Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Female NE Bladeling Divine Minion of Sebek Psion (Telepath) 5 // Master of Many Forms 1/ Survivor 1 / Fiend of Possession 1 (+2 LA)
Strength 14 +2
Dexterity 16 +3 (+2 Race)
Constitution 15 +2
Intelligence 18 +4
Wisdom 14 +2
Charisma 18 +4 (+1 Levels)
Initiative +3
AC 17 (+3 Dex +4 Natural)
HP
Fort +8 (6 base +2 Con)
Ref +9 (6 base +3 Dex)
Will +9 (7 base +2 Wis)
Attack (melee) +2 (2 BAB +2 Str -2 Flaw)
Attack (ranged) +3 (2 BAB +3 Dex)
Feats:
Overchannel
Talented (Bonus)
Psionic Meditation
Extend Power
Flaw: Noncombatant
Flaw: Wild
Skills:
Bluff +11 (5 ranks +4 Cha +2 Circumstance)
Concentration +15 (8 ranks +2 Con +5 Competence)
Diplomacy +16 (8 ranks +4 Cha +4 Synergy)
Disguise +13 (5 ranks +4 Cha +2 Synergy +2 Circumstance)
Hide 18 (8 ranks +3 Dex +5 Competence +2 Circumstance) or 19 (8 ranks +4 Int +5 Competence +2 Circumstance)
Know: Arcana +10 (6 ranks +4 Int)
Sense Motive 7 (5 ranks +2 Wis)
Spot 9 (5 ranks +2 Wis +2 Circumstance)
Abilities
Bladeling Razor Storm (Ex): Once per day, a bladeling can expel shrapnel-like bits of its skin in a 15' cone, dealing 2d6 points of piercing damageto any creature in the area. A Reflex save (DC 10) halves the damage. After this attack, the bladeling's natural armor bonus drops to +2 for 24 hours. Immunities (Ex): A bladeling takes no damage form acid, and is immune to rust despite its metallic hide. Resistances (Ex): Cold resistance 5, fire resistance 5, DR 5/magic bludgeoning. Outsider Traits: A bladeling has darkvision (60' range). It cannot be raised or resurrected.
Psion (Telepath) Telepathic Communication (Su): You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This replaces the Psion bonus feat at 5th level.
Divine Minion Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (crocodile). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor. Fear Immunity (Su): Divine minions are immune to fear effects.
Master of Many Forms Shifter's Speech (Ex): Haereka maintains her ability to speak normally regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape , as long as such creatures are normally capable of communicating with each other using natural methods. Improved Wild Shape (Su): Haereka can assume humanoid forms when she uses wild shape.
Survivor Uncanny Dodge (Ex): Haerka retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized.
Fiend of Possession Ethereal Form(Su): Become Ethereal at will as if casting Etherealness
(6th caster level). Possessing an object or creature effectively ends a use
of this ability, so time spent in another body or object doesn't count
against the duration of this ability. Hide Presence(Ex): When possessing an object or creature a FoP can
hide it's presence by making a special hide check, DC equals DC of spell[+4
bonus if FoP isn't controlling the object or creature. A successful check
allows the FoP to avoid virtually anything that would betray it's presence
in the possessed creature or object. Thus it can pass through a magic circle
against evil, enter a temple warded by a forbiddance, or escape detect via
detect evil. When possessing a creature a FoP can make this hide check to
protect the possessed creature from the full effects of alignment based
spells such as holy smite. If the fiend makes a successful hide check, then
the possessed creatures takes damage appropriate to it's actual alignment,
but if the check fails the creature is affected as if it were the fiend.
