Four Lands - Gallery of Heros - Page 4





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  1. #31
    Harstard Dagarson, fist heir of duke Arhold Dagarson
    Chaotic Good Human Male Barbarian 1/Fighter 2
    XPs: 3000

    Experience History

    Starting XPs: 3000


    Age: 25
    Gender: Male
    Height: 7' 1"
    Weight: 210lb
    Eyes: Crystal Blue
    Hair: Blonde
    Skin: Fair

    STR: 18 [+4] (16 points)
    DEX: 10 [+0] (2 points)
    CON: 16 [+2] (10 points)
    INT: 12 [+1] (4 points)
    WIS: 10 [+0] (2 points)
    CHA: 10 [+0] (2 points)
    36 point buy

    HP: 41 (Max Hit Points: 32+9 CON)
    Armor Class: 17 (10 base + 7 armor)
    - Flat-footed AC: 17
    - Touch AC: 10

    Initiative: +0
    BAB: +3
    Atttack:
    - Large GreatAxe +6 (3d6+6/20x3)
    - Warhammer +8 (1d8+6/x3)

    Speed: 20' (30’ base)

    FORT: +8 (5 base + 3 con)
    REFL: +2 (0 base + 0 dex)
    WILL: +2 (0 base + 0 wis)

    Abilities:
    - Human Bonus Feat
    - Human Bonus Skill Points

    - [i]Barbarian Substitution level: Lion's pounce instead of Fast movement.

    Feats:[size=1]
    1st Level
    - Fearless
    - Power Attack
    - Monkey Grip
    2nd Level
    - Cleave
    3rd Level
    - Improved Bull Rush

    - Cometary Collision (bonus martial feat)


    Skills:[size=1]
    - Intimidate +7 (6 ranks, +3 syn)
    - Jump +10 (6 ranks, +4 str)
    - Knowledge: Ecclesiastic Law +7 (6 rank, +1 int)
    - Ride +6 (6 ranks)

    Languages:
    - Common/Trade Tongue
    - Illum

    - Northern Gaullic
    - Old Tongue
    - Confederation
    - Aram
    - Dashai

    Equipment:
    Armor & Shield
    - Half Plate, masterwork (750gp, 50lb)
    - Heavy Wooden Shield (7gp, 10lb)

    Melee weapons
    - Large Greataxe, masterwork (320gp, 12lb) Intimidating +4 (400 gp)
    - Warhammer (12gp, 5lb)
    - Dagger (2gp, 1lb)
    - Hammer, light x2 (2 gp, 4lb)

    Ranged weapons

    Equipment
    - Backpack (2gp, 2lb)
    ----- Bedroll (1sp, 5lb)
    ----- Trail rations, 5 days (25sp, 5lb)
    ----- 2 sacks (2cp, 1lb)
    ----- Whetstone (2cp, 1lb)
    - Beltpouch (1gp, 0.5lb)
    ----- Flint & steel (1gp, -)
    ----- Flask, whiskey (3cp, 1.5lb)
    - Waterskin (1gp, 4lb)
    - Explorer's outfit (8gp, worn)

    Other Goods & Gear
    - Chainshirt barding (200gp)

    Weight Carried:
    Remaining money: gp 1000gp.



    Occupation & History:
    The entire blame should be placed on Itherion, the teacher who had to educate the young son of duke Dagarson. Sure, the child's mother was not innocent too: it was she who insisted on bringing a southerner to educate their child. But it was Itherion who had a real fixation: according to him, only by speaking all of the languages one could rule wisely. And so he did: he forced the young Harstard to learn the trade language, Illum, Old Tongue and Confederation. He also tried some other languages later, but at that point the boy had already slipped past his clutch.

    Young Harstad had a wonderful relationship with his father, the old bear Dagarson. He promised him to learn whatever that crazy souther idiot teached him for 5 years, and as a reward he would gain the permission to join the order of his father - the Erukkans - as soon as he was 15 years old. And that was how it was.

    Ten years have passed since the introduction as a novice, and oh, they had been 10 wonderful years. Training, making solid and reliable friends, empowering one's own body and mind, defending humanking against the wolves - be it monsters, humans or priests.

    Very soon, his brothers discovered with delight that thanks to his education he was an incredible insight and skill in chilling the hearts of men. Every huge warrior can intimidate, but not every huge warrior knows how to intimidate in a civilized way. Like carrying a freaking large lochaber greataxe and sharpening it.

    He was also very skilled in ecclesiastic law, and gradually became a precious knight for his superior: when sent on a "diplomatic" mission as a bodyguard, for some reason the others were very malleable and willing to sign any treaty...as long as the encounter finished as soon as possible.

    At the age of 25, he still is not married (even if he is quite fond of girls with a certain weight on the right places), but that doesn't particularly bother anyone: his father probably can still choke a boar with his bare hands.


    Description:
    Harstard is a 7ft tall man, with crystal blue eyes and long unruly blond hair, and bulking muscles. He wears a half armor and the most striking feature of his presence is his favorite weapon: A large lochaber greataxe. He has wrestled it from an ogre tribe leader, and it is made with a strange reddish steel. Once a priest told him that a feeble aura of magic emanates from it, but seemingly it has no apparent effect.

    To say the truth, he doesn't always use that weapon: when fighting in tight quarters, he draws a heavy mace, and he also has a set of throwing axes. But the lochaber axe serves it purpose: scaring people.

