amanda'.
+Skill 'Insight' added to 'Amanda'.
+Skill 'Persuasion' added to 'Amanda'.
+Feature 'Life Domain' added to 'Amanda'.
+Feature 'Bonus Proficiency (Life)' added to 'Amanda'.
+Feature 'Disciple of Life' added to 'Amanda'.
+Feature 'Spellcasting' added to 'Amanda'.
+Background 'Acolyte' added to 'Amanda'.
+Feature 'Shelter of the Faithful' added to 'Amanda'.
+Skill 'Insight' added to 'Amanda'.
+Skill 'Religion' added to 'Amanda'.
+Language 'Two of your choice' added to 'Amanda'.
+Amanda: butt
+GM: buytt
+Amanda: [CHECK] Dexterity [1d20+1 = 7]
+GM: [1d20 = 2]
+Amanda: [CHECK] Strength [1d20+2 = 12]
+Amanda: [RECOVERY] [1d8+2 = 3]
+Recovery [3] -> [to Amanda] [NOT WOUNDED]
+Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules.
+
+Chat log started at 6.5.2017 / 18:25:54
+
+5E ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+CoreRPG ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+Dungeons & Dragons Language Fonts v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons Theme v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, the dragon ampersand, all Wizards titles, the fifth edition rules, and Wizards' character names and distinctive likenesses are property and copyright of Wizards of the Coast LLC in the USA and other countries. Used with permission.
+Custom desktop decal Copyright 2015 Smiteworks USA, LLC
+
+Chat log started at 6.5.2017 / 19:15:42
+
+5E ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+CoreRPG ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+Dungeons & Dragons Language Fonts v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons Theme v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, the dragon ampersand, all Wizards titles, the fifth edition rules, and Wizards' character names and distinctive likenesses are property and copyright of Wizards of the Coast LLC in the USA and other countries. Used with permission.
+Custom desktop decal Copyright 2015 Smiteworks USA, LLC
+
+Chat log started at 6.5.2017 / 20:19:35
+
+5E ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+CoreRPG ruleset v3.3.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC
+Dungeons & Dragons Language Fonts v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons Theme v1.0 for Fantasy Grounds Copyright 2015 Smiteworks USA, LLC. D&D Copyright 2015 Wizards of the Coast LLC.
+Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, the dragon ampersand, all Wizards titles, the fifth edition rules, and Wizards' character names and distinctive likenesses are property and copyright of Wizards of the Coast LLC in the USA and other countries. Used with permission.
+Custom desktop decal Copyright 2015 Smiteworks USA, LLC
+One level of class 'Fighter' added to 'Maxxy Poo'.
+Maximum hit points for first Fighter level added to 'Maxxy Poo'. (10+0)
+Proficiency 'Weapon: Simple weapons, martial weapons' added to 'Maxxy Poo'.
+Proficiency 'Armor: All armor, shields' added to 'Maxxy Poo'.
+Saving throw proficiency 'Strength' added to 'Maxxy Poo'.
+Saving throw proficiency 'Constitution' added to 'Maxxy Poo'.
+Feature 'Second Wind' added to 'Maxxy Poo'.
+Feature 'Fighting Style' added to 'Maxxy Poo'.
+Skill 'Intimidation' added to 'Maxxy Poo'.
+Skill 'Perception' added to 'Maxxy Poo'.
+Background 'Soldier' added to 'Maxxy Poo'.
+Feature 'Military Rank' added to 'Maxxy Poo'.
+Skill 'Athletics' added to 'Maxxy Poo'.
+Skill 'Intimidation' added to 'Maxxy Poo'.
+Proficiency 'Tool: One type of gaming set, vehicles (land)' added to 'Maxxy Poo'.
+Race 'Mountain Dwarf' added to 'Maxxy Poo'.
+Trait 'Dwarven Resilience' added to 'Maxxy Poo'.
+Trait 'Stonecunning' added to 'Maxxy Poo'.
+Trait 'Dwarven Combat Training' added to 'Maxxy Poo'.
+Trait 'Speed' added to 'Maxxy Poo'.
+Trait 'Ability Score Increase' added to 'Maxxy Poo'.
+Language 'Common ' added to 'Maxxy Poo'.
+Language 'Dwarvish' added to 'Maxxy Poo'.
+Trait 'Tool Proficiency' added to 'Maxxy Poo'.
+Trait 'Darkvision' added to 'Maxxy Poo'.
+Trait 'Size' added to 'Maxxy Poo'.
+Trait 'Dwarven Armor Training' added to 'Maxxy Poo'.
+Trait 'Ability Score Increase' added to 'Maxxy Poo'.
+Exported character: Nellaser - Amanda
+Exported character: Moradin Battlehammer
+Exported character: Moradin Battlehammer
diff --git a/db.session.1494043200.xml b/db.session.1494043200.xml new file mode 100644 index 0000000..c33f1ad --- /dev/null +++ b/db.session.1494043200.xml @@ -0,0 +1,671 @@ + + + + + + + + + + + + + + + + + 1 + 3 + 0 + 1 + 12 + + + + 2 + 2 + 0 + 0 + 14 + + + + 2 + 2 + 0 + 0 + 14 + + + + 1 + 1 + 0 + 0 + 13 + + + + 2 + 2 + 0 + 0 + 14 + + + + 3 + 5 + 0 + 1 + 16 + + + Neutral + Acolyte + + reference_background + reference.backgrounddata.acolyte@DD Basic Rules - Player + + + + + + 1 + 0 + d8 + 0 + 1 + Cleric + + reference_class + reference.classdata.cleric@DD5E SRD Data + + + + + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + + + + 0 + 0 + 1 + 0 + 0 + 12 + + + Oghma + + + 70 + 140 + 420 + 0 + 210 + + 0 + 0 + + + + + + + + 1 + 1 + Life Domain + Cleric + +