* Possess Object(Su): Possess item from Tiny to Huge size,
unattended nonmagical items are automatically possessed, magic items and
attended items receive a save [DC15]. A FoP becomes part of the object it
possesses, so it is no longer ethereal. The FoP is aware of what is going on
around the object, it can see and hear up to 60 feet away. In any round in
which it takes no other action [such as using a spell-like ability], it
extends it's senses to twice it's normal range [120]. The fiend is
vulnerable to spells that specifically affect outsiders or creatures or the
fiends alignment such as holy word, holy smite etc, and is affected by
mind-affecting spells but not physical attacks. Harming the object does not
harm the fiend, although if the object is destroyed, the FoP is forced back
into it's ethereal form. When possessing an object a FoP can use any ability
it has that requires no physical action, such as using a spell-like ability
or telepathy. It can't cast spells, attack physically, or perform any other
physical action, until it reaches a high enough level to make the possessed
object perform these tasks.
Powers
PP: 35
1st Vigor, Psionic Charm, Mindlink, Psionic Grease
2nd Read Thoughts, Psionic Suggestion, Skill Knowledge, Crystal Storm
3rd Energy Wall, Time Hop
Feats:
1 Power Attack -4 to hit for +8 dmg
- (bonus human) Improved Bull Rush
3 Leap Attack +100% power attack dmg when charging
Weak willed Flaw (-3 will save) for Diving Charge +2d6 charge dmg when flying 30ft and dropping 10ft
Shaky Flaw (-2 ranged attack) for Reckless Charge: +4 to hit on charge for -4 AC
- future
(6 Improved Bull Rush)
- (bonus Fighter) Shock Trooper
Martial Stances: (Default Assassin Stance) Island of blades
Flames Blessing: Fire resist 5 Punishing Stance: +1d6 melee dmg, -2 AC Assissin’s Stance: +2d6 Sneak Attack
Martial Maneuvers Known: (10 Swordsage/3 Warblade) Wolf Fang Strike – Standard Attack with 2 weapons
Burning Blade – Swift +1d6+6 fire dmg to melee
Shadow Blade Tech – roll 2 attack dice, take lower result to deal +1d6 cold
Shadow Jaunt – Standard Teleport 50ft Rabid Wolf Strike – gain +4 to hit and +2d6 dmg for -4 AC Saphire Nightmare Blade – Conc check vc AC for +1d6 dmg vs flat footed AC Distracting Ember – Summon small fire elemental to help you flank for 1 round Steely Strike - +4 to hit 1 mob, for –4 AC from other mobs Fire Reposte – (counter) melee touch for 4d6 fire dmg after being hit Iron Heart Surge – Remove effect, +2 to hit Battle Leader’s Charge – no AoO on charge, +10 dmg Shadow Garrote – Ranged Touch for 5d6 dmg Mountain Hammer – +2d6 dmg, ignore DR Soaring Raptor Strike – Attack larger foe +4 to hit,+6d6 dmg
Martial Maneuvers Readied: (9) Burning Blade*, Distracting Ember, Fire Reposte, Soaring Raptor Strike, Rabid Wolf Strike, Shadow Jaunt
Battle Leader’s Charge*, Soaring Raptor Strike*, Rabid Wolf Strike
Appearance
When entering a city alone, this lithe but canny hunter appears as a beggar that uses a rusty old broken tipped short spear as a walking stick. He hunches down his 6ft 6 frame to a mear 5ft 9, which with his wings folded under his cloak gives him a large hunchback look. His blonde dreadlocks and braids are held back from his face with the carved jawbone of some unidentifiable beast, while his wiry mutton chops grow strait back over his slightly pointed ears. His hair only accents his deeply tanned skin and piercing blue eyes that can melt the heart of any woman he cares to look at.
__________________ Its so hard to have a good time, even smiling makes my face ache. - Dr. Frank N. Fuhrter, Rocky Horror Picture Show
____________________
MyGames
Living Eberron Rohna lvl 4 OOC RGIC
Scotley's ToH - Ballista lvl 9 IC
HellrazorIII's Death of the Dragons - Grabhar Goldenwing lvl 5 (Gestalt) RGIC
Dr. Simons B5 Outrageous Fortunne - Croft Callo lvl 2 ICOOC
Dragonwriter's Music Inspired Insanity - Platinus lvl 3 OOCRGIC
Last edited by Vertexx69; 25th May 2009 at 04:47 PM..