    He has a deep voice and usually a flat, calm face, and carries a huge horn, made from a strange and unknown animal.

    He also rides a huge horse, quite intelligent, but really brutish horse, named Bodran. Whenever Harstard forgets to order Bodran not to do anything funny, he bites the man attending him, steps on his feets or runs away from the stable.

    Characteristics and Skills

    Freakish strength, great endurance. He simply demolishes his opponets with his oversized weapon. He also knows several languages and is quite versed in ecclesiastic law.

    Values and Motivations:

    He has a deep faith in the Light. He has, however, less respect for its church. He pays formal respects to his superiors out of the order, but he personally judges how worthy and reliable they are. He, as his brothers, is known to circumvent stupid orders and flatly ignore idiotic ones.

    He is driven by the will to serve his order and the church. In his opinion, it has grown too soft and arrogant. A heir to a duke himself, he knows that southern nobles are useless: most of them, anyway.

    He will strive to climb the hierarchy of the Knights of the Light, and he is also a little bit ambitious.

    Ah, side note: he will start collecting weapons
    Interactions:

    Towards unknown, and neutral people, he is mostly silent and laconic. When confronted with even the slightest accent of arrogance, he reacts swiftly and humbles the opposing one.

    Towards his friends, he relaxes and starts cracking jokes. He is capable of saying absolutely impossible things with a serious face. He also uses to make quick reasoning and summarize them to his companions with a couple of words, leaving them bewildered and not understanding.

    Useful Knowledge:
    His father, duke Dagarson. Several other nobles, and a great lot of Erukkan knights: he traveled a lot in the last 10 years. He also knows the bishop Bergstan, a former Erukkan knight.

    Tactics:
    Against big foes, or not heavily armored foes, charge and swing with incredible strenght. Or wait for them to charge and intercept them like a falling star.
    Against better armored foes, he sacrifices a little bit of strength for more precision.

    Rules:
    I picked some non-standar feats, and I'll have to ask approval for them:
    Barbarian substitution level (Complete champion): loses the enhancement of speed and gains the pounce ability
    Cometary collision (player's handbook 2): as a standard action I can prepare an action. When an enemy charges, I may intercept him with a charge of my own, and I have a +2 to hit and +4 to damage
    Bodran IIRC, a heavy warhorse costs 300gp. I'd like to pay him 500gp and get a bonus on strength: he will have to carry me, my armor and a lot of weaponry very soon

    somewhere in the northern edges of the Valley of Light
    The well-dressed clerk waved angrily at the peasant in front of him "Go away, man. I can't help you" Muttering, he turned around and ignored the protests of the poor man. "I can't believe how arrogant has those simple bigots became nowdays. There is simply no respect! How do they dare to pester his excellency the bishop for such trivial things as some crazy old woodsman getting a cold or something like that"

    He frowned, hearing the excited -and strangely loud-voiced- protest of the church soldiers guarding the entrance to the temple ward of the city, around the western corner of the watch tower. The clerk quickly covered the ground behind him and the corner, already speaking: "Stop immediately this----" and there he stopped. In front of him there was a block of steel.

    He slowly raised his eyes and realized with a startle that actually it wasn't a block of steel: it was an armor, covering the biggest creature he had ever seen in his life. To say the truth, it had a human head and face, but how could THAT be a human? The clerk Igror wasn't certainly a dwarf, (he actually was secretly proud of his height) but his head hardly reached the neck of the armored man.

    As he raised his eyes, the giant looked than and directed him a flat stare. His blue eyes didn't show any emotion. Encouraged by the silence of the warrior, Igror overcame his awe, cleared his suddenly throat and was opening his mouth to say something...when he saw the axe.

    His mind went blank. The time almost stopped while he was contemplating it's white-reddish 2fts in radius circle of steel that made the double bladed head of the axe. He couldn't see the entire shaft, but he noticed that the end of it nearly touched the ground...by....by the Light, that...that monstruos thing was almost bigger that the man wielding it!!!

    He heard a distant growl, be he was too busy of thinking what would be the effects of a full swing of that blade on a human body to pay any attention. Just a look at the razor - like edges of the blade sent cold chills down his body.

    He heard the growl again, and startled, realized that the man had said something.
    -P...pardon me? - he muttered meekly.

    -You are in the way, boy.

    We shall admit that at last Igror found some courage (but that was probably his infinite pride and arrogance kicking in). He straightened his back, raised his chin, and carefully avoiding to look at the weapon, replied:

    -Who are you, and how did you dare to push the our holy protectors out of your way? Declare your intentions, northerner.

    The man pushed aside a part of his cloack, revealing -st. Pelor protect me, another weapon- and a large, wooden symbol. After a moment, Igror recognized the symbol and gathered a little bit of further arrogance.

    -Ah, you should be the bodyguard of the Ethoran's Erukkan advocate, sent here in order to defend your brother from the accusations of offenses to a high prelate. Where is he?

    -In front of you. Less talking, more moving away.- and with these words Harstard took the Lochaber Axe in his hands.

    It was easy after that. The clerk quickly fled away, and the beastkiller quietly sat in front of the prison, sharpening his weapon with a whetstone, making horrible screeching noises until the guards surrendered and freed his brother...they had no rights to arrest him and they knew that perfectly. It was just a futile attempt by the bishop to shame the Erukkans, who refused to support him in his schemes.