The Life domain focuses on the vibrant positive

+

energy-one of the fundamental forces of the universe- that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

+

Life Domain Spells

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Cleric LevelSpells
1stbless, cure wounds
3rdlesser restoration, spiritual weapon
5thbeacon of hope, revivify
7thdeath ward, guardian of faith
9thmass cure wounds, raise dead
+ Features + + Channel Divinity: Preserve Life + Blessed Healer + Divine Strike + Supreme Healing + +
+
+ + + 1 + 1 + Bonus Proficiency (Life) + Cleric + Life Domain + +

When you choose this domain at 1st level, you gain proficiency with heavy armor.

+
+
+ + + 1 + 1 + Disciple of Life + Cleric + Life Domain + +

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

+
+
+ + + 1 + 1 + Spellcasting + Cleric + +

As a conduit for divine power, you can cast cleric spells.

+ + Cleric Spells + +

Cantrips

+

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

+

Preparing and Casting Spells

+

The Cleric table shows how many spell slots you have to cast your 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.

+

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

+

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells

+

of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

+

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

+

Spellcasting Ability

+

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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

+

Ritual Casting

+

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

+

Spellcasting Focus

+

You can use a holy symbol as a spellcasting focus for your cleric spells.

+
+
+ + + 1 + Shelter of the Faithful + Acolyte + +

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

+

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

+
+
+ + + +

+
+
+
+ 5'10" + + + 0 + 0 + 0 + 6 + 6 + + + + 0 + 0 + 2 + + + + + + + + + Common + + + + Elvish + + + + Goblin + + + + Dwarvish + + + 1 + Amanda + 15 + 0 + + + + + memorization + Spells + 1 + wisdom + + + + + + + 2 + + + 2 + + + + + Weapon: All simple weapons + + + + Armor: Light armor, medium armor, shields, heavy armor + + + Wood Elf + + reference_race + reference.racedata.elf@DD Basic Rules - Player + + Darkvision 60 + Medium + + + + + 0 + Perception + 1 + wisdom + 5 + + + + 0 + Arcana + 0 + intelligence + 1 + + + + 0 + Persuasion + 1 + charisma + 3 + + + + 0 + Nature + 0 + intelligence + 1 + + + + 0 + Medicine + 1 + wisdom + 5 + + + + 0 + Survival + 0 + wisdom + 3 + + + + 0 + Performance + 0 + charisma + 1 + + + + 0 + Acrobatics + 0 + dexterity + 2 + + + + 0 + Religion + 1 + intelligence + 3 + + + + 0 + Athletics + 0 + strength + 2 + + + + 0 + Sleight of Hand + 0 + dexterity + 2 + + + + 0 + Insight + 1 + charisma + 3 + + + + 0 + Intimidation + 0 + charisma + 1 + + + + 0 + Deception + 0 + charisma + 1 + + + + 0 + Investigation + 0 + intelligence + 1 + + + + 0 + Stealth + 0 + dexterity + 2 + + + + 0 + History + 0 + intelligence + 1 + + + + 0 + Animal Handling + 0 + wisdom + 3 + + + + + 0 + 35 + 0 + 0 + 35 + + portrait_id-00003_token + + + + + 1 + Trance + Elf + +