Reason: I'll be marking off maneuvers used with an *
You have a favored astral construct form that you can summon at a moment's notice. Level: 5th. Replaces: The bonus feat at 5th level. Prerequisite: You must know the astral construct power. Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct.
Skills: Total ranks = 81
Concentration 8 Total = 8
Craft Sculpture 8 Total = 15
Decipher Script = 3 Total = 12
Knowledge Arcana 8 Total = 21
Knowledge Architecture and Engineering 1 Total = 8
Knowledge Dungeoneering 8 = Total 15
Knowledge Geography 1 Total = 8
Knowledge Nature 8 Total = 15
Knowledge Nobility 1 Total = 8
Knowledge Religion 8 Total = 15
Knowledge Psionics 8 Total = 17
Spellcraft 8 Total = 17
Psicraft 8 Total = 17
Use Psionic Device 8 Total = 12
Collector of Stories Skill Trick (costs 2 skill points)
Powers Known
Energy Ray
Call to Mind
Crystal Shard
Minor Creation
Vigor
Astral Construct
Ego Whip
Share Pain
Energy Bolt
Energy Burst
Power Points = 42
Spells in Prayer Books
Cleric Spells (learned for free at level up)
1st: Cure Light Wounds, Shield of Faith, Ebon Eyes (SC 77), Inflict Light Wounds, Vigor Lesser(SC 229), Comprehend Languages, Protection from Evil, Sanctuary, Bless
2nd: Cure Moderate Wounds, Inflict Moderate Wounds, Spiritual Weapon, Close Wounds(SC 48), Divine Insight (SC 70)
3rd: Cure Serious Wounds, Resist Energy Mass (SC 174), Shield of Faith Mass (SC)
Spell Slots (Bonus spells from Wis Included)
0 = 4
1 = 6
2 = 4
3 = 3
Spells prepared
0 = Detect Magic x 2, Cure Minor Wounds x 2
1 = Lesser Vigor x 3, Spider Climb, Longstrider, Expeditious Retreat
2 = Mirror Image x 2, Invisibility, Close Wounds
3 = Fly, Blacklight, Haste
Magic Items:
Hat of Disguise 1,800gp
Necropolitan Ritual 3,000gp
Hnarvan's Prayer Book 4,000gp
3 x Prayer Books 45gp (Alariass's own prayer books)
Equipment:
Waterproof leather sacks for prayers books (multiple used on each book) = 25gp
Backpack 2gp (the bottom of the backpack has a hidden compartment in which two of the prayer books are concealed.)
Chainshirt 100gp
Heavy Wooden Shield 7gp
Wooden Holy Symbols x 5 (Hidden on person DC 31 search to find) 5gp
Courtier's Outfit 30gp
Explorer's Outfit free 3pp 1gp
__________________ Characters: Living EnWorld and L4W
Init: +9 (+4 DEX +4 Improved Init +1 Quick to act)
HP: 61 = 3x max(1d10+3) + 2x max(1d8+3)
HP in trance: 71; Fort save 14
Speed: 30' (base) +10'(monk) +10'(FotF) +5' (items) = 55'
Max run: 5x 55 = 275' (equals to about 900 YARDS in a minute OR 150 yards in ten seconds)
Skill Skills
Total Rnk Stat Msc Stat
Appraise 2 0 2 0 INT
Autohypnosis 4 0 4 0 WIS
Balance 7 1 4 2 DEX
Climb 2 0 2 0 STR
Concentration 4 1 3 0 CON
Craft 2 0 2 0 INT
Escape Artist 4 0 4 0 DEX
Forgery 2 0 2 0 INT
Handle Animal 5 3 2 0 CHA
Heal 7 1 4 2 WIS (+2 from item)
Hide 10 6 4 0 DEX
Jump 12 4 2 6 STR (+4 if running start)
Knowledge(arcana) 8 6 2 0 INT
Knowledge(religion) 5 3 2 0 INT
Knowledge(nature) 4 3 1 0 INT
Listen 7 1 4 2 WIS
Move Silently 5 1 4 0 DEX
Open Lock 4 0 4 0 DEX
Ride 5 1 4 0 DEX
Search 5 3 2 0 INT
Sense Motive 8 2 4 2 WIS
Sleight of Hand 4 0 4 0 DEX
Spot 9 3 4 2 WIS
Survival(cc) 9 10 4 0 WIS
Swim 2 0 2 0 STR
Tumble 10 6 4 0 DEX
Use Rope 4 0 4 0 DEX
Collector of stories 2
Total 56
Total available 56
Feats
Flaw: Shaky (-2 to ranged attacks)
Bonus: Luck of Heroes (+1 all saves; +1 AC) 1st level only
