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  1. #91
    Double Post
    Last edited by Jack of Tales; Tuesday, 29th January, 2008 at 11:50 PM.

 

  • #92
    Code:
    Name: Kyra Moonborn
    Class: Druid	Starting Level: 1
    Race: Dreamsight Shifter
    Region of Origin: The Eldeen Reaches
    Size: Medium
    Gender: Female
    Alignment: Neutral Good
    Action Points: 5
    Deity: 
    
    Str: 8  -1    (0p.)	Level: 1	        XP: 0
    Dex: 10 +0    (0p.)	BAB: +0		HP: 11 (1d8+3)
    Con: 16 +3   (10p.)      Grapple: -1	Craft Points: XXXX
    Int: 11 +0    (5p.)	Speed: 30'	Stat Increases: +2 Dex, -2 Int, -2 Cha
    Wis: 18 +4    (16p.)     Init: 0	        Spell Save: 
    Cha: 8  -1    (2p.)	ACP: -0		Spell Fail: 
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+2	+0	+0	+0	+0	+0	12
    Touch:	10	Flatfooted: 12
    Armor: 	AC Bonus     Max Dex:      Penalty
    Leather  +2  		+5	     -0
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+5	+2	+3	+0	
    Ref: 	+0	+0	+0	+0	
    Will:	+6	+2	+4	+0	
    Notes:
    
    Weapon		Attack	Damage	Critical	Range
    Quarterstaff	-1	1d6-1	x2		------
    Sickle		-1	1d6-1	x2		
    
    Notes:
    
    Languages: Common, Druidic
    
    Abilities: 
    Beast Spirit [Su]
    1st-2nd: Alertness, Extend Shifting (+2 duration), Feral Empathy (+4 wild empathy & handle animal)
    Wild Empathy
    Spontaneous Casting (Summon Nature's Ally)
    Nature Sense: +2 Knowledge(nature) & Survival
    Racial:
    Low-Light Vision
    Dreamsight[Su] Shifting: +2 wisdom, Speak with animals; +2 Handle Animal & Wild Empathy
    +2 Balance, Climb, Jump
    Shifting: 1/day, 9 rounds
    
    Feats:  
    Dreamsight Elite (Full round action while shifting = See Invisibility & +5 spot)
    
    Spells prepared (Save DC 14 + spell level): 0 - 3; 1st - 2
    0: Detect magic, Light, Flare
    1: Produce Flame, Cure Light Wounds
    
    
    
    
    
    Skill Points: 16	Max Ranks: 4/2
    Skills		Total	Ranks	Mod 	Misc
    Handle Animal	+10	4	+0	+6
    Knowledge(N)	+6	4	+0	+2
    Concentration	+7	4	+3	--
    Survival	+10	4	+4	+2
    Wild Empathy	+7	-	+0	+6
    Climb		+1	0	-1	+2
    Balance		+2	0	+0	+2
    Jump		+1	0	-1	+2
    Spot             +6     0         +4    +2
    Listen           +6     0         +4    +2
    Notes:
    
    Equipment:		Cost	Weight
    Quarterstaff		-gp	4lb
    Sickle			6gp	2lb
    Leather Armor		10gp	15lb
    Backpack		2gp	2lb
    --Rations		.5gp	1lb
    --gold pouch                    1lb
    
    
    Total Weight:25lb	Money: 61gp 4sp 0cp
    
    			Lgt	Med	Hvy	Lift	Push
    Max Weight:	26	27-53	54-80	80	400
    
    Age: 17
    Height: 5'4"
    Weight: 125
    Eyes: Yellow
    Hair: Black
    Skin: Tan
    Appearance: Kyra has long black hair that is wavy. Unlike other shifters, she leaves it to flow loose and unbraided. Her eyes are wide and bright revealing her curiosity and easily excited demanor. Her features are narrow and stark. Her canines are shown when she grins, which she does often. She dresses in a plain white robe as a symbol of her druidic religion. She has several earrings with raven feathers hanging from her ears.

    Personality:
    Kyra is very excitable. While devout in her faith to the ways of the druids, she longs to explore the world. She doesn't want to be constrained to one place for too long although she feels some guilt over leaving her family. She has a strong affiliation to birds and loves to catch them only to teach them a few tricks before releasing them into the wilderness again. She strongly reveres the freedom of animals to do as they wish.

    Background:
    Kyra was raised in the druidic tradition by her mother. The family has a long tradition of the first female of every line entering into the druid ways and provindg religious stability for the family. Kyra is the first of her family to leave the Reaches in search of something more. She has promised to return one day and tell stories of her travels. She left merely a simple note in druidic to her mother before setting out.

    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L1 -> CLASS Druid (Shifter-Variant) HP: +11 (HD+CON+OTHER) SP: +16 (CLASS+INT+OTHER) [Left out when not needed, also could simply be a new total instead of a bonus]
    Handle Animal +4, Knowledge(Nature) +4, Concentration +4, Survival +4
    Feat: Dreamsight Elite
    Spells Known: SPELL
    Powers Known: POWER
    Other: Wild Empathy, Beast Spirit, Spontaneous Spell (Summon Nature's Ally)
    Last edited by Jack of Tales; Monday, 4th February, 2008 at 12:44 PM.

  • #93
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    Acolyte (Lvl 2)

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    ø Ignore jaker2003

    Jack, new arrival to LEB

    Jack
    Code:
    Name:  Jack
    Class:  Scout 1 / Rgr 1 / Mnk 1	Starting Level: 3
    Race:  Human
    Region of Origin:  Sharn
    Size:  Medium
    Gender:  Male
    Alignment:  LN
    Action Points:  06 (5+ half Character Level)
    Deity:  None (Domains:  XXX, XXX)
    
    Str:  12 +1 (04p.)	Level:  3	 XP: 3000
    Dex:  16 +3 (10p.)	BAB:  +1	 HP:  23 (1d8+1d8+1d8+3)(8+6+6+3)
    Con:  13 +1 (05p.)	Grapple:  +2     Craft Points:  100
    Int:  14 +2 (06p.)	Speed:  30'	 Stat Increases: 
    Wis:  14 +2 (06p.)	Init:  +7	 Spell Save:  XX
    Cha:  10 +0 (02p.)	ACP:  -0	 Spell Fail:  X%
    
    	Base	Armor	Shld	Dex	Size	Nat	Wis	Total
    Armor: 	10	+1	+X	+3	+0	+X	+2	16
    Touch: 	15	Flatfooted:  13
    
    Spell Res:  None
    Dmg Red:  None
    
    	Total	Base	Mod	Misc
    Fort: 	+5	+0+2+2	+1	--
    Ref: 	+9	+2+2+2	+3	+X
    Will: 	+4	+0+0+2	+2	--
    Notes: 
    
    Weapon			Attack	Damage	Critical	Range
    Unarmed Strike		+4	1d6+1	XX-20/x2 	------
    Shuriken  		+4	1d2+1	XX-20/x2 	  10 ft
    
    Notes: 
    
    Languages:  Common, Giant, Goblin
    
    Feats:  Improved Initiative (1st), Combat Reflexes (1st),
    Track (Rng1), 
    Weapon Finesse (3rd), Stunning Fist (Mnk1)
    