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a

+

fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

+
+ racial +
+ + + 1 + Keen Senses + Elf + +

You have proficiency in the Perception skill.

+
+ racial +
+ + + 1 + Fey Ancestry + Elf + +

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

+
+ racial +
+ + + 1 + Mask of the Wild + Wood Elf + +

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

+
+ subracial +
+ + + 1 + Elf Weapon Training + Wood Elf + +

You have proficiency with the longsword, shortsword, shortbow, and longbow.

+
+ subracial +
+
+ 132 +
+
+ + + + + + + + + + + + + + + + + + + Primordial + Primordial + + + + Elven + Aquan + + + + Elven + Elvish + + + + Celestial + Celestial + + + + Infernal + Infernal + + + + Dwarven + Gnomish + + + + Elven + Undercommon + + + + Draconic + Draconic + + + + Infernal + Abyssal + + + + Elven + Sylvan + + + + Common + + + + Dwarven + Terran + + + + Draconic + Ignan + + + + Deep Speech + + + + Draconic + Auran + + + + Halfling + + + + Dwarven + Orc + + + + Dwarven + Giant + + + + Dwarven + Dwarvish + + + + Dwarven + Goblin + + + + + + + + + + + + + + + +
diff --git a/db.xml b/db.xml new file mode 100644 index 0000000..21014f0 --- /dev/null +++ b/db.xml @@ -0,0 +1,2049 @@ + + + + + + + + + + + + + + 1 + 1 + 0 + 0 + 13 + + + 4 + 6 + 0 + 1 + 18 + + + 2 + 2 + 0 + 0 + 14 + + + 1 + 1 + 0 + 0 + 12 + + + 4 + 6 + 0 + 1 + 18 + + + 0 + 0 + 0 + 0 + 11 + + + + + 84 + Soldier Standard bearer + + reference_background + reference.backgrounddata.soldier@DD Basic Rules - Player + + I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + + 0 + 0 + d10 + 0 + 1 + Fighter + + reference_class + reference.classdata.fighter@DD Basic Rules - Player + + + + + + 10 + gp + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + + + 6 + no + 1 + 0 + 1 + 0 + 0 + 16 + + + + 90 + 180 + 540 + 69 + 270 + + 0 + 0 + + + + + 1 + 1 + Second Wind + Fighter + +

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.

+
+
+ + 1 + 0 + Fighting Style - Two-Weapon Fighting + Fighter + +

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.

+

Defense

+

While you are wearing armor, you gain a +1 bonus to AC.

+

Dueling

+

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

+

Great Weapon Fighting

+

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

+

Protection

+

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

+

Two-Weapon Fighting

+

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

+
+
+ + 1 + Military Rank + Soldier + +

You have a military rank from your career as a soldier.