    Future Development: I'm probably going full fighter from now on, with focus on charging attacks and leadership.
    Last edited by Nightbreeze; Saturday, 2nd February, 2008 at 08:53 PM.
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  • #32
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
    Lama (Lvl 13)

    Mowgli's Avatar

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    Pandak Kaswitikan - Colony Game

    Here is my proposed character for the Colony game - I'll get him up on the Wiki as well pretty soon.
    Attached Files Attached Files
    Last edited by Mowgli; Sunday, 22nd June, 2008 at 12:14 PM.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
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  • #33
    the peaceful
    Defender (Lvl 8)

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    Bard/Fighter Gestalt For Colony Game

    Randal Lucius Stormweaver
    Race: Human
    Player: Neurotic
    Classes: Gestalt Fighter 12/Bard 12
    Hit Points: 104
    Hit points for Colony game (11d10+36=91, 11d10+36=96, 11d10+36=98, 11d10+36=104, 11d10+36=84)
    70% of max is 100,8, fourth roll is first greater. Look under Randal Lucius Stormweaver or Four Lands - Colony game campaign name (or just follow the link )

    Attributes for colony game (4d6.takeHighest(3)=16, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=16)

    18, 16, 16, 16, 14, 14 - lowered one 16 to 15 and raised another to 17, lowered additionaly one 14 to 13
    Total point value exchange +3-3 = 0

    Experience: 66k / 78k
    Alignment: Chaotic Good
    Speed: Walk 30 ft.
    Languages: Illum, Confederation, D'Shai, Trade

    Stat Score Mod
    STR 14 (+2)
    DEX 18(+1@4th)(+4)
    CON 15 (+2)
    INT 16 (+3)
    WIS 13 (+1)
    CHA 20(+2@8th&12th)(+5)

    Initiative: +4
    BAB: +12/+7/+2
    Melee to hit: +14/+9/+4
    Ranged to hit: +16/+11/+6

    Fortitude: +8 + 2 (CON) = 10
    Reflex: +8 + 4 (DEX) = 12
    Will: +8 + 1 (WIS) +1 (feat) = 10

    -------------------------- Skills --------------------------
    Code:
    Skill           	Stat    Pts   Bonus   Syn    Total
    Appraise		int	1	3		4			
    Balance			dex	1	4		5			
    Bluff			cha	10	5		15			
    Climb			str	0	2		2			
    Concentration		con	10	2		12			
    Craft (Bowyer)		int	7	3		10			
    Decipher Script		int	10	3		13			
    Diplomacy		cha	15	5	6	26	+2 bluff, +2 nobility, +2 sense motive		
    Disguise		cha	0	5	2	7	+2 bluff		
    Escape Artist		dex	0	4		4			
    Gather Information	cha	10	5		15			
    Hide			dex	0	4		4			
    Jump			str	0	2		2			
    Religion		int	2	3		5			
    Arcane			int	4	3		7
    History			int	10	3		13	+2 to bard checks
    Nobility		int	2	3		5
    Geography		int	2	3		5
    Architecture		int	2	3		5
    Law			int	5	3		8
    Listen			wis	3	1		4
    Move Silently		dex	1	4		5			
    Perform (oratory)	cha	15	5		20			
    Perform (wind instrument)cha	0	5		20	from Verstaile Performer
    Perform (strings)	cha	0	5		20	from Versatile Performer
    Perform	(singing)	cha	0	5		20	from Versatile Performer
    Proffesion (Bookkeeper)	wis	5	1		6			
    Search			int	2	3		5	+2 architecture to find secret doors
    Sense Motive		wis	10	1		11	
    Slight of Hand		dex	0	4	2	6	+2 bluff
    Spellcraft		int	5	3	2	10	+2 arcana, +2 UMD for scrolls
    Swimm			str	1	2		3	
    Tumble			dex	0	4		4	
    Use Magic Device	cha	15	5		20	+2 decipher to use scrolls, +2 spellcraft to use scrolls
    Handle Animal		cha	1	5		6	
    Intimidate		cha	1	5	2	8	+2 bluff
    Ride			dex	0	4	2	6	+2 Handle Animal

    -------------------------- Feats ---------------------------
    Hum 1:Subsonics - use bard song silently
    Fig 1: Weapon focus (Long bow)- +1 to hit
    Bard1: Point Blank shot - +1/+1 if withing 30'
    Fig 2: Far shot - increase bow range by 50% (150')
    Bard 3:Versatile Performer - pick INT (3) categories of performance, use at highest skill
    Fig 4: Weapon specialisation (Long bow) - +2 dmg
    Fig 6: Precise shot - no penalty for shooting into melee
    Bard 6:Leadership - attract cohorts and followers
    Fig 8: Mage Slayer - +1 will save, casters cannot cast defensively, lower casting level by 4
    Bard 9: Practiced Spellcaster - increase casting level by 4
    Fig 10: Weapon Finesse - use light weapons with DEX bonuses
    Fig 12: Armor Specialisation () - DR 2/- for light armor
    Bard12: Ironskin Chant - DR 5/- while chanting

    Total bow bonuses:
    +1/+1 if within 30'
    +1/+0 WF
    +0/+2 WS
    +1/+1 Bow enchantment
    +0/+2 Mighty Bow
    ---------
    +3/+6 OR
    +2/+5 if further then 30'


    Armor Proficiency (Light)
    When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.