    
    No magic or psionics
    Spells prepared (Save DC XX + spell level; XX/XX): 0 - XX, XX; 1st - XX, XX Domains: Spellbook/Spells Known: 0 - XX, XX, XX; 1st - XX, XX, XX; Psionic Powers (Save DC XX + Power level; Manifester Level XX) Power Points: XX Powers Known: 1st - XX, XX, XX; Spell-Like/Psi-like Abilities: XXX
    Scout (8+Int)x4+4=40 (Int= +2) Ranger(6+Int)+1 =8 Monk (4+Int)+1 =6 Skill Points: 60 Max Ranks: 6/3 Skills Total Ranks Mod Misc Balance 5 2 3 Climb 3 2 1 Craft (Weaponsmithing) 7 5 2 Diplomacy 3 3 0 Escape Artist 5 2 3 Heal 7 5 2 Hide 8 5 3 Jump 3 2 1 Knowledge (arcana) 4 2 2 Knowledge (dungeon) 4 2 2 Knowledge (Geography) 4 2 2 Knowledge (Nature) 4 2 2 Knowledge (religion) 4 2 2 Listen 4 2 2 Move Silently 8 5 3 Ride 5 2 3 Search 4 2 2 Sense Motive 4 2 2 Spot 4 2 2 Survival 5 3 2 Swim 3 2 1 Tumble 5 2 3 Use Rope 5 2 3 Notes: Equipment: Cost Weight Explorer's Outfit Free Free (1st outfit free) Wand: cure light wounds 750gp 1/16 lb (DMG list 1 ounce each) Bracers of Armor +1 1000gp 1lb Backpack 2gp 2lb Scroll case 1gp .5lb Belt Pouch 1gp .5lb Rope, silk (50ft.) 10gp 5lb Waterskin 1gp 4lb (in backpack) Everburning torch 110gp 1lb (wrapped with loose cloth in backpack) Rations (5 days) 2.5gp 5lb (in packpack) Shuriken (50) 50gp 5lb Letter of Credit (770gp) Total Weight: 24lb Money: 2gp 5sp 0cp (Starting: 2700gp) Lgt Med Hvy Lift Push Max Weight: -43 -86 -130 260 650 Age: 25 Height: 6 foot Weight: 167 pounds Eyes: Blue Hair: Brown Skin: Fair and freckled
    Abilities:
    Weapon and Armor Proficiency:
    Jack is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Jack is also proficient with the kama, nunchaku, sai, shuriken, and siangham.
    When wearing armor, using a shield, or carrying a medium or heavy load, Jack loses his AC bonus, as well as his fast movement (+0ft.) and flurry of blows abilities.
    Scout Abilities
    Skirmish: Jack has +1d6 skirmish damage.
    A scout can deal additional damage on all attacks she makes during any round in which she moves at least 10 feet. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four scout levels thereafter.
    Ranged attacks can count as skirmishing only if the target is within 30 feet.
    A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Trapfinding:
    Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
    Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
    Ranger Abilities
    Favored Enemy (Ex) Jack gains a +2 bonus against Constructs.
    At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

    Track
    A ranger gains Track as a bonus feat.

    Wild Empathy (Ex) Jack rolls 1d20+1 on Wild Empathy checks.
    A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
    Monk Abilities
    AC Bonus (Ex) Jack applies his Wisdom Bonus (+2) to AC.
    When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

    Flurry of Blows (Ex) Jack takes a -2 penalty on attack rolls when using his flurry.
    When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
    When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
    In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
    Greater Flurry
    When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

    Unarmed Strike Jack's unarmed strike deals 1d6+1 damage.
    At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
    Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
    A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
    A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

    Bonus Feat Jack selected Stunning Fist as his MNK1 bonus feat.
    At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.


    Appearance: Jack appears to be lean and relaxed.

    Personality:

    Background: Raised just outside of Sharn, Jack has a varied past, though he seldom talks about it.

    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L1 -> CLASS Scout (1) HP: +9 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
    SKILLS +RANKS(44): Balance +2, Climb +2, Craft (weaponsmithing) +4, Escape Artist +2, Hide +4, Jump +2, Knowledge (dungeoneering) +2, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +2, Move Silently +4, Ride +2, Search +2, Sense Motive +2, Spot +2, Survival +2, Swim +2, Tumble +2, Use Rope +2.
    Feats: Improved Initiative, Combat Reflexes
    Spells Known: None
    Powers Known: None
    Other: Skirmish +1d6, Trapfinding

    L2 -> CLASS Ranger (1) HP: +7 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
    SKILLS +RANKS(9): Craft (Weaponsmithing) +1, Heal +5, Hide +1, Move Silently +1, Survival +1
    Feat: Track (Ranger Bonus Feat)
    Spells Known: SPELL
    Powers Known: POWER
    Other: Favored Enemy: Constructs +2, Track, Wild Empathy

    L3 -> CLASS Monk (1) HP: +7 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
    SKILLS +RANKS(7): Diplomacy +3, Knowledge (arcana) +2, Knowledge (religion) +2
    Feats: Weapon Finesse (3rd), Stunning Fist (Monk Bonus Feat)
    Spells Known: SPELL
    Powers Known: POWER
    Other: AC Bonus, Flurry of Blows, Unarmed Strike 1d6, Bonus Feat: Stunning Fist (1/day)

  • #94
    Registered User
    Scout (Lvl 6)



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    Location
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    Posts
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    ø Ignore pathfinderq1
    Code:
    Name: Reveka ‘Scrapescale’
    
    Class: Barbarian 1/Dragon shaman 1(Brass)     Starting Level: 2
    
    Race: Human
    
    Region of Origin:: Argonessen
    
    Size: medium
    
    Gender: female
    
    Alignment: CG
    
    Action Points: 6 (at level 2)
    
    Deity: dragon cult (Hazsuranni the brass wyrm) 
    
    
    
    Str: 17 (+3)(13 p.)    Level: 2    XP: 2050
    
    Dex: 14 (+2)(6 p.)    BAB: +1    HP: 23 (d12+d10+4 CON)
    
    Con: 14 (+2)(6 p.)    Grapple: +4    Craft Points: n/a
    
    Int: 10 (+0)(2p.)    Speed: 30'    Stat Increases: none yet
    
    Wis: 8 (-1)(0 p.)    Init: +2     Spell Save: n/a
    
    Cha: 14 (+2)(6 p.)    ACP: -4        Spell Fail: n/a
    
    
    
        Base    Armor    Shld    Dex    Size    Nat    Misc    Total
    
    Armor:    10    +5    +0    +2    +0    +0    +0    17
    
    Touch:    12    Flatfooted: 15
    Notes: AC –2 while raging (AC 15, t10, ff13)
    
    
    Dmg Red: None (unless using Toughness aura)
    
    
        Total    Base    Mod    Misc
    
    Fort:    +6    +4    +2   +0
    
    Ref:    +2    +0    +2    +0
    
    Will:    +1    +2    -1    +0
    
    Notes:: fire resistance 5 (from Dragon totem feat); +2 Will saves while raging
    
    
    Weapon            Attack    Damage    Critical    Range
    
    MW greatsword        +5    2d6+4    19-20/x2
    
    Throwing ax (thrown)        +3    1d6+3      20/x2     10 ft increment
    
    Kukri                           +4         1d4+3       18-20/x2
    
    Notes:While raging, add +2 to hit for melee attacks, and +2 damage (+3 for two-handed weapons)
    
    
    Languages: Common, Argon, Draconic
    
    
    Abilities: Auras: Toughness, vigor, presence (aura bonus +1); Rage (1x/day, lasts 7 rounds); fast movement (+10 feet); Literate (at level 2); Totem dragon (Brass); Fire resistance 5 (feat); 
    
    
    Feats:  Endurance (level 1), Dragon totem (brass; racial bonus)
    
    
    Spell-Like/Psi-like Abilities: n/a
    
    
    Skill Points: 23    Max Ranks: 5/2.5
    
    Skills        Total    Ranks    Mod     Misc
    
    Bluff                           +2                       +0r    +2    --
    
    Climb    +5    +2r    +3    (-4= +1 in armor)--
    
    Gather information    +3    +1r    +2    XX
    
    Intimidate    +7    +5r    +2    XX
    
    Jump    +4        +1r   +3    (-4= +0 in armor)
    
    Knowledge- local (Argonessen)   +2    +2r/cc    +0
    
    Speak language  +2      +2r/cc     +n/a      (Argon, Draconic)
    
    Survival      +4     +5r   -1
    
    Swim        +4    +1r     +3     (- encumbrance/armor, variable)
    
    Notes:: Presence aura adds +1 to Bluff, Diplomacy, and Intimidate skills; 
    
    
    Equipment:        Cost    Weight
    
    Breastplate        200 gp     30 lb
    
    MW greatsword     350gp     8 lb
    
    Arcane signet ring (Deneith- her father’s)    150gp    0 lb
    
    Torc (brass and dragonscale)        50gp     1 lb
    
    Identification papers (standard)     2 gp     0 lb
    
    Throwing ax (x2)        16 gp     4 lb
    
    Kukri  8gp  2 lb
    
    Dagger (x2) 4 gp  2 lb (1 in pack)
    