+

Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

+
+
+
+ I'd rather eat my armor than admit when I'm wrong. + Male + 4'8" + + 0 + 13 + 13 + + Responsibility. I do what I must and obey just authority. (Lawful) + + 0 + 0 + 2 + + 0 + + + 0 + 0 + 1 + 0 gp + 1 + +

+
+ 1 + 0 + 1 + Sergeant Rank Insignia + Standard + Adventuring Gear + 0 +
+ + 1 + 5 sp + 1 + +

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

+
+ 1 + 1 + Playing Card Set + Gaming Set + Tools + 0 +
+ + 1 + 5 sp + 1 + +

+
+ 1 + 1 + Clothes, Common + Standard + Adventuring Gear + 3 +
+ + 1 + 5 sp + 1 + +

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

+
+ 1 + 1 + Pouch + Standard + Adventuring Gear + 1 +
+ + 16 + 0 + 2 + 75 gp + 1 + +

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

+

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

+
+ - + 1 + 0 + 1 + Chain Mail + Disadvantage + Str 13 + Heavy Armor + Armor + 55 +
+ + 0 + 0 + 2 + 10 gp + 1 + 1d8 slashing + +

+
+ 1 + 0 + 1 + Battleaxe + Versatile (1d10) + Martial Weapons + Weapon + 4 +
+ + 0 + 0 + 2 + 15 gp + 1 + 1d8 bludgeoning + +

+
+ 1 + 0 + 1 + Warhammer + Versatile (1d10) + Martial Weapons + Weapon + 2 +
+ + 0 + 0 + 2 + 5 gp + 2 + 1d6 slashing + +

+
+ 1 + 0 + 1 + Handaxe + Light, thrown (range 20/60) + Simple Melee Weapons + Weapon + 2 +
+
+ + + Common + + + Dwarvish + + + 1 + Moradin Battlehammer + 12 + 0 + I enjoy being strong and like breaking things.\nI can stare down a hell hound without flinching. + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + 0 + + + + + 2 + + + Weapon: Simple weapons, martial weapons + + + Armor: All armor, shields + + + Tool: One type of gaming set, vehicles (land) + + + Mountain Dwarf + + reference_race + reference.racedata.dwarf@DD5E SRD Data + + Darkvision 60 + Medium + + + 0 + Perception + 1 + wisdom + 2 + + + 0 + Intimidation + 1 + charisma + 3 + + + 0 + Athletics + 1 + strength + 6 + + + 0 + Arcana + 0 + intelligence + 1 + + + 0 + Persuasion + 0 + charisma + 1 + + + 0 + Nature + 0 + intelligence + 1 + + + 0 + Medicine + 0 + wisdom + 0 + + + 0 + Survival + 0 + wisdom + 0 + + + 0 + Performance + 0 + charisma + 1 + + + 0 + Acrobatics + 1 + dexterity + 4 + + + 0 + Religion + 0 + intelligence + 1 + + + 0 + Sleight of Hand + 0 + dexterity + 2 + + + 0 + Insight + 0 + wisdom + 0 + + + 0 + Deception + 0 + charisma + 1 + + + 0 + Investigation + 0 + intelligence + 1 + + + 0 + Stealth + 0 + dexterity + 2 + + + 0 + History + 0 + intelligence + 1 + + + 0 + Animal Handling + 0 + wisdom + 0 + + + + 0 + 25 + 0 + 0 + 25 + + + + portrait_id-00001_token + + + 1 + Dwarven Resilience + Dwarf + +

You have advantage on saving throws against poison, and you have resistance against poison damage.

+
+ racial +
+ + 1 + Stonecunning + Dwarf + +

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

+
+ racial +
+ + 1 + Dwarven Combat Training + Dwarf + +

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

+
+ racial +
+ + 1 + Tool Proficiency + Dwarf + +

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

+
+ racial +
+ + 1 + Dwarven Armor Training + Mountain Dwarf + +

You have proficiency with light and medium armor.