    -------------------- Special Abilities ---------------------
    Code:
    Bard song 12/day
    Legend Lore
    Countersong
    Fascinate - max 4 creatures up to 12 rounds, Will DC = Perform check, 6 creatures with the Vest
    Suggestion - DC 21
    Inspire courage +2 - add +2 to saves vs. fear and charm, add morale bonus to hit and dmg, +3 with the Vest
    Inspire Competence - add +2 to one skill an ally is performing
    Inspire Greatness - 2 creatures, +2d10+2xCON tmp HP, +1 Fort, +2 competence to attack, 3 creatures with the Vest
    Song of Freedom - break enchantment effect




    ------------------------- Equipment ------------------------
    Name QTY LBS

    Voice of the Dead
    +1 Echoing Mighty (+2) Composite Longbow of Harmonizing Song
    Echoing (+1) - while using bardic song, created resonance does level/2 sonic damage
    Harmonizing (+1) - harmonizes with bard song and takes over for 10 rounds freeing the bard to do other things
    of Song (item property) - expend bardic music to add CHA to next attack and damage
    -----------------
    bow +3 = 18000 / 2 = 9 000 (enchanted) + XP
    of Song = 4 000 - item property
    masterwork composite longbow +2 = 600
    -----------------
    Total cost: 13 600

    Belt of dwarven kind (14 900 gp) - +2 CON, darkvision, +4 CHA skills for dwarves, -2 everybody else - enchanted by dwarves: cost 7 900 + XP

    Lyre of Building (13 000 gp) - 1/week effect of 100 workers building for three days
    Vest of Legend (16 000 gp) - +5 bard level for Inspire and Fascinate, +2 Diplomacy
    Storm fire ring (4 000 gp) - 5/day faerie fire doing 1d6 lightning dmg per round for 5 rounds

    ---- parts of Stormwalker Raiment ----
    Stormfire Ring (4 000 gp)
    Bracers of Lightning (11 000 gp)
    Robe of Thunder (38 000 gp)
    Cloudwalker anklets (50 000gp)

    2 items grant obscuring mist 3/day
    3 items grant call lightning 1/day
    4 items halve lightning damage
    -------------------------------------

    Normal items:
    Masterwork crystaline rapier
    Masterwork destrachan skin studded leather
    Masterwork Bowyer tools

    Two arrow quivers:
    1st 5 masterwork arrows
    20 arrows
    2nd
    5 masterwork silver arrows (white fletching)
    5 masterwork cold iron arrows (gray fletching)
    5 masterwork wooden arrows (red fletching)
    5 masterwork adamantine arrows (black fletching)
    5 masterwork stone (or crystal) arrows (blue fletching)


    Trunk (2' x 2'x 3')
    Inside the Trunk
    Several books of Law, Geography and Architecture (he is learning in preparation of Colony)
    Personal diary
    Several note- and history books
    Badge of Valor


    --------------------------- Magic --------------------------
    Level 0 / 1 / 2 / 3 / 4 / 5 / 6
    Spells known 6 / 4 / 4 / 4 / 3 / 0 / 0

    Spells per day 3 / 3 / 3 / 3 / 2
    plus bonus 0 / 2 / 1 / 1 / 1 / 1
    -----------------------------------------------
    Spells per day 3 / 5 / 4 / 4 / 3 / 0 / 0

    0th level
    Dancing Lights, Detect Magic, Lullaby, Message, Prestidigitation, Read Magic
    1st level
    Charm Person, Distort Speech, Grease, Tasha's Hideous Laughter
    2nd level
    Invisibility, Shatter, Tongues, Unseen Servant
    3rd level
    Cure Serious Wounds, Glibness, Sculpt Sound, Wounding Whispers
    4th level
    Listening Coin, Modify Memory, Shadow Conjuration
    5th level
    6th level




    BACKGROUND
    See attached file...
    Attached Files Attached Files
    Last edited by Neurotic; Monday, 5th May, 2008 at 07:30 AM. Reason: Item change

  • #34

    Gregory Brightlaw - Divine Avengers

    Gregory Brightlaw

    Gregory Brightlaw: Male Human Clr3; CR 3;
    Medium Humanoid (human);
    HD 3d8+6; hp 30;
    Init +1; Spd 20 ft/x3;
    AC 21 (+8 armor, +2 shield, +1 dex), touch 11, flat-footed 20;
    Base Atk/Grapple +2/+4;
    Full Atk +5 One-handed (1d8+2;20/x2, Masterwork morningstar);
    SA&SQ Aura of Good(Ex), Spontaneous Casting, Restricted Spells, Turn Undead(Su);

    SR 0; AL LG; SV Fort +5, Ref +2, Will +6;
    Str 14(+2), Dex 12(+1), Con 14(+2), Int 12(+1), Wis 16(+3), Cha 14(+2);

    Skills:
    Concentration¹ +8,
    Heal¹ +9,
    Knowledge (religion) +7,
    Knowledge (the planes) +7.

    Feats:
    Extra Turning (PH 94),
    Augment Healing (CD 79),
    Sacred Healing (PH2 89),
    Spontaneous Healer (CD 84).