    Explorer’s outfit (x2) 20 gp  1free +8 lb in pack
    
    Backpack 2 gp  2 lb (pack)
    
    Waterskin 1 gp  4 lb (pack) 
    
    Sunrod (x6)    12 gp   1 lb (+5 lb pack)
    
    Alchemist’s fire flask (x2)  40 gp  1 lb (+1 lb pack)
    
    Trail rations (4 days)    2 gp   4 lb (pack)
    
    Whetstone 2 cp  1 lb
    Flint and steel   1gp  0 lb
    
    Belt pouch 1 gp  0.5 lb
    
    Sack (x2)  2 sp   1 lb (pack)
    
    Rope (50 feet, silk)  10 gp   5 lb (pack)
    
    Piton (x4)  4 sp  2 lb (pack)
    
    
    Total Weight:50.32 base (83.32 with pack) lb    Money:  80 gp, 3 sp, 8 cp
    
            Lgt    Med    Hvy    Lift    Push
    
    Max Weight:    0-86    87-173    174-260    520    1300
    
    
    Age: 21
    
    Height: 5’10”
    
    Weight: 175
    
    Eyes: dark gold
    
    Hair: black
    
    Skin: red-bronze
    Appearance: Reveka is an athletic young woman, with a rather exotic and striking appearance- she is not attractive in the traditional sense, but she has presence, and her looks are unusual enough to take the place of more ordinary beauty. She is tall and muscular, more toned than bulky. Her skin is a deep red-bronze, with a nearly metallic sheen in the right lighting, and her facial features are sharp and clearly defined, almost elvish in their severity. She wears her black-enameled breastplate nearly all the time, and carries a massive sword. Her clothing and jewelry have an exotic look as well- familiar to those few folk who have traveled as far as Argonessen. Tattoos in a startling variety of colors line both her hands and forearms, obviously meant to mimic the sinuous twining of dragonmarks. When she speaks, her voice is pleasant, but her accent is a bit odd.


    Personality: Reveka is an almost aggressively confident young woman. She believes that the dragons (and in particular her patron) have given her great gifts- she has no fear in speaking her mind, and is willing to leap into battle without hesitation. She is also rather curious by nature- she especially loves to hear stories of new and interesting things or war stories and great heroes (of the past or present). She tries very hard to be brave, honest, and an a reliable friend- and has little patience for anyone who demonstrates a lack of such qualities. She knows that skill at arms is her best path to fortune, and trains and practices as often as possible- she especially likes to spar against weapons or fighting styles that are unfamiliar.



    Background: Reveka was born on the isle of Seren. Her mother Rassavi was a powerful sorceress, and a member of the tribe’s Council of Dragonspeakers; Reveka’s father was a northerner, a warrior who washed up on the shore after a great storm. He bore the dragon’s mark and that, combined with his prowess as a warrior, earned him the acceptance of the tribe. He stayed with them for several months, and spent much of his time with the sorceress, telling her tales of his homeland far across the sea, where a great war had raged for more than his own lifetime. The sorceress was at first fascinated- in time her fascination turned to love. Perhaps, Gerard D’Deneith might have remained with the tribe- he might have even risen to the role of chief. But, it turned out, he was too valuable to his own house, and they sent an arcane extraction team to “rescue” him, whether he wanted to be rescued or not. So he returned to Khorvaire, leaving the sorceress despondent- and pregnant. She named her daughter Reveka, after the misheard name of Gerard’s own grandmother.

    From the very beginning, Reveka seemed destined to be different- within months of her birsth, the tribe was visted by one of the great dragons, the Brass Wyrm Hazsuranni- this had happened from time to time before, for the dragons sometimes requested particular warriors to join the guardians of totem beach. This time was different, though, for the dragon ordered Rassavi to come to Totem Beach, with her daughter- such a “request” was unheard of, even to the most learned elders- but the will of the Scaled Lords could not be questioned. So reveka spent most of her youth on Argonessen- she played along the beach and watched the great heroes of the tribes, while her mother supported the guardians with her arcane abilities. From time to time,Hazsuranni or other dragons paid the guardians the great honor of a persoanl visit, and many of these visits included looking in on the guardians’ young mascot. In time Reveka began to grow, and as one might expect, she began to learn the warrior’s trade. The guardians made excellent teachers, and she was soona promising young swordswoman. Her mother also made sure to tutor Reveka in languages and the ways of her people- though the girl had no true amgical talents, she did have some supernatural gifts. Other shamans among the guardians ranks began to teach her their own rites, and found her to have great potential. Finally, though, Reveka had her coming-of-age ceremony, and was accepted by the tribes as a full adult- she was quite prepared to take her place among the ranks of Totem Beach’s warrior guardians. No more than aday after the ceremony, though, the Brass Wyrm returned, and demanded to speak with Reveka alone. Hazsuranni told the young woman that she must leave the Dragon Isle, and journey to the land across the sea where he father had come from. The dragon would not say why, only that it was important, and that Reveka would find the path to greatness there, or the way to death. If she managed to attain the powers which were her birthright, the dragons would welcome her back with great honor- until then she was forbidden to return. Reveka packed her things and said her goodbyes as quickly as she could, and she boarded the next ship to depart. Afetr a brief stop in her home village in Seren, she signed aboard a raiding ship and made the long, arduous journey to Khorvaire. Dream-visions led her to Sharn, and she went to the great city in search of clues to the mystery of her future- she has made her way as a warrior, since that is the only real trade she knows.



    Logs


    XP log:

    150 (+450 x2=900)= 1050 xp from The Lighting of the Death, http://www.enworld.org/forum/living-...ml#post4579057



    Wealth and Craft log:

    50 gp from The Lighting of the Death (link in XP section)

    Paid XXX for

    Sold XXX for

    Crafted XXX for



    Other log:

    XXXX from





    Notes:

    XXXX



    Advancement


    L1 -> Barbarian 1 HP: +14 (d12+ 2 CON) SP: +20 (4+0 INT+1 race =5 x4 base)
    SKILLS: Climb 2 pts/2 ranks; Intimidate 4 pts/4 ranks; Jump 1 pt/1 rank; Knowledge- local (Argonessen) 4 pts cc/2 ranks; Speak language 4 pts cc/2 rank; Survival 4 pts/4 ranks; Swim 1 pt/1 rank

    Feat: Endurance, Dragon totem (racial bonus)

    L2-> Dragon shaman 1(Brass); HP + (d10= 7, +2 CON); SP: +3 (2+0 INT +1 race)
    Skills: Gather information 1 pt/1 rank; Intimidate +1 pt/+1 rank; Survival +1 pt/+1 rank; also adds Literacy for languages known

    Auras (3): Presence, toughness, vigor

    Next- Fighter 1
    Last edited by pathfinderq1; Sunday, 14th December, 2008 at 12:48 AM. Reason: Adventure completed

  • #95
    Registered User
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    ø Ignore pathfinderq1

    Jehennady'aashta; Arcane Inquisitive

    Code:
    Name: Jehennady’aashta  (aka Jehen the weasel)
    
    Class: Beguiler 1/Warlock 2 	Starting Level: 3
    
    Race: Human
    
    Region of Origin:: Breland (Wroat) 
    
    Size: medium
    
    Gender: female
    
    Alignment:  chaotic good
    
    Action Points: 6 (at level 3)
    
    Deity: Sovereign Host
    
    
    
    Str: 8 (-1)(0 p.)	Level: 3	XP: 3000
    
    Dex: 12 (+1)(4 p.)	BAB: +1	HP:  18 (6 +2d6+3)
    
    Con: 12 (+1)(4 p.)	Grapple: +0	Craft Points: n/a
    
    Int: 18 (+4)(16 p.)	Speed: 20' (with pack) Stat Increases: none yet
    
    Wis: 14 (+2)(6 p.)	Init: +1 	Spell Save: n/a
    
    Cha: 11 (+0)(3 p.)	ACP: -0		Spell Fail: n/a%
    
    
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    
    Armor:	10	+0	+0	+1	+0	+0	+0	11
    
    Touch:	11	Flatfooted: 10
    Notes:+4 AC if Mage Armor is active (AC 15, t15, ff 14)
    
    
    
    Spell Res: None
    
    Dmg Red: None
    
    
    