Flaw: Overconfident (must roll Will to resist challenge, gets +2 to rolls when fighting alone)
Bonus: Great Fortitude (+2 Fort saves)
Trait: Slippery (+1 to checks to avoid grapple; -1 all other grapple checks)
Human: Improved Natural Attack
1st: Improved Initiative
F1 Intuitive Attack
M1 Stunning Fist (Fort DC 10+5/2 (level)+4(WIS) +1(items) = 18)
M2 Combat reflexes, Evasion
BL1 +2 Sense Motive, Alertness
3rd Knowledge Devotion, STR +1
M3 Still Mind, Evasion
F2 Power Attack
4th Fire resistance 5
M4 Ki Strike (magic), slow fall
SS1 Quick to act +1; Weapon focus (unarmed)
5th Gold dragon affinity +2
M5 Purity of Body
FotF CON to AC; +10' move, primal living, feral trance (CON boost)
ToDo:
C6:--- superior natural attack
M6?: Weakening Touch/Pain Touch (bonus?), +10' speed OR
FotF2?: Uncanny Dodge, Untamed strike (50% ghost touch hands)
BL2: +1 to natural armor
SS2 / FotF 3 if allowed
SSN1
SS+1
SSN2
SS+1
SSN3
SS+1
SSN4
Maneuvers
1 stance
Step of the wind - set 1 stance (ignore difficult terrain, gain +2 to hit and 4 to trip/rush or resist trip/rush those who have penalties)
6 maneuvers
1. Counter charge - set 1 counter (immed, select STR or DEX against creatures same stat, if success redirect charge 10'; if failed creature gets +2 to hit)
2. Mighty Throw - set 1 strike (std, make touch attack and resolve as trip with STR or DEX (at +4), if success throw opponent 10')
3. Stone bones - Stone 1 strike (std, single attack, if hit gain DR 5/adamantine for 1 round)
4. Shadow jaunt - ss 2 (std, teleport 50')
5. Cloak of deception - ss 2 boost (swift, turn greater invisible)
6. Moment of perfect mind - diamond 1 counter (immed Conc check instead of Will save)
Readied:
Mighty Throw
Shadow Jaunt
Stone Bones
Cloak of Deception
-- TODO:
----Shadow blade tech - ss 1 strike (std, melee attack, make two attack and either take higher or take lower and deal extra 1d6 cold damage)
--- Clinging shadow strike - ss 1 strike (std, melee, deal extra 1d6 damage and Fort DC 11+WIS=15 or suffer 20% miss chance)
----Island of blades - ss1 stance (all adjacent opponents are flanked by all adjacent allies regardless of the angle)
----Child of the shadow - ss1 stance (move 10' and gain concelment)
----Action before thought - diam 2 counter (immed Conc check instead of Ref save)
----Baffling defense - set 2 counter (immed Sense Motive replaces AC) - bad for Play-by-post as it needs to be declared before attack roll is known
----clever positioning - set 2 strike (melee attack, switch places with target if Ref DC 12+DEX=16 failed)
Knowledge Devotion
Gives insight bonuses to hit and damage
DC 15 +1
DC 25 +2
DC 30 +3
DC 35 +4
DC 36+ +5
Magic Items
Meteoric Dagger 500 (assuming +1 weapon for free (2302), this one costs 2802) Normal +1 dagger; 1 charge returning; 2 charges flaming and returning; 3 charges flaming, returning and blast 3d6 fire; REF DC 14 halves
Brute gauntlets 500 Swift 3 charges/day, morale bonus to STR, STR skills and damage; 1 charge +2; 2 charges +3; 3 charges +4
Lenses of bright vision 600 swift; 3/day; 1 min duration; 15' cone of light
Monastic Array (MIC 200) Cobra straps 1400 Unarmed attack at the end of charge as immediate action move 5' without provoking AOO
Dragon mask 2700 Run feat, +5' movement
2 Pieces: +1 DC of Stunning fist
Least crystal of life drinking steals 1 hp per hit 10/day, currently set into gauntlets.