    Languages:
    Illum
    Old Tongue

    Racial Abilities:
    • Base land speed of 30 feet.
    • Bonus Feat: 1st level bonus feat
    • Favored Class: Any
    Class Abilities:
    • Aura of Good(Ex): You have a moderate aura of Good.
    • Aura of Law(Ex): You have a moderate aura of Law.
    • Domains: Glory & Sun
    • Spontaneous Casting: Can spontaneously cast Glory Domain spells, by sacrificing a pre-prepared spell of equal or higher level.Can prepare Cure Spells as Domain Spells
    • Restricted Spells: cannot cast Chaotic or Evil spells.
    • Turn Undead(Su): Can turn undead 9 times per day. A turning check is
    made on 1d20+6; turning damage is equal to 3d6+5 on a successful check.

    Clerical Spells normally prepared:
    0th level - Amanuensis, Detect Magic, Light, Mending
    1st level - Comprehend Languages, Faith Healing, Protection from Evil + Endure Elements
    2nd level - Healing Lorecall, Lesser Restoration + Heat Metal

    Spotaneously Castable Spells:
    0th level - Cure Minor Wounds
    1st level - Cure Light Wounds, Disrupt Undead
    2nd level - Cure Moderate Wounds, Bless Weapon

    Equipment:
    MW Full Plate Armor
    MW Heavy Shield
    MW Morningstar
    Light Crossbow
    Case with 20 Bolts
    Ornate Silver Holy Symbol of the Light
    Clerical Vestments (x2)
    Traveler's Outfit (x3)
    Backpack
    Bedroll
    Waterskin (x2)
    Healer's Kit



    Background:

    Gregory Brightlaw is the son of Andrew and Lillian Brightlaw, an apothecary and midwife couple from the city of Lighthome.

    The Brightlaw's have three children and a somewhat prosperous business in the city. Gregory and his sisters, Danielle and Evelyn, were given much love and training by their parents before Gregory was sent into apprenticeship. Gregory always showed an interest in the teachings of the Church of Light and showed early promise in reaching the gifts of the Light that the priests held. So after much discussion, Gregory was sent to serve his apprenticeship as a acolyte of the Light at the Great Cathedral.

    Gregory was well served by the early medical training his parents gave him and soon became one of the favorites of the Brothers assigned to teach the new acolytes. Gregory absorbed everything the brothers presented to him and found further things to study. The books on the beings of other worlds fascinated him to the point that he begged his instructors to teach him the Old Tongue so that he could better understand the older writings on those other beings. Shortly he was studying everything about them that the brothers would allow him to view. When the teachings of the brothers turned to the magic and miracles of the Light, Gregory again found quick acceptance of the mysteries and was able to faultlessly call up the minor miracles quickly and decisively. He showed an aptitude for the mysteries designed to combat the enemies of the Light as well as his expected aptitude for the healing arts.

    His quick and ready command of the mysteries of the Light brought him to the attention of more prominent priests. They grew concerned that this young scion of the Church was too readily gaining the abilities that should take more effort to learn. They began subjecting him to trials and tests of his faith trying to expose any faults or deceptions within the young man. Gregory withstood these trials with a calm acceptance and soon came to the attention of even more prominent members of the church hierarchy. With so many factions of the church watching him, Gregory retreated into the libraries and infirmaries of the church grounds taking pains to avoid offending any of his superiors.

    Unfortunately so gifted a young man could not remain uncommitted in the eyes of his superiors, so Gregory was forced to choose an order to affiliate himself with. Being of a studious bent and as it was the Order most familiar to him, Gregory chose to enter the Society of Truth and Justice. When a new mission to ferret out enemies of the Church arose, Gregory was quick to volunteer to be a part of it. Although he was merely adequate in the martial practices of the Church, he knew his talents and knowledge would find use in such an endeavor and wished to be on the scene if something new were to be discovered.
    Last edited by Dracomeander; Saturday, 9th February, 2008 at 02:19 AM.
    "All the world's a stage,
    And all the men and women merely players.
    They have their exits and their entrances,
    And one man in his time plays many parts,
    His acts being seven ages."

    Wm Shakespeare -- From As You Like It (II, vii, 139-143)


    Avatar by Sialia

  • #35
    the peaceful
    Defender (Lvl 8)

    Neurotic's Avatar

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    Redford Thornrose - Divine Avenger

    Name: Redford Thornrose
    Race: Human
    Player: PLAYER
    Classes: Duskblade 4
    Hit Points: 40 = (max 1d8+2) x 4
    Experience: 6000 / 10 000
    XP awards

    01.04.2008 - full level (3000XP)

    Alignment: Chaotic Good
    Speed: Walk 30 ft.
    Languages: Illum, Common

    Stat Score Mod Pts
    STR 17 (+3) 13
    DEX 14 (+2) 5 (+1@4th)
    CON 14 (+2) 6
    INT 14 (+2) 6
    WIS 12 (+1) 4
    CHA 8 (+0) 0
    ----------------------------
    34

    Total / Touch / Flat Footed
    AC: 15 / 12 / 13

    Initiative: +2
    BAB: +4
    Melee tohit: +7
    Ranged tohit: +6

    Fortitude: +4 +2 +1 = 7
    Reflex: +1 +2 +1 = 4
    Will: +4 +1 +1= 6

    -------------------------- Skills --------------------------
    Skill Stat Pts Syn Total
    Climb str 3 1 4
    Concentration con 2 7 9
    Craft int 2 0 2
    Decipher Script int 2 4 6
    Jump str 3 1 4
    Arcana int 2 5 7
    Religion int 2 2 4
    Local int 2 5 7
    Dungeoineering int 2 3 5
    Ride dex 1 0 1
    Sense Motive wis 1 3 4
    Spellcraft int 2 2 2 6 +2 from Arcana
    Swimm str 3 1 4