    	Total	Base	Mod	Misc
    
    Fort:	+1	+0	+1	--
    
    Ref:	+1	+0	+1	+X
    
    Will:	+7	+5	+2	--
    
    Notes:
    
    
    
    Weapon			Attack	Damage	Critical	Range
    
    Rapier  		+0	1d6-1   	18-20/x2	------
    
    Eldritch blast		+2 touch	1d6+0  	20/x2	60 ft (no increment)
    
    Notes::  
    
    
    Languages: Common, Orcish, Gnomish, Draconic; +Goblin; +Dwarven
    
    
    Abilities: Trapfinding, Ignore Spell Failure chance in light armor, proficient with light 
    
    armor, simple weapons and hand crossbow, rapier, shortbow, short sword; numerous spells 
    
    and spell-like abilities (see below)  
    
    
    Feats:  Investigate (ECS, level 1); Education (level 1; racial bonus); Least 
    
    dragonmark (Finding- Identify; level 3); 
    
    
    Spells available (Save DC 14 + spell level; Beguiler CL 1): 0 - 5; 1st - 4
    
    
    Spell-Like/Psi-like Abilities: Eldritch blast (at will, 60 foot range); warlock 
    
    invocations (CL 1: Beguiling Influence; at will; See the Unseen, at will); Detect Magic (at 
    
    will, CL 2) Identify (1x/day, CL 1; Least dragonmark);
    
    
    
    Skill Points: 58 (44 beguiler +7+7 warlock)	Max Ranks: 6/3
    
    Skills		Total	Ranks	Mod 	Misc
    
    Appraise	+5	1r	+4 (INT)	--
    
    Bluff    	+6 (+12)	5r	+1 (CHA), +6 invocation	--
    
    Concentration	   +2	1r	+1 (CON)	XX
    
    Diplomacy	+5 (+11)	2r   +1 (CHA), +2 synergy, +6 invocation
    
    Disable device     +7               1r     +4 (INT), +2 MW tools
    
    Disguise           +2 (+4)         1r    +1 (CHA), (+2 synergy to stay in character)
    
    Forgery              +5                1r    +4 (INT)
    
    Gather information     +3       2r     +1 (CHA)
    
    Intimidate        +5 (+11)       2r     +1 (CHA), +2 synergy, +6 invocation
    
    Knowledge- arcana  +11      6r     +4 (INT),  +1 education
    
    Knowledge- geography    +5    1r     +4 (INT)
    
    Knowledge- history         +5    1r   +4 (INT)
    
    Knowledge- local   +6   2r    +4 (INT)
    
    Knowledge- nobility  +8   3r   +4 (INT), +1 education
    
    Knowledge- religion +5       1r     +4 (INT)
    
    Knowledge- the planes +5    1r    +4 (INT)
    
    Listen  +3   1r   +2 (WIS)
    
    Open lock +4    1r   +1 (DEX), +2 MW tools
    
    Search +10    4r   +4 (INT), +2 dragonmark
    
    Sense motive  +7   5r  +2 (WIS)
    
    Sleight of hand  +4   1r  +1 (DEX), +2 synergy
    
    Speak language  +2    2r +n/a
    
    Spellcraft  +12      6r +4 (INT) +2 synergy
    
    Spot   +4   2r   +2 (WIS)
    
    Use magical device  +7   6r   +1 (CHA)
    
    
    Notes: Beguiling influence adds +6 to Bluff, Diplomacy, and Intimidate skills when in use; 
    
    
    
    Equipment:		Cost	Weight
    
    Inquisitives kit (ECS)		300gp	4 lb (pack)
    
    MW thieves tools		100gp	2 lb
    
    Arcane signet ring (Tharashk)		150gp	0 lb
    
    Rapier		             20 gp	                         2 lb
    
    Dagger (x2)		4 gp	1 lb +1 lb (pack)
    
    Darkweave explorer’s outfit (x2)  220 gp       0(worn) +8 lb (pack)
    
    Glamerweave courtier’s outfit     130 gp        6 lb (pck)
    
    Misc. jewelry (for courtier’s garb)  100 gp    1lb (pack)
    
    Eternal wand (Repair light damage)  820 gp    0.1 lb
    
    Acidic fire (x2)                       60 gp              1 lb +1 lb (pack)
    
    Feather fall talisman (x2; Sharn CoT)    100 gp       0 lb
    
    Spell component pouch (x2)                  10 gp     2 lb +2 lb (pack)
    
    Identity papers (standard)               2 gp              0 lb
    
    Identity papers (with portrait)         5 gp              0.1 lb
    
    Everbright lantern                        212 gp            3 lb
    
    Backpack                                     2 gp        2lb (pack)
    
    Waterskin                                    1 gp         4 lb (pack)
    
    Trail rations (x2 days)                 1 gp        2 lb (pack)
    
    Belt pouch                                   1 gp        0.5 lb
    
    Flint and steel                              1 gp          0 lb
    
    Scroll case (x2)                            2 gp        1 lb (pack)
    
    Signal whistle                              8 sp         0 lb
    
    Small steel mirror                        10 gp       0.5 lb
    
    Chalk (x6, various colors)            6 cp        0 lb
    
    Potion (CLW; x4)                       200 gp    1 lb +1 lb (pack)
    
    Potion (Endure elements, x2)      100 gp     0.5 lb +0.5 lb (pack)
    
    Coins   (24 pp, 27 gp, 11 sp, 4 cp)               1.3 lb
    
    
    
    Total Weight:15 lb  base + 33.5 lb pack= 48.5 lb total	Money: 24 pp, 27gp,11sp,  4cp
    
    
    
    		Lgt	Med	Hvy	Lift	Push
    
    Max Weight:	0-26	27-53	54-80	160	400
    
    
    
    Age: 21
    
    Height: 5’0” 
    
    Weight: 108 lbs
    
    Eyes: green
    
    Hair: black
    
    Skin: pale Caucasian


    Appearance: Jehen, as she is most often called, is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just over 100 pounds. She has long wavy dark hair- a fall of soft black tresses that she typically wears unbound when relaxing, and ties into a single no-nonsense braid when on the job. She has a very pale, almost luminous complexion and big green eyes- at first glance she appears innocent, and almost fragile, but she walks with the same determined confidence as the toughest hunters in her House; that fresh-faced exterior conceals a sharp mind and nerves of steel.
    While working or traveling, she tends to dress in simple, almost severe garb- typically plain trousers, knee-length soft boots, and a high-collared coat of darkweave fabric- in bad weather, she adds a long dark oilcloth coat, of the sort favored by mariners and airship crews. She also wears soft black gloves, and spectacles of smoke-tinted glass, those these are simply a decorative affectation. In general she disdains physical armaments, rarely carrying more than a light blade. While relaxing, she prefers to dress in loose, comfortable clothing- most often the soft shapeless robes of a scholar or wizard; when on her own time, she also almost always has a book in her hand. On rare occasion she will wear fancier or more formal garb- in such cases she usually opts for bright colored and stylish outfits.



    Personality:Jehen has always been a curious and clever sort of person- she has a particular fascination with matters of the arcane. While this was originally just a very serious hobby, her more recent training and dvelopment have honed this interest into valuable skills- she is, for the moment, a rather valuable but specialized asset to House Tharashk. Jehen’s personality has two very distinct sides- on her own time she is quite different than when she is on a case. In both instances, though, she is very intelligent and inquisitive- she enjoys learning new things and solving intellectual challenges. When not officially working, she generally takes a fairly relaxed approach to her pursuit of knowledge- she reads a great deal, and sometimes indulges in classes or training when the opportunity arises. On duty, though, she is much more intensely focused. No detail or tangent escapes her attention, and she pursues each puzzle or assignment as fiercely as a terrier goes after a rat. While on an assignment, she tries to maintain a serious visage, and a somber attitude- she just wants the facts. And once she has those facts, she is remorseless in putting them together. While she keeps this sober façade in most situations, she can put it aside if the investigation calls for a less intense look- her social skills are growing rapidly, and she is able to assess and adapt to different types of interaction with uncanny ability; anyone who takes her at face value as a naïve young scholar is likely to be surprised. Coupled with her mundane and magical abilities, such gifts could lead to an exceptional career as an inquisitive- or to an early grave… Other members of her house have taken to calling her Jehen the Weasel, mostly for her fierce nature and small stature.