+
+ subracial +
+
+ + + 0 + 2 + + + 0 + d8 + base + slashing + + + 1 + 0 + Battleaxe + 1 + + item + ....inventorylist.id-00006 + + 0 + + + 0 + 2 + + + 0 + d8 + base + bludgeoning + + + 1 + 0 + Warhammer + 1 + + item + ....inventorylist.id-00007 + + 0 + + + 0 + 2 + + + 0 + d6 + base + slashing + + + 1 + 0 + Handaxe + 1 + + item + ....inventorylist.id-00008 + + 0 + + + 0 + 2 + + + 0 + d6 + base + slashing + + + 1 + 0 + Handaxe + 1 + + item + ....inventorylist.id-00008 + + 2 + + + 162 +
+ + + + + + + 1 + 3 + 0 + 1 + 12 + + + + 2 + 2 + 0 + 0 + 14 + + + + 2 + 2 + 0 + 0 + 14 + + + + 1 + 1 + 0 + 0 + 13 + + + + 2 + 2 + 0 + 0 + 14 + + + + 3 + 5 + 0 + 1 + 16 + + + + + + 400 + Neutral + Acolyte + + reference_background + reference.backgrounddata.acolyte@DD Basic Rules - Player + + I would die to recover an ancient relic of my faith that was lost long ago. + + + + + 1 + 0 + d8 + 0 + 1 + Cleric + + reference_class + reference.classdata.cleric@DD5E SRD Data + + + + + + + + 15 + gp + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + + + + 3 + max2 + 0 + 0 + 1 + 2 + 0 + 17 + + + Oghma + + + 70 + 140 + 420 + 50.25 + 210 + + 0 + 0 + + + + + + + + 1 + 1 + Life Domain + Cleric + +

The Life domain focuses on the vibrant positive

+

energy-one of the fundamental forces of the universe- that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

+

Life Domain Spells

+ + + + + + + + + + + + + + + + + + + + + + + + + +
Cleric LevelSpells
1stbless, cure wounds
3rdlesser restoration, spiritual weapon
5thbeacon of hope, revivify
7thdeath ward, guardian of faith
9thmass cure wounds, raise dead
+ Features + + Channel Divinity: Preserve Life + Blessed Healer + Divine Strike + Supreme Healing + +
+
+ + + 1 + 1 + Bonus Proficiency (Life) + Cleric + Life Domain + +

When you choose this domain at 1st level, you gain proficiency with heavy armor.

+
+
+ + + 1 + 1 + Disciple of Life + Cleric + Life Domain + +

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

+
+
+ + + 1 + 1 + Spellcasting + Cleric + +

As a conduit for divine power, you can cast cleric spells.

+ + Cleric Spells + +

Cantrips

+

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

+

Preparing and Casting Spells

+

The Cleric table shows how many spell slots you have to cast your 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.

+

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

+

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells

+

of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

+

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

+

Spellcasting Ability

+

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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

+

Ritual Casting

+

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

+

Spellcasting Focus

+

You can use a holy symbol as a spellcasting focus for your cleric spells.

+
+
+ + + 1 + Shelter of the Faithful + Acolyte + +

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

+

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

+
+
+
+ Suspicious of strangers and suspect the worst of them. + Female + 5'10" + + + 0 + 0 + 0 + 6 + 6 + + Change - We must help bring about the changes the gods are constantly working in the world. + + + 0 + 0 + 2 + + + + + + 2 + 25 gp + 1 + 1d8 piercing + +

+
+ 1 + 1 + Crossbow, Light + Ammunition (range 80/320), loading, two-handed + Simple Ranged Weapons + Weapon + 5 +
+ + + 13 + 0 + 2 + 50 gp + 1 + +

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

+

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

+
+ Yes (max 2) + 1 + 0 + 1 + Chain Shirt + - + - + Medium Armor + Armor + 20 +
+ + + 2 + 2 + 10 gp + 1 + +