Potion of enlarge x2 100 (+2 STR; -2 DEX; -1 to hit; -1 AC, 10' reach, weight x8) 1 spent Potion of cure light wounds x2 100
From War:
CLW x 6
Alchemist fire x 5
--------------------------
Total: 8650
Description
Marius is lean, not especialy tall man. He has shoulder length hair and bushy sideburns. His eyes are golden yellow remniscient of wolves and he walks in gliding manner of those always ready to fight. When standing still he really STANDS STILL, no small shufflings, no hand movement, nothing except his eyes moves.
His torso is tattooed with pictures of gold dragon battling black, dragons covering most of his torso and moving as he moves.
OOC: think of Japanese Irezumi tattoos
Gray cloak is clasped with small dragon shaped clasp and on his forehead is raised mask also in the shape of the dragon. On his belt there is ruby hilted dagger.
History
Marius was taken as slave from small borderland village. His family got him late in life and they were killed. Unknown to him, they took an orphan as they couldn't have children. They would eventualy tell him, but right now, he believes his roots are in borderlands. After grueling travel and smuggling he ended up as cannon fodder for arena combat.
Instead of dying however, he showed instinctive feel for combat and avoiding clumsy attacks of his more powerful opponents, he became known as lethal combatant with his cestus (battle glove). After several years of such life he was first defeated and then bought by an old man possibly <enter name of oriental empire> in origin who brought him to border keep at some baronet's manor where he was trained in more advanced techniques and learned in the ways of the dragon. There was a chapel devoted to learning (Deneir). It is rumored that deep under the temple sleeps enormous gold wyrm that gave monks their knowledge. Also, legend has it that the empire will fall if baronet's keep is ever overrun. As it was overrun the Empire fell.
Pictures
Last edited by Neurotic; 24th August 2009 at 09:15 PM..
Reason: Added crystal item
Name: Ardularra Rilynath
Class: Warlock 5/Cleric 3/Binder1
Level 1: Warlock/Draconic
Level 2: Warlock/Cleric
Level 3: Warlock/Cleric
Level 4: Warlock/Cleric
Level 5: Warlock/Binder
Race: Draconic Drow
Size: Medium
Gender: Female
Alignment: Chaotic Neutral
Deity: Lolth
Str: 16 +3 Level: 5 XP: 10,000
Dex: 17 +3 BAB: +3 HP: 53 =[(1d6+3)+(4d8+12)]
Con: 16 +3 Grapple: +6 Dmg Red: 1/Cold Iron
Int: 16 +3 Speed: 30' Spell Res: 0
Wis: 18*+4 Init: +3 Spell Save: ??
Cha: 22 +6 ACP: -1 Spell Fail: 0%
*Level 4 bonus
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +0 +3 +0 +1 -1 18
Touch: 12 Flatfooted: 15
Base Mod Misc TotalFort: 3 +3 +0 =6
Ref: 1 +3 +2 =6
Will: 4 +4 +0 =8
Weapon Attack Damage Critical
+1 Rapier +7 1d6+4 18-20x2
Claw +6 1d3+3 20-20x2
Eldritch Blast +6 3d6+0 20-20x2
XXXX +X XdXX+X XX-XXxX
Languages: Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language
Abilities:
60' Darkvision
+2 bonus on will saves against spells and spell-like abilities
Can use Dancing Lights, Darkness and Faerie Fire once a day
Proficient with Hand Crossbow, Rapier and short sword
Light Blindness
Low-Light Vision
+4 bonus on saves against magic sleep and paralysis
+2 bonus on Intimidate and Spot checks
Two 1d3 claw attacks
+1 natural armor bonus
+2 racial bonus on Listen, Search, and Spot checks.
An elf who merely passes within 5 feet of a secret or concealed door is entitled
to a Search check to notice it as if she were actively looking for it.
Deceive Item: Ardulanna may take ten on Use Magic Device checks, even if distracted or threatened.
Detect Magic at-will
Rebuke/Command Undead
Rebukes/Commands Vermin[As if undead](Spider Domain)
Soul Binding (One Vestige)
Feats:
Point Blank Shot[Level 1]
Profane Lifeleech[Level 3]
Skilled Pact Making[Vulnerable Flaw]
Lightning Reflexes [Drow Domain]
Invocations Known:
Hideous Blow
Frightful Blast
Sickening Blast
Domains: Drow, Spider
Turning info:
Turning modifier: 1d20+6
Rebuke Undead 9 Times a day
Rebuke Vermin 9 times a day
Binding info:
1d20+Binder Level+Charisma Modifier+4(Skilled Pact Making)
1+6+4=11+1d20
Skill Points: 40 Max Ranks: 8/4
Skills Ranks Mod Misc Total
Knowledge: Religion 8 +3 +X =11
Knowledge: The Planes 4 +3 +X =7
Use Magic Device 6 +6 +X =12
Intimidate 2 +6 +X =8
Concentration 6 +3 +X =9
Heal 6 +4 +X =10
Craft(Poisonmaking) 8 +3 +X =11
Equipment: Cost Weight
Mithril Breastplate 4,200gp 15lb
+1 Rapier 00gp 02lb
Ring of Sustenance 2,500gp 00lb
Pearl of Power(1st) 1,000gp 00lb
Wand of Cure Light Wounds 750gp 00lb
Bedroll 1sp 05lb
Sundark Goggles 10gp 00lb
Total Weight:28 lb Money: 539gp 09sp XXcp
Light Medium Heavy Lift PushMax Weight: 76 77-153 153-230 460 1150
Age: 57
Height: 5'0"
Weight: 115lb
Eyes: Golden
Hair: Platinum blonde
Skin: Onyx
Appearance: Ardularra was typical of the drow in several respects, primarily being her obsidian skin. Her hair was a fairly rare color, the platinum blonde locks tied up to fall in a ponytail just down to her shoulders. Her eyes differed slightly too. While golden eyes were rare, what made it obvious Drow wasn't the only think coursing through her veins was the woman's pupils. Rather than circular as most humanoids, they were slitted, as a feline or dragon. Her build was fairly robust for a Drow, though she still was no frontline warrior, she could hold her own if forced into such situations.
Her form was adorned with a breastplate upon which was engraved a depiction of the Spider Queen, and flowing robes upon the rest of her form, primarily of a dark violet color.
Background: Ardularra was born into the house Rilynath, which was a fairly small house, having authority only in the city of Verathrax at the time. However, it had almost the entire city in a stranglehold, allowing them to act as they wished, and a few within the House had even began missing religious functions in Honor of Lolth. Of course, Lolth would not tolerate this, and ordered the Church to have House Rilynath destroyed for tolerating and facilitating this blasphemy. As a result, the Church in Verathrax sent word to nearby cities, and a largescale purge took place. Realizing their predicament, the family scattered.
Ardularra was a young girl, and was a Priestess of minor standing herself. Fortunately, she had managed to slip away, striking down the two priestesses sent to deal with her. In the confusion, the young Drow slipped away, vowing vengeance upon the rest of the Drow, vowing that she would prove to Lolth that she remained faithful. She eventually made her way to the surface, where she stumbled upon a small village...
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Last edited by Theroc; 14th July 2009 at 11:05 PM..