    Background: Like most of those serving House Tharashk, Jehen is a seeker- in her case, she has chosen to specialize in arcane objects or information, rather than people or dragonshards. It is often rather easy to forget the human members of House Tharashk, when the half-orcs are so much more visible and well-known. But the House has many human members, including Jehen and her parents. She was born and raised in Wroat, Breland’s bustling capitol city. Her parents were rather distant members of the Aashta clan line, but possessed neither dragonmarks nor arcane abilities- though they had achieved a great deal of success with their mundane talents. They hoped their daughter would be an asset to the House, and arranged for her to have the best teachers available, in a variety of subjects. From the start, Jehen was an excellent student- her natural intelligence and curiousity proved to be great assets. She was particularly fascinated with arcane magic, and much of her early training focused on such matters- for while the House had specialized investigators in many areas of inquiry, there were not many wizards of note. Jehen turned to a particularly subtle style of magic, focused around illusion and trickery. She was taught a variety of other subjects as well, in an attempt to make her a well-rounded investigator.

    In time she was sent to Sharn, to study at Morgrave University. Once there, her magical talents were honed even further, though her inquiries began to turn to darker paths. Her passion for the arcane consumed her time, and her other studies began to suffer. Finally, the House members who had sponsored her studies were forced to take action- they convinced her to take time off from her formal studies, to get a proper seasoning in the world outside the university. After some research, she left her student lodging and set out for the adventuring district of Cliffport, determined to find adventure and the sort of experience that her House patrons wanted her to find…

    Logs


    XP log:

    XXXX from



    Wealth and Craft log:

    XXX gp, X sp from

    Paid XXX for

    Sold XXX for

    Crafted XXX for



    Other log:

    XXXX from





    Notes:

    XXXX



    Advancement


    L1 -> Beguiler 1 HP: +7 (d6+1 CON) SP: +44 (6 beguiler +4 INT +1 human= 11x4 base =44)

    SKILLS/Ranks: Appraise +1; Bluff +3; Diplomacy +2; Disable device +1; Disguise +1; Forgery +1; Gather information +2; Intimidate +1; Knowledge- arcana +4; Knowledge- geography +1; Knowledge- history +1; Knowledge- local (Sharn) +1; Knowledge- local (Wroat) +1; Knowledge- nobility +2; Listen +1; Open lock +1; Search +4; Sense motive +3; Sleight of hand +1; Speak language +2; Spellcraft +4; Spot +2; Use magical device +4

    Feat: Investigate (ECS); Education (ECS, racial bonus choice)

    Other: member of House Tharashk

    L2 ->Warlock 1; HP +5 (d6=4, +1 CON); SP +7 (2 warlock +4 INT +1 human)

    Skills/ranks: Bluff +1; Concentration +1; Knowledge- arcana +1; Knowledge- religion +1; Knowledge- the planes +1; Sense motive +1; Spellcraft +1; Use magical device +1


    L3 ->Warlock 2; HP +6 (d6=5, +1 CON); SP +7 (2 warlock +4 INT +1 human)

    Skills/ranks: Bluff +1; Intimidate +1; Knowledge- arcana +1; Knowledge- nobility +1; Sense motive +1; Spellcraft +1; Use magical device +1

    Feat: Least dragonmark (Finding- Identify 1x/day)

    Last edited by pathfinderq1; Monday, 10th March, 2008 at 11:41 PM. Reason: fixed judge's suggestions

  • #96
    Code:
    Name: Humdar Hammerwing
    Class: Rogue 3	Starting Level: 3
    Race: Dwarven
    Region of Origin: Mror Holds, later Sharn
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    Action Points: 5
    Deity: Onatar 
    
    Str: 14 +2 (06p.)	Level: 3	        XP: 3,000
    Dex: 17 +3 (13p.)	BAB: +2	        HP: 24 (3d6+09)
    Con: 16 +3 (06p.)	Grapple: +4	Craft Points:
    Int: 14 +2 (06p.)	Speed: 20'	Stat Increases:
    Wis: 10 +0 (02p.)	Init: +3	        Spell Save: 
    Cha:  6 -2 (00p.)	ACP: -1		Spell Fail: 0%
    
                Base	Armor	Shld	Dex	Size	Nat	Misc	
    Total
    Armor:       10	         4	0	3	0	0	0       =   17 Total
    Touch:	13	Flatfooted: 14
    
    
    Spell Res: None
    Dmg Red: None
    
    Saves       Total	Base	Mod	Misc
    Fort:	+4	+1	+3	+0
    Ref:	+6	+3	+3	+0
    Will:	+1	+1	+0	+0
    
    Notes:
    
    Weapon			Attack	Damage	Critical	Range
    Master Work Short Sword		+5	1d6+2	19-20/x2	------
    Master Work Mighty Composite    +5	1d6+2	    x3	        110 ft
    Short Bow	
    Cold Iron Light Mace		+5	1d6+2	    x2	
    
    Notes:
    
    Languages: Common, Dwarven, Goblin, Undercommon
    
    Abilities: sneak attack +2d6, trap finding, evasion, trap sense +1
    
    Feats:  Stable Footing, Weapon Finesse (Short Sword)
    
    Skill Points: 60	Max Ranks: 6/3
    Skills		Total	Ranks	Mod 	Misc
    Move Silently    	 9	6	+3
    Open Lock		 9	6	+3
    Disable Device		 8	6	+2
    Search  		 8	6	+2
    Spot                     6      6       +0   
    Listen                   6      6       +0
    Tumble                   9      6       +3
    Climb                    8      6       +2
    Hide                     9      6       +3
    Sense Motive             6      6       +0
    
    
    Notes:
    
    Equipment:		Cost	Weight
    MW Short Sword		312gp	 2lb
    MW Chain Shirt		250gp	25lb
    MW Comp. Short Bow	512gp	 2lb
    Backpack		  2gp	30lb (Full)
    Heward's Handy Haversack1100gp	 5lb
    -Waterskin                1gp    4lb
    -Everburning Torch      110gp	 1lb
    -Belt Pouch               1gp   .5lb
    -Flint and Steel          1gp   --lb
    -Hempen Rope              1gp   10lb
    -Masterwork Thieves     100gp   11lb
    Tools
    -Bedroll                  1sp    4lb 
    -6 Alchemist Fire       300gp    6lb
    100 Arrows                5gp    15lb
    -20 Arrows On Person
    -Rest in Sack 
    
    Total Weight:54lb	Money: 5gp 0sp 0cp
    
    		  Lgt	Med	Hvy	Lift	Push    Drag 
    Max Weight:58	116	175	175	x2 Max	x5 Max
    
    Age: 105 Years
    Height: 4'1
    Weight: 150 lb
    Eyes: Blue
    Hair: Brown
    Skin: Tan
    Appearance:

    Humdar looks like your average Dwarf. He has long brown hair that is usual to his race, which is tied in one long pony tail
    and is braided with a gold clasp. He sports a massive, long beard which is laced with different beads to keep it tied. He
    tucks the rest of it under his belt when he is working. He stands at 4'1, and weighs 150 lb. He is a little stockier then
    most of his race, but doesn't mind. He is much tanner then most dwarves due to all his adventuring, and since he spends the
    majority of his time above ground. He has blue eyes that are set deep within his dwarf skull. He wears modest clothing
    but is known to spurge if the occasion calls for it. He enjoys wearing his pack and his tools on his belt.

    Personality:

    Humdar is a bit of a surly individual. He is often discontent and gripes about almost everything. He feels that if things
    arn't just his way, that things need be re-evaluated. He doesn't worry about anyone most of the time, but if someone
    needed help, he would be right there to fight and assist in anyway. Humdar is also mad about the fact that he is always
    pulled away from what he deems "important work" such as drinking from his tankard or working with his traps. The dwarf also
    doesn't make friends easily at all, and doesn't trust anyone unless they prove that he deserves his trust. The Last War drained
    Humdar through and through. He feels that the fighting should have stopped a long time ago, and that it basically was all for not.

    Humdar is also very hard to understand. He uses a mixed dialect of dwarven curse words and common adjectives. He is somewhat hard
    to understand but if need be, he can speak quite nicely.