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

+
+ - + 1 + 1 + Shield + - + - + Shield + Armor + 6 +
+ + + 0 + 0 + 2 + 5 gp + 1 + 1d6 bludgeoning + +

+
+ 1 + 0 + 1 + Mace + - + Simple Melee Weapons + Weapon + 4 +
+ + + 1 + 5 gp + 1 + 1 + 1 + Holy Symbol + Holy Symbol + Adventuring Gear + 0 + + + + 1 + 25 gp + 1 + 1 + 1 + Prayer Book + Standard + Adventuring Gear + 5 + + + + 1 + 1 gp + 5 + 1 + 1 + Incense (One Block) + Standard + Adventuring Gear + 0.03 + + + + 1 + 15 gp + 1 + 1 + 1 + Clothes, Vestments + Standard + Adventuring Gear + 6 + + + + 1 + 5 sp + 1 + 1 + 1 + Clothes, Common + Standard + Adventuring Gear + 3 + + + + 1 + 5 cp + 1 + 1 + 1 + Belt + Standard + Adventuring Gear + 0.1 + + + + 1 + 5 sp + 1 + +

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

+
+ 1 + 1 + Pouch + Standard + Adventuring Gear + 1 +
+
+ + + + + Common + + + + Elvish + + + + Goblin + + + + Dwarvish + + + 1 + Nellaser - Amanda + 15 + 0 + I quote (or misquote) sacred texts and proverbs in almost every situation.\nI've enjoyed fine food, drink, and high society among my temple's elites. Rough living grates on me. + + + + + memorization + Spells + 1 + wisdom + + + + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 2 + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + + 0 + + + standard + + + + + + + + + 1 + dexterity + cast + + + 0 + 1 action + V, M (a firefly or phosphorescent moss) + +

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

+

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

+
+ 1 hour + Spells + 0 + 1 + Light + 0 + Touch + 0 + Evocation + Bard, Cleric, Sorcerer, Wizard +
+ + + + + + 0 + 1 action + V, S, M (a miniature cloak) + +

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

+
+ Concentration, up to 1 minute + Spells + 0 + 1 + Resistance + 0 + Touch + 0 + Abjuration + Cleric, Druid +
+ + + + + + + 1 + dexterity + cast + + + + + + + + 0 + d8 + radiant + + + 2 + damage + + + 0 + 1 action + V, S + +

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

+
+ Instantaneous + Spells + 0 + 1 + Sacred Flame + 0 + 60 feet + 0 + Evocation + Cleric +
+ + + + + + + + + + + 0 + d8 + base + + + 1 + heal + + + 0 + 1 action + V, S + +

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

+

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

+
+ Instantaneous + Spells + 1 + 1 + Cure Wounds + 0 + Touch + 0 + Evocation + Bard, Cleric, Cleric Life Domain, Druid, Paladin, Ranger +
+ + + + + + + 1 + minute + + 1 + effect + + + 0 + 1 action + V, S, M (a sprinkling of holy water) + +

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

+

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

+
+ Concentration, up to 1 minute + Spells + 1 + 1 + Bless + 0 + 30 feet + 0 + Enchantment + Cleric, Cleric Life Domain, Paladin +
+
+ 2 + + + + + Weapon: All simple weapons + + + + Armor: Light armor, medium armor, shields, heavy armor + + + Wood Elf + + reference_race + reference.racedata.elf@DD Basic Rules - Player + + Darkvision 60 + Medium + + + + + 0 + Perception + 1 + wisdom + 5 + + + + 0 + Arcana + 0 + intelligence + 1 + + + + 0 + Persuasion + 1 + charisma + 3 + + + + 0 + Nature + 0 + intelligence + 1 + + + + 0 + Medicine + 1 + wisdom + 5 + + + + 0 + Survival + 0 + wisdom + 3 + + + + 0 + Performance + 0 + charisma + 1 + + + + 0 + Acrobatics + 0 + dexterity + 2 + + + + 0 + Religion + 1 + intelligence + 3 + + + + 0 + Athletics + 0 + strength + 2 + + + + 0 + Sleight of Hand + 0 + dexterity + 2 + + + + 0 + Insight + 1 + charisma + 3 + + + + 0 + Intimidation + 0 + charisma + 1 + + + + 0 + Deception + 0 + charisma + 1 + + + + 0 + Investigation + 0 + intelligence + 1 + + + + 0 + Stealth + 0 + dexterity + 2 + + + + 0 + History + 0 + intelligence + 1 + + + + 0 + Animal Handling + 0 + wisdom + 3 + + + + + 0 + 35 + 0 + 0 + 35 + + + + + portrait_id-00003_token + + + + + 1 + Trance + Elf + +