    -------------------------- Feats ---------------------------
    1st Weapon Expertise - Trade Attack bonus for AC (max 5)
    human Improved Trip - +4 STR to trip, follow-up attack
    3rd Power Attack - Trade Attack bonus for damage (bonus x2 for 2HD wpn)
    bonus Combat Reflexes - Extra attacks of opportunity



    -------------------- Special Abilities ---------------------
    Armored mage - mediun armor without arcane failure
    Arcane Attunement - cast dancing lights, detect magic, flare, ghost sound, read magic for (3+INT = 5)/day
    Combat Casting - +4 Conc cheks
    Arcane Channeling - channel touch spells through weapon



    -------------------------- Combat --------------------------


    Unarmed attack:
    to hit: +7
    damage: 1d3
    critical: 20/x2

    MW Guisarme
    to hit +8
    damage 2d4 +6
    critical 20/x3
    max power att:
    to hit +0
    to damage 2d4 +14

    ------------------------- Equipment ------------------------
    Name Price QTY LBS
    MW Guisarme 309 1 12
    MW Studded leather 275 1 20


    Cloak of Resistance +1 1000
    Least Truedeath Crystal 1000 1
    Hide from Undead potion 50 1
    Cure Light Wounds 50 1
    ------------------------------------------------
    2686gp

    Money left: 16 gp


    Total weight caried: 40
    Current load: None

    Encumbrance
    Light: 86
    Medium: 173
    Heavy: 260


    --------------------------- Magic --------------------------
    Spells known: 4/4
    0th level
    Acid Splash, Disrupt undead, Ray of frost, Touch of Fatigue

    1st level
    Shocking Grasp, True Strike, Magic Weapon, Resist Energy, Chill Touch (or lesser deflect, pending JA's ruling)



    Levels 0 / 1 / 2 / 3 / 4 / 5
    --------------------------------------
    Spells per day 6 / 5 / 0 / 0 / 0 / 0
    Bonus spells 0 / 1 / 1 / 0 / 0 / 0
    Total 6 / 6 / 0 / 0 / 0 / 0





    ------------------------ Description -----------------------
    Height: 5' 6" Weight: 168 lbs. Gender: Male
    Eyes: Brown Hair: Long, ponytail
    Dominant Hand: Right
    Quirks: feather allergy
    Speech style: grave, sad voice
    Quotable:

    DESCRIPTION
    Skinny, wiry man, wearing black studded armor and halberd died black and red. His blond hair is long tied in a pony tail. Face is drawn with three red drops tatooed under left eye sporting thin beard framing his jaw.
    Attached Files Attached Files
    Last edited by Neurotic; Thursday, 8th May, 2008 at 11:05 AM. Reason: Adding experience

  • #36
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    Bestor Drake - Fighter 4 - Divine Avengers

    Bestor Drake
    Neutral Good Human Male Fighter 4
    XPs: 6000

    Experience History

    Starting XPs: 3000
    +1 Level per JA (+3000 XPs, bringing total to 6000)


    Age: 20
    Gender: Male
    Height: 6' 2"
    Weight: 190lb
    Eyes: Green
    Hair: Strawberry Blonde
    Skin: Fair

    STR: 16 [+3] (10 points)
    DEX: 13 [+1] (5 points)
    CON: 16 [+3] (8 points, +1 level increase)
    INT: 12 [+1] (4 points)
    WIS: 13 [+1] (5 points)
    CHA: 12 [+1] (4 points)
    36 point buy

    HP: 52 (Max Hit Points: 40+12 CON)
    Armor Class: 23 (10 base + 8 armor + 2 heavy shield + 1 dex + 2 dodge)
    - Flat-footed AC: 20
    - Touch AC: 12

    Initiative: +1
    BAB: +4
    Atttack:
    - Bastard Sword +8 (1d10+3/19-20)
    - Warhammer +7 (1d8+3/x3)
    - Armor Spikes +7 (1d6+3/x2)

    Speed: 20' (30’ base)

    FORT: +7 (4 base + 3 con)
    REFL: +2 (1 base + 1 dex)
    WILL: +2 (1 base + 1 wis)

    Abilities:
    - Human Bonus Feat
    - Human Bonus Skill Points


    Feats:[size=1]
    1st Level
    - Exotic Weapon Proficiency (Bastard Sword)
    - Combat Focus
    - Weapon Focus (Bastard Sword)
    2nd Level
    - Dodge
    3rd Level
    - Combat Stability
    - Combat Dodge (Bonus Martial/Divine Feat - thanks JA!)
    4th Level
    - Pending

    Combat Focus: Usable once per encounter, duration 12 rounds, currently provides +4 on will saves, +8 vrs (bull rush, disarm, grapple, overrun and trip), an additional +1 dodge bonus and the ability to change dodge target as an immediate action

    Skills:
    - Climb +5 (2 ranks, +3 str)
    - Craft: Armorer +2 (1 rank, +1 int)
    - Craft: Weaponsmith +2 (1 rank, +1 int)
    - Handle Animal +7 (6 ranks, +1 cha)
    - Intimidate +8 (7 ranks, +1 cha)
    - Jump +6 (3 ranks, +3 str)
    - Knowledge: Ecclesiastic Law +2 (1 rank, +1 int)
    - Ride +8 (5 ranks, +1 dex, +2 "synergy")
    - Swim +5 (2 ranks, +3 str)


    Languages:
    - Common/Trade Tonuge
    - Illum


    Equipment:
    Armor & Shield
    - Mirandia, Armor of Dawn
    [sblock=Mirandia]
    Made of a pale yelloish tinted steel this appears to be an true masterpiece...