    Overall, under all his surly demenor and agitated speech, he is a very nice and humble man who wishes to be accepted by
    all who he adventures with, he just has a bad way of showing it.


    Background:

    Humdar was born, like most dwarves, in the Mror Holds. He was taught to read and write, since he belonged to a upstanding
    family. His father was apart of the city guard and his mother was a seamstress. He never got along with the other children
    and was often found playing by himself in a corner with some toy, taking it apart and reassembling it. After almost 60 years later
    the young man found his way to the surface, the call of adventure beckoned him. He did not expect what he saw. His family had warned him
    that he would find a great War going on, and he believed them, but did not expect what he saw.

    For many years, Humdar travelled around Korhvaire. He was taught by many different tutors and became quite a successful young man. He
    enjoyed the water and eventually found his way to the Lahazzar Principalities. There he made work as a fisherman, netting and selling
    what he caught. The folk often discussed the massive structure called Dreadhold, which was run by his own kin. The high-security prison
    often employed only artificers, but a few skilled rogues were allowed to set up their own traps. Humdar has been working there for the past
    40 years, but is finally feeling the need to explore a bit more.

    He is headed to Sharn, to explore and hopefully get into a bit of trouble.

    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    Lv 1 -> CLASS Rogue HP: +9 (3+6) SP: +40 (8+2*4)
    SKILL +40 SP's, +4 Move Silently, +4 Open Lock, +4 Disable Device, +4 Search, +4 Spot
    +4 Listen, +4 Tumble, +4 Climb, +4 Hide, +4 Sense Motive
    Feat: Skill Ability - Sneak Attack +1d6, Trapfinding
    Feat - Stable Footing
    Spells Known: None
    Powers Known: None
    Other: None

    Lv 2 -> CLASS Rogue HP: +7 (6+CON+OTHER) SP: +10 (8+2)
    SKILL +10 SP's, +1 Move Silently, +1 Open Lock, +1 Disable Device, +1 Search, +1 Spot
    +1 Listen, +1 Tumble, +1 Climb, +1 Hide, +1 Sense Motive
    Feat: Skill Ability - Evasion
    Spells Known: None
    Powers Known: None
    Other: None

    Lv 3 -> CLASS Rogue HP: +8 (6+CON+OTHER) SP: +10 (8+2)
    SKILL +10 SP's, +1 Move Silently, +1 Open Lock, +1 Disable Device, +1 Search, +1 Spot
    +1 Listen, +1 Tumble, +1 Climb, +1 Hide, +1 Sense Motive
    Feats: Skill Ability - 2d6 Sneak Attack, +1 Trap Sense
    Feat - Weapon Finesse (Short Sword)
    Spells Known: None
    Powers Known: None
    Other: None
    Last edited by Hawkwinter; Sunday, 16th March, 2008 at 05:30 AM.

  • #97

    Kaz Bolod - Former Mercenary - Fighter 1

    crunch

    Code:
    Name: Kaz Bolod
    invisiblecastle.com/stats/view/16497/  
    Class: Fighter 1	Starting Level: 1
    Race: Hobgoblin
    Region of Origin: Darguun	
    Size: Medium
    Gender: Male
    Alignment: LN
    Action Points: 5
    Deity: None
    
    Str: 18 +4 (16p.)	Level: 1	XP: 0
    Dex: 16 +3 (06p.)	BAB: +1		HP: 13/13 (10+3)
    Con: 16 +3 (06p.)	Grapple: +5	Craft Points:0 
    Int: 8  -1 (00p.)	Speed: 30'	Stat Increases:0
    Wis: 13 +1 (05p.)	Init: +7	Spell Save:
    Cha: 8  -1 (00p.)	ACP: -2		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+4	+0	+3	+0	+0	+0	17
    Touch:	13	Flatfooted: 14
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:       +5	+2	+3	
    Ref:        +3	+0	+3	
    Will:        +1	+0	+1	
    Notes:
    
    Weapon			Attack	Damage	Critical	Range
    Greatsword		+6	2d6+6	19-20/x2
    Heavy Flail		+5	1d10+6	19-20/x2
    Heavy Pick		+5	1d6+6	20/x4			
    Heavy Crossbow		+4	1d10 	19-20/x2	120ft.
    	
    Notes:
    Wielding all weapons two-handed (x1.5 STR)
    
    Languages: Common, Goblin
    
    Abilities:
    
    +2 dexterity / +2 constitution (already included)
    +4 on move silently (already included)
    Darkvision (see 60 feet in pitch-dark)
    
    
    Feats:   
    Weapon Focus (Greatsword)
    Improved Initiative
    
    
    Skill Points: 4 Max Ranks: 4/1
    Skills		Total	Ranks	Mod 	Misc
    Climb		3	1	4           -2
    Hide		1	0	3	-2
    Jump		3	1	4	-2
    Move Silently	5	0	3	+4-2 (racial-ACP)
    Ride		5	2	3
    
    Notes:
    
    Equipment:			Cost	Weight
    Heavy Crossbow			50gp	8lb
    Bolts (30)			3gp	3lb
    Heavy Flail			15gp	10lb
    Heavy Pick			8gp	6lb
    Greatsword			50gp	8lb
    Chain Shirt			100gp	25lb
    Traveler's Outfit		1gp	5lb
    Backpack			2gp	2lb
    Rope (50ft' silk)		10gp	5lb
    
    Total Weight:72lb	Money: 10gp 0sp 0cp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	100	200	300	300	1500
    
    Age: 24
    Height: 6' 4" 
    Weight: 240lbs
    Eyes: Yellow
    Hair: Dark Gray
    Skin: Red-Orange


    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from


    Notes:


    Advancement

    L1 -> CLASS Fighter HP: +13 (HD+CON+OTHER) [Left out when not needed, also could simply be a new total instead of a bonus]
    Jump +1, Climb +1, Ride +2
    Feat: Weapon Focus (Greatsword)
    Improved Initiative (Fighter)
    Spells Known: SPELL
    Powers Known: POWER
    Other: Darkvision (Racial)


    appearance

    Kaz is a large, imposing figure. Standing a tall 6'4" and arms like tree trunks, Kaz is truly an impressive specimen of his race. His yellow eyes glow with a fierce intensity, while his yellowed teeth are broken from constant fighting during his upbringing. Kaz has long, dark gray hair, kept pulled back in a tight ponytail. His hair is in stark contrast to his reddish-orange skin, sporting numerous scars and other imperfections. Unfortunately for Kaz, he's rather slow and dimwitted, which precluded him from ever attaining any rank in his mercenary unit other than grunt. He was a great soldier, followed his leaders orders without question and fought the well trained, disciplined warrior he is. Kaz would still be with his company today if not for the murder of his captain and close friend. This act of deception infuriated Kaz, but he was unable to figure out the culprit and left out of frustration. He had remembered from his travels that the city of Sharn was a place where one of his talents could find work and put his skills to use. Kaz travelled there to start a new life and, hopefully, one day return to his former company and get the vengeance he desires.
    Last edited by renau1g; Tuesday, 25th March, 2008 at 12:31 AM.