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a

+

fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

+
+ racial +
+ + + 1 + Keen Senses + Elf + +

You have proficiency in the Perception skill.

+
+ racial +
+ + + 1 + Fey Ancestry + Elf + +

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

+
+ racial +
+ + + 1 + Mask of the Wild + Wood Elf + +

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

+
+ subracial +
+ + + 1 + Elf Weapon Training + Wood Elf + +

You have proficiency with the longsword, shortsword, shortbow, and longbow.

+
+ subracial +
+
+ + + + + 0 + 2 + + + + + 0 + d6 + base + bludgeoning + + + 1 + 0 + Mace + 1 + + item + ....inventorylist.id-00005 + + 0 + + + + 0 + + + + + 0 + d8 + base + piercing + + + 1 + Crossbow, Light + + item + ....inventorylist.id-00001 + + 1 + + + 132 +
+
+ + + + + + + + 0 + + + + + + + + + + + + + + + + + Primordial + Primordial + + + + Elven + Aquan + + + + Elven + Elvish + + + + Celestial + Celestial + + + + Infernal + Infernal + + + + Dwarven + Gnomish + + + + Elven + Undercommon + + + + Draconic + Draconic + + + + Infernal + Abyssal + + + + Elven + Sylvan + + + + Common + + + + Dwarven + Terran + + + + Draconic + Ignan + + + + Deep Speech + + + + Draconic + Auran + + + + Halfling + + + + Dwarven + Orc + + + + Dwarven + Giant + + + + Dwarven + Dwarvish + + + + Dwarven + Goblin + + + + + + + + + + + + + 0 + 0 + Strength + + + + + 25 + [10], Nellaser - Amanda [15] + GP + + + + + + 0 + + 50 + 0,0 + on + + 2 + + + + + + + [1] + 1 + Chain Mail + + + + Nellaser - Amanda [1] + 1 + Chain Shirt + + + + Nellaser - Amanda [1] + 1 + Shield + + + + Nellaser - Amanda [1] + 1 + Crossbow, Light + + + + Nellaser - Amanda [5] + 5 + Incense (One Block) + + + + [1] + 1 + Sergeant Rank Insignia + + + + [1] + 1 + Playing Card Set + + + + [1], Nellaser - Amanda [1] + 2 + Pouch + + + + [2] + 2 + Handaxe + + + + Nellaser - Amanda [1] + 1 + Clothes, Vestments + + + + [1] + 1 + Battleaxe + + + + Nellaser - Amanda [1] + 1 + Holy Symbol + + + + [1], Nellaser - Amanda [1] + 2 + Clothes, Common + + + + Nellaser - Amanda [1] + 1 + Prayer Book + + + + Nellaser - Amanda [1] + 1 + Mace + + + + [1] + 1 + Warhammer + + + + Nellaser - Amanda [1] + 1 + Belt + + + + + + + 17 + 1 + 12 + Cleric 1 + 2 + 14 + 2 + 14 + 0 + 0 + 1 + 0 + 0 + 6 + 1 + 13 + + charsheet + charsheet.id-00003 + + Nellaser - Amanda + 15 + Wood Elf + Darkvision 60 + 2 + 14 + portrait_id-00003_token + 1 + 0 + 3 + 16 + 6 + + + + 16 + 1 + 13 + Fighter 1 + 4 + 18 + 2 + 14 + 0 + 0 + 1 + 0 + 0 + 13 + 1 + 12 + + charsheet + charsheet.id-00001 + + Moradin Battlehammer + 12 + Mountain Dwarf + Darkvision 60 + 4 + 18 + portrait_id-00001_token + 1 + 0 + 0 + 11 + 13 + + + + + + 0 + Strength + 50 + 0 + + + + + 0 + PP + + + + 0 + GP + + + + 0 + EP + + + + 0 + SP + + + + 0 + CP + + + + + + + + + + + + +