    The armor lays at Bestor's feet and a soft glowing light compels the warrior to reach out toward it. Touching the armor he feels a glowing warmth... a soft voice of a young lady feels his mind..."I am Mirandia, I am the armor of dawn."

    Masterwork Full Plate. Other properties unknown.
    [sblock]
    - Full Plate, masterwork (1650gp, 50lb)
    - Heavy Wooden Shield (7gp, 10lb)

    Melee weapons
    - Bastard Sword, masterwork (335gp, 6lb)
    - Warhammer (12gp, 5lb)
    - Armor Spikes (50gp, 10lb)
    - Dagger (2gp, 1lb)

    Ranged weapons
    -

    Equipment
    - Backpack (2gp, 2lb)
    ----- Bedroll (1sp, 5lb)
    ----- Trail rations, 5 days (25sp, 5lb)
    ----- 2 sacks (2cp, 1lb)
    ----- Whetstone (2cp, 1lb)
    - Beltpouch (1gp, 0.5lb)
    ----- Flint & steel (1gp, -)
    ----- Flask, whiskey (3cp, 1.5lb)
    - Waterskin (1gp, 4lb)
    - Explorer's outfit (8gp, worn)

    Other Goods & Gear
    - War Dog (150gp; see Wingaard, below)
    - Chainmail barding (300gp)

    Weight Carried:
    Remaining money: 181gp

    Wingaard, War Dog
    Tricks: Attack, Come, Defend, Guard, Heel, Track
    Stats

    Size/Type: Medium Animal; Hit Dice: 2d8+4 (20 hp); Initiative: +2; Speed: 40 ft. (8 squares); Armor Class: 21 (+2 Dex, +4 natural, +5 armor), touch 12, flat-footed 14; Base Attack/Grapple: +1/+3; Attack: Bite +3 melee (1d6+3); Full Attack: Bite +3 melee (1d6+3); Space/Reach: 5 ft./5 ft.; Special Attacks: trip; Special Qualities: Low-light vision, scent; Saves: Fort +5, Ref +5, Will +1; Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*; Feats: Alertness, Track




    Description
    Bestor is a well-built young warrior, lean and broad shouldered, with muscles built from long hours of physical labor and weapons training. With reddish gold hair, bright green eyes and chiseled features, Bestor is a handsome lad and quite popular with the ladies. He keeps himself well groomed and clean shaven, as much so as possible. He bears several distinguishing features as well: raking scars down the left side of his chest, a reminder of a run-in with the undead, and a long slashing scar across his right thigh, where a bandit's sword nearly cost Bestor his leg.

    Bestor dresses comfortably and practical, preferring warm wools, soft leathers and light linens to the finer cloths available. When garbed for combat, Bestor dresses in his well-crafted plate armor, carries a shield painted with a sable dragon rampant upon a sanguine field.

    Bestor is almost always accompanied by a large, brindled wolfhound named Wingaard.



    Personality
    Patient and well disciplined, Bestor does not exhibit the impulsiveness of most warrior types. He tends to study the situation first, in order to gain every advantage over a foe. He is a dedicated, loyal companion, and while not an officer doesn't hesitate to take charge if the situation warrants it. Bestor would put himself in harm's way without hesitation to prevent another from being hurt, and he is nearly fearless in the face of evil. He is the helpful sort, always offering to lend a hand where he can.


    Background - In Progress
    Bestor hails from a modest family, his father being a simple blacksmith in the small village of Whitehold on the western border of the Valley of Light. The lad's father had hoped that Bestor would follow in his footsteps, set up forge and raise a family. But Bestor had other plans. After all, the blood of warriors runs strong in the Drake line. Indeed, family legend holds that the great hero Auheron the Dragon himself started the family line many centuries ago. There had been other heros and knights of the Drake line as well: Gunther the Stalwart, Hilliard Drake, and the mighty Kemp of Stonefort to name a few. Bestor had heard all of these tales about the powerful Drake warriors of the past, and decided that he would follow in their footsteps instead of those of his father.

    His father frowned upon Bestor's attempts to teach himself how to properly wield weapons, and without proper tutelage, his skills were lacking. Eventually, though, Bestor took to training with an odd old hermit that lived on the edge of the village. Dedric (as he was called) was still a master with weapons despite his age, and found that he liked the young Bestor enough to train him. Where many warriors rely on brute strength and rage to win battles, Dedric taught Bestor discipline and focus.

    Bestor trained with Dedric for several years, but the old man had issues with detereorating health, and eventually died of consumption. Without a mentor, Bestor decided to join the Knights of the Light as a man-at-arms. He knew enough of weapons to secure himself a position in the ranks, and soon found himself stationed with a garrison on the borders of the Westlands. Here Bestor was able to continue his training, learning from other warriors in his unit, and his skills increased and his body grew stronger.

    Then came a dark and fateful day for young Bestor. Rumors that vile elves had been seen in the area filtered down to his unit, and Captain Narvel decided to send the men out in squads to track down the dark foe. Though Bestor's squad never actually saw any elves, they saw what could only have been the work of the evil forest dwellers: One squad of troops was found slain and mutilated. If that had been the end of the event, things may well have turned out different for Bestor. But the slain troops rose from their graves the very night they were buried, and attacked the rest of the knights.

    The men on watch managed to raise the alarm before they were slain, and while many others fled before the foul undead, Bestor stood his ground and managed to destroy several of the things with sword and torch. His efforts turned the tide of the fight, allowing the officers to rally the rest of the troops and overcome the remaining creatures. Bestor received a commendation for his valor. Of course, Bestor's actions also attracted the attention of some higher ups in the Church of the Light, who decided that
    Bestor could benefit well from the training they could provide.


    Future Development: Depending on how the game develops, Bestor will pick up one to three more levels of fighter, and possibly some levels of Exotic Weapon Master once he qualifies for said prestige class. He could conceivably take 2 (3 ?)levels in cleric, as well, as that would give him access to divine feats that could prove useful in this sort of game. I'm thinking Fighter 4 / Cleric 3 / Exotic Weapon Master 3 might be the combination that takes him to 10th level.
    Last edited by Rhun; Saturday, 14th June, 2008 at 05:44 PM.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

  • #37
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    Jennifer Waters - Divine Avenger

    Chaotic Good Human Female Cleric 1/Sorcerer 2

    Spoiler:

    XPs: 3000

    Age: 20
    Gender: female
    Height: 5'3"
    Weight: 120lb
    Eyes: gray
    Hair: Brown, curly
    Skin: Fair

    STR: 11 [+0] (3 points)
    DEX: 16 [+3] (10 points)
    CON: 14 [+2] (6 points)
    INT: 13 [+1] (5 points)
    WIS: 14 [+2] (6 points)
    CHA: 14 [+2] (6 points)
    36 point buy

    HP: 22 (Max Hit Points: 16+6 CON)
    Armor Class: 14 (10 base +1 armor + 3 Dex) 18 (with shield spell)
    - Flat-footed AC: 11
    - Touch AC: 13

    Initiative: +7
    BAB: +1
    Atttack:(+1/+1 if in 30’)
    - Sling +5 (1d4) or touch +3 (1d4 fire) DC 15 burning
    - Ranged Touch +4 fire orb (1d8)
    - Staff +1(1d6)

    Speed: 30'

    FORT: +4 (2 base + 2 con)
    REFL: +3 (0 base + 3 dex)
    WILL: +6 (4 base + 2 wis)

    Abilities:
    - Human Bonus Feat
    - Human Bonus Skill Points
    - Turn Undead 5/day (d20+2chr+2syrgy)
    - Turn Fire / Water elementals[/i]
    - Greater turning 1/day


    Feats:[size=1]
    1st Level
    - Point Blank Shot
    - Precise Shot
    3rd Level
    - Improved Initiative

    Skills:
    - Concentrate +8 (6 ranks, +2 con)
    - Bluff +7(5 ranks, +2 str)
    - Knowledge: Religion +7 (5 rank, +1 int)
    - Profession: teacher +6 (4 ranks+ 2 wis )

    Languages:
    - Common/Trade Tonuge
    - ??

    -
    -
    -

    Equipment:
    Melee weapons
    Staff (4lbs)

    Ranged weapons
    Masterwork Sling (301gp)

    Equipment – 2297 sp spent (300 remaining)
    - Backpack (2gp, 2lb)
    ----- Bedroll (1sp, 5lb)
    ----- Trail rations, 5 days (25sp, 5lb)
    ----- Flint & steel (1gp, -)
    ----- Lantern hooded, 2 oil flasks (8gp, 5 lbs)
    ----- 4 sunrods, 10 tinder twigs (18 gp)
    - padded Beltpouches (6gp, 1.8 lbs)
    ----- 6 alchemical flame bullets (150gp, 3 lbs)
    ----- 4 bullets and 2 with continual light (221 gp, 3 lbs)
    ----- 2 flasks alchemist fire, 1 holy water (45gp. 3lbs)
    - Waterskin (1gp, 4lb)
    - Clerical Outfit (5 gp 6 lbs)
    - Religious Vestments (25 gp, 6lbs)
    - silver holy symbol (25 gp)

    Other Goods & Gear
    Potion Lesser restoration (300gp)
    Bracers of Armor +1 (1000gp)


    Weight Carried:
    Remaining money: gp

    Spells

    Sorcerer 5 / 5
    0th - Dancing lights, Flare, Daze (dc 12), Light
    1st – Lesser Fire Orb, Shield

    Clerical 3 / 2+1 Domains: Sun and Fire
    0th - Cure minor wounds, detect magic, mending
    1st - Endure elements (D), Magic Weapon, Cure light wounds





    Further details:
    Spoiler:

    Occupation & History:
    Most recently her job was the teacher of young children in a supervised setting.
    She was born then left as an unnamed infant in an Orphanage run by Society for Service to the Faithful. The orphanage gave the surname Waters to all those children whose parentage is