  • #98
    Registered User
    Acolyte (Lvl 2)

    serow's Avatar

    Join Date
    Mar 2007
    Location
    A Galaxy Far, Far Away...
    Posts
    372

    ø Ignore serow

    Raekz Krusst - Professional Troubleshooter (Approved)

    Code:
    Name: Raekz Krusst
    Class: Hexblade 1	Starting Level: 1
    Race: Hobgoblin
    Region of Origin: Darguun
    Size: Medium
    Gender: Male
    Alignment: CN
    Action Points: 5
    Deity: None
    
    Str: 16 +3 (10p.)	Level: 1	XP: 0/1000
    Dex: 16 +3 ( 6p.)	BAB: +1		HP: 9/12 (1d10+2)
    Con: 15 +2 ( 5p.)	Grapple: +4	Craft Points: 0
    Int: 14 +2 ( 6p.)	Speed: 30'	Stat Increases: 0
    Wis:  8 -1 ( 0p.)	Init: +3	Spell Save: 0
    Cha: 14 +2 ( 6p.)	ACP: -2		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+4	+0	+3	+0	+0	+0	17
    Touch:	13	Flatfooted: 14
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+2	+0	+2	--
    Ref:	+3	+0	+3	--
    Will:	+1	+2	-1	--
    Notes:
    
    Weapon		Attack	Damage	Critical	Range
    Guisarme	+4	2d4+4	20/x3		10ft reach
    Dagger		+4	1d4+3	19-20/x2	10 ft
    Battleaxe	+4	1d8+4	20/x3		-
    Shortbow	+4	1d6	20/x3		60 ft
    Notes:
    
    Languages: Common, Goblin, Giant, Draconic
    
    Abilities:
    Darkvision 60ft
    Hexblade's Curse: 1/day; 60ft; -2 penalty to attacks, saves, ability checks, skill checks, weapon damage; Will save DC 12
    
    Feats: 
    Combat Expertise
    
    Skill Points: 16	Max Ranks: 4/2
    Skills          Total	Ranks	Mod 	Misc
    Bluff		6	4	2	    --
    Diplomacy	6	4	2	 --
    Intimidate	6	4	2	  XX
    Move Silently	7	0	3	  4 (hobgoblin)
    Tumble		5	2	3	  XX
     
    Notes:
    ACP: -2
    
    Equipment:		Cost	Weight
    Guisarme		9 gp	12 lb
    Dagger			2 gp	1 lb
    Battleaxe		10 gp	6 lb
    Chain Shirt		100 gp	25 lb
    Shortbow		30 gp	2 lb
    Arrows x20		1 gp	3 lb
    
    Backpack		2 gp	2 lb
    Flint & Steel		1 gp	- lb
    Grappling Hook		1 gp	4 lb
    Rope, Silk		10 gp	5 lb
    Waterskin		1 gp	4 lb
    Rations, Trail x2	1 gp	2 lb
    
    Acid flask x2		20 gp	2 lb
    Alchemist fire		20 gp	1 lb
    
    Total Weight: 69 lb	Money: 31.7 gp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	76	153	230	230	1150
    
    Age: 25
    Height: 6 ft
    Weight: 250 lb
    Eyes: Dark brown
    Hair: Dark reddish brown
    Skin: Dark orange
    Appearance: Hobgoblin, muscled, and armed with a very visible guisarme, Raekz at once screams "Don't mess with me" to anyone who sees him. He's a little short though, for a hobgoblin.

    Personality: Raekz lives for the day and himself, a mercenary through and through. Because of his height, he's endured a few jokes before. Personally, he's not bothered by the jokes, but he does enjoy using it as an excuse to growl at the joker. He is proud to be a Darguunian though.

    Background: He is a Darguunian "expatriate".

    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Craft Log:
    172 craft days
    In tavern from 3/24 to 6/4

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L1 -> Hexblade 1 HP: +12 (1d10+2) SP: +16 (2+2, x4)
    Bluff +4, Diplomacy +4, Intimidate +4, Tumble +2 (cross-class)
    Feat: Combat Expertise
    Other: Hexblade's Curse: 1/day; 60ft; -2 penalty to attacks, saves, ability checks, skill checks, weapon damage; Will save DC 12
    Last edited by serow; Monday, 12th January, 2009 at 08:54 AM. Reason: Updated craft log

  • #99
    Registered User
    Cutpurse (Lvl 5)



    Join Date
    Sep 2004
    Location
    Staten Island
    Posts
    1,281

    ø Ignore mfloyd3
    Code:
    Name: Kendra ir'Dennon
    Class: Wizard (Specialist: Conjuror; Necromancy & Enchant Forbidden) 1
    Starting Level: 1
    Race: Human
    Region of Origin:Aundair
    Size: Medium
    Gender: Female
    Alignment: Lawful Neutral
    Action Points: 5
    Deity: Aureon
    Str:  9 -1 ( 1p.)	Level: 1	XP: 0
    Dex: 16 +3 ( 10p.)	BAB: +0		HP: 5 (1d4(4)+1)
    Con: 12 +1 ( 4p.)	Grapple: -1	Craft Points: 
    Int: 16 +3 ( 10p.)	Speed: 30'	Stat Increases:
    Wis: 12 +1 ( 4p.)	Init: +7	Spell Save: 
    Cha: 12 +1 ( 4p.)	ACP: -0		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	
    Total
    Armor:	10	+0	+0	+3	+0	+0	+0	13
    Touch:	13	Flatfooted: 10
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+1	+0	+1	--
    Ref:	+3	+0	+3	--
    Will:	+3	+2	+1	--
    
    
    Weapon			Attack	Damage	Critical	Range
    Club (walking stick)	-1/+3	1d6-1	 x2	        10 ft
    Light Crossbow		+3	1d8	 19-20/x2       80 ft
    Dagger			-1/+3   1d4-1    19-20/x2	10 ft  
    Notes:
    
    Languages: Common, Draconic, Gnome, Elven
    
    Abilities: Summon Familiar, Scribe Scroll  
    
    Feats:  Improved Initiative, Skill Focus:  Concentration
    
    Spells:  0-3; 1-3 (1+1 INT + 1 Conj.)
    
    Spells in Spellbook:
    All 0 level spells except Enchantment and Necromancy
    1st level (3+INT bonus):  Grease, Mage Armor, Magic Missile, Mount, Obscuring Mist, Silent Image
    
    Spells Prepared:  Level 0 (DC 13):  Acid Splash, Detect Magic, Whisper; Level 1 (DC 14): Grease, Magic Missile, Silent Image
    
    
    Skill Points: 24 (4*(2 class +3 INT)+4 Racial)	Max Ranks: 4/2
    
    				Ability	Ranks	Misc
    Appraise		3	INT +3			
    Balance			3	DEX +3			
    Bluff 			1	CHA +1			
    Climb 			-1	STR -1			
    Concentration* 		8	CON +1	4	3 (Skill Focus: Conc.)
    Craft*			3	INT +3			
    Decipher Script*	4	INT +3	1		
    Diplomacy		1	CHA +1			
    Disguise		1	CHA +1			
    Escape Artist		3	DEX +3		
    Forgery			3	INT +3		
    Gather Information	1	CHA +1		
    Handle Animal		2	CHA +1	1 (2 pts cc)
    Heal			1	WIS +1		
    Hide			3	DEX +3		
    Intimidate		1	CHA +1		
    Jump			-1	STR -1		
    Knowledge (arcana)* 	7	INT +3	4	
    Knowledge (architect.)*	3	INT +3		
    Knowledge (geography)*	4	INT +3	1	
    Knowledge (history)*	5	INT +3	2	
    Knowledge (nobility)*	5	INT +3	2	
    Listen			1	WIS +1		
    Move Silently		3	DEX +3		
    Perform			1	CHA +1		
    Profession: Soldier*	3	WIS +1	2	
    Ride 			4	DEX +3	1 (2 pts cc)	
    Search			3	INT +3		
    Sense Motive		1	WIS +1		
    Spellcraft*		9	INT +3	4	2 (Synergy: Knowl. Arc.)	
    Spot			1	WIS +1		
    Survival		1	WIS +1		
    Swim			-1	STR -1		
    Use Rope		3	DEX +3		
    
    
    
    Notes:
    
    Equipment:		Cost	Weight	Location
    Traveler's Outfit	-	-	worn
    2 Daggers		4	2	belt
    Club (walking stick)	0	3	hand/back (looped on pack)
    Light Crossbow		35	4	back
    Quiver + 20 bolts	2	2	leg
    Spell Component Pouch	5	2	belt
    Scroll Case		1	0.5	belt
    Scroll:  Mount (CL 1)	25	0	case
    			
    Backpack		2	0.5	worn
    Spellbook		0	3	pack
    Bedroll			0.1	5	pack
    Waterskin		1	1	pack
    2 days rations		1	2	pack
    Empty sack		0.1	0.5	pack
    Ink			8	0	pack
    Ink Pen			0.1	0	pack
    Journal			10	1	pack
    2 Sunrods		4	2	pack
    
    (98.3 gold spent on initial equip; 28.5 lbs. total)
    
    Cash on Hand:  21 gold, 7 silver
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	 30	60	90	180	450	
    
    Age: 22
    Height: 5'4"
    Weight: 110 lbs
    Eyes: Blue
    Hair: Jet Black
    Skin: Pale



    Appearance:
    Kendra is a lightly built young woman with long black hair, usually tied back. She typically wears a dark blue shirt and breeches, travelworn, but of good quality, and good riding boots. These contrast sharply with the rough brown cloak she wears over them; some might recognize the cloak as an Aundairan "horse blanket," a garment issued to cavalry soldiers in the last war. She appears in generally good health, but walks with a noticeable limp and carries a brass-handled walking stick. She is not overbearing, but speaks as one who is accustomed to authority.

    Personality:
    Kendra is generally a little distant with strangers, but never rude. She opens up more when working with comrades, but feels it is part of her role as an aristocrat to maintain her dignity. When employed, she takes her commitments seriously and would never dishonor her house by walking away.

    Background:

    Kendra ir'Dennon was the youngest of three children, born to an estate in southern Aundair. As the war began to threaten their homestead, Kendra was shipped away to study in Fairhaven, eventually becoming a pupil at the University of Wynarn. She excelled in the study of the arcane arts, but her studies came to an abrupt end when disaster struck her family. Her oldest brother was killed, and her other brother, the new heir to Dennon, was badly injured and could not serve in the army. The family's commitments as vassals of Baron Vestlend demanded that they field an officer for his cavalry regiment, so Kendra packed up and enlisted.

    She served honorably, using her magics to support the troops. She might eventually have been recruited to the Knights Arcane, but she was captured and her leg badly injured in battle with Thranish troops. After a month's imprisonment, she was ransomed back to Aundair as part of a prisoner exchange, and returned to her home to recover. To help her regain her mobility, Kendra's mother gave her daughter an old, brass-handled walking stick that had belonged to Kendra's grandfather. Even after the leg healed, Kendra kept the stick, it being one of the few heirlooms to survive the family's misfortunes.

    The Day of Mourning struck before Kendra could return to action, and the war ended. So, she stayed home and tried to help her family rebuild. The Dennon estate had been destroyed by Thranish troops during the war, and the family were living in what had once been a servant's cottage. But while her brother proved a shrewd estate manager, and the leases the family dealt to sharecroppers were once again profitable in peacetime, the family's lot did not noticeably improve. The estate's income was barely adequate to service the crushing debt the family owed after so many bad years in the war, and it became increasingly clear that one bad harvest would destroy the family.

    At the birth of her brother's first child, Kendra realized she had to take action. Her niece had been born in a cottage attended by a midwife, not a manor house attended by Jorasco. The family was on the brink of disaster. Kendra packed her kit and left home to seek her fortune, and rebuild the one her family had lost.

    Advancement:

    Spoiler:
    L 1 CLASS Wizard 1 HP: +5 (4+1) SP: +24 (CLASS+INT+Human)

    Concentration +4
    Decipher Script +1
    Handle Animal +1 (2 pts cc)
    Knowledge (arcana) +4
    Knowledge (geography) +1
    Knowledge (history) +2
    Knowledge (nobility) +2
    Profession: Soldier +2
    Ride +1 (2 pts cc)
    Spellcraft +4

    Feat: Skill Focus: Concentration; Improved Initiative; Scribe Scroll (class)
    Power: Summon Familiar
    Spells known: All 0 level spells except Enchantment and Necromancy
    1st level (3+INT bonus): Grease, Mage Armor, Magic Missile, Mount, Obscuring Mist, Silent Image
    Last edited by mfloyd3; Friday, 18th April, 2008 at 03:57 AM. Reason: Completing advancement section.

  • #100

    Experiment 354b

    {Any suggestions on stuff i missed would be nice.}

    Code:
    Name: Experiment 354b
    Class: Psion Shaper 1	Starting Level: 1
    Race: Warforged
    Region of Origin: ?
    Size: Medium
    Gender: Male
    Alignment: Neutral
    Action Points: 5
    Deity: none
    
    Str: 11 +0 (03p.)	Level: 1	XP: 0000
    Dex: 14 +2 (06p.)	BAB: +0		HP: 10 (1d4+3+4)
    Con: 16 +3 (06p.)	Grapple: +0	Craft Points: 100
    Int: 16 +3 (10p.)	Speed: 30'	Stat Increases:
    Wis: 10 +0 (04p.)	Init: +2	        Spell Save: ??
    Cha: 10 +0 (04p.)	ACP: -0		Spell Fail: 5%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+2	+X	+2	+X	+X	+X	14
    Touch:	12	Flatfooted: 12
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+3	+0	+3	--
    Ref:	+2	+0	+2	+X
    Will:	+2	+2	+0	--
    Notes:
    
    Weapon		Attack	Damage	Critical	Range
    Slam    	+0	1d4+0	x2      	------
    Sling   	+2	1d4	x2      	50 ft
    Ray power	+2	See power       	25 ft +5ft/2levels
    Notes:
    
    Languages: Common.
    
    Abilities:
    Immune to Poison, Sleep, Paralysis, disease, nausea, 
    fatigue, exhaustion, sickened condition, and energy drain
    Light Fortification (25% chance that a critical hit or 
    sneak attack does no extra damage)
    
    Feats:  
    Psionic Body, Psionic Talent
    
    Psionic Powers  (Save DC 13 + Power level; Manifester Level 1)
    Power Points: 5
    Powers Known:
    	1st - Crystal Shard, Detect Psionics, Entangling Ectoplasm;
    
    
    
    Skill Points: 20	Max Ranks: 4/2
    Skills		Total	Ranks	Mod 	Misc
    Craft(skulpting)	7	4(4)	3	--
    Knowledge(psionics)     7	4(4)	3	--
    Concentration	        7	4(4)	3	XX
    Psicraft	        7	4(4)	3	XX
    Use Psionic Device	4	4(4)	0
    
    Notes:
    
    Equipment:		Cost	Weight
    Backpack		 2gp	 2lb
    Warforged Repair kit	50gp	 1lb
    Sling bullets(10)	.1gp	 5lb
    Graphling hook		 1gp	 4lb
    Rope(silk) 50ft		10gp	 5lb
    Pitions(5)		.5gp	2.5lb
    Sacks(3)		.3gp	1.5lb
    Shovel	 	 	 2gp	 8lb
    Flint & Steel		 1gp	 -lb
    Sunrod(2)		 4gp	 4lb
    Hooded cloke		 1gp	 5lb
    		total	71.9gp	38lb
    
    Total Weight:38lb	Money: 4gp 1sp 0cp
    
    	        Lgt	Med	Hvy	Lift	Push
    Max Weight:	38	39-76	77-115	230	575
    
    Age: 
    Height: 6'6"
    Weight: 302 lb
    Eyes: Green
    Hair: N/A
    Skin: Stony
    Appearance: The outer plating has a mostly stone look with occasional green crystals.

    Personality:

    Background:

    During the Last War there were several hidden secret research and development facilities created. The location of these facilities was known only to a few wizards who would teleport in materials and personnel. These facility were generally built either far underground or in equally inaccessible locations. After the Treaty of Thronehold these facilities were shut down, sealed and the personnel sworn to silence about them.
    One of these facilities was devoted to the psionic potential of Warforged. The day it was shut down several experimental Warforged were left abandoned within the facility.
    These Warforged became concerned when the researchers did not return. With no way to follow they waited. After a time they wondered. Eventually some of tem desired to find out why they had been left behind. That day three left the facility. After some digging through rock they came to a natural cave system and resealed the hole behind them. For months they wandered through the caves, caves that were like a maze. In the end only one made it out, Experiment 354b.


    Logs

    XP log:
    XXXX from

    Wealth and Craft log:
    XXX gp, X sp from
    Paid XXX for
    Sold XXX for
    Crafted XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L1 -> CLASS Psion 1 HP: +10 (HD+CON+OTHER) SP: +20 (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not

    needed, also could simply be a new total instead of a bonus]
    Craft(skulpting) +4, Knowledge(psionics) +4, Concentration +4, Psicraft +4, Use Psionic Device +4
    Feat: Psionic Body, Psionic Talent
    Powers Known: Crystal Shard, Detect Psionics, Entangling Ectoplasm
    Other: OTHER NOTES
    Last edited by hornedturtle; Tuesday, 20th May, 2008 at 12:10 AM.
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