diff --git a/extensionstate.xml b/extensionstate.xml new file mode 100644 index 0000000..6a76d0b --- /dev/null +++ b/extensionstate.xml @@ -0,0 +1,12 @@ + + + + + + + + + + + + diff --git a/maskedimages/1494104642.png b/maskedimages/1494104642.png new file mode 100644 index 0000000..d8d9514 Binary files /dev/null and b/maskedimages/1494104642.png differ diff --git a/moduledb/DD Basic Rules - Player.xml b/moduledb/DD Basic Rules - Player.xml new file mode 100644 index 0000000..9f3e94f --- /dev/null +++ b/moduledb/DD Basic Rules - Player.xml @@ -0,0 +1,27 @@ + + + + + + 0 + + + + + + + + + I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + + + + + + + + + + + diff --git a/moduledb/DD Lost Mine of Phandelver.xml b/moduledb/DD Lost Mine of Phandelver.xml new file mode 100644 index 0000000..e0ac623 --- /dev/null +++ b/moduledb/DD Lost Mine of Phandelver.xml @@ -0,0 +1,116 @@ + + + + + + + + + + images/Cragmaw Hideout (Player).jpg + maskedimages/1494104642.png + 35 + 33,0 + on + + + 296 + 578 + encounter + encounter.enc_p1_04_01_cavemouth@* + + + 507 + 544 + encounter + encounter.enc_p1_04_02_goblinblind@* + + + 541 + 403 + encounter + encounter.enc_p1_04_03_kennel@* + + + 445 + 228 + encounter + encounter.enc_p1_04_04_steeppassage@* + + + 556 + 119 + encounter + encounter.enc_p1_04_05_overpass@* + + + 157 + 231 + encounter + encounter.enc_p1_04_06_goblinden@* + + + 820 + 300 + encounter + encounter.enc_p1_04_07_twinpoolscave@* + + + 892 + 474 + encounter + encounter.enc_p1_04_08_klarg_scave@* + + + + 0 + + + + + + + + + + + + + -2 + + + -4 + + + + + + + + + + + + + + + 1 + + + + + + + + + + + 1 + + + + + + + + diff --git a/modulestate.xml b/modulestate.xml new file mode 100644 index 0000000..2293fc3 --- /dev/null +++ b/modulestate.xml @@ -0,0 +1,21 @@ + + + + + + + + + + + + + + + + + + + + + diff --git a/portraits/id-00001 b/portraits/id-00001 new file mode 100644 index 0000000..06e58f2 Binary files /dev/null and b/portraits/id-00001 differ diff --git a/portraits/id-00003 b/portraits/id-00003 new file mode 100644 index 0000000..362d45e Binary files /dev/null and b/portraits/id-00003 differ diff --git a/usersettings/hotkeys_host.xml b/usersettings/hotkeys_host.xml new file mode 100644 index 0000000..675cc37 --- /dev/null +++ b/usersettings/hotkeys_host.xml @@ -0,0 +1,19 @@ + + + + + + + + + + + + + + + + + + + diff --git a/usersettings/tokens_GM b/usersettings/tokens_GM new file mode 100644 index 0000000..e69de29 diff --git a/windowstate.xml b/windowstate.xml new file mode 100644 index 0000000..51b0582 --- /dev/null +++ b/windowstate.xml @@ -0,0 +1,99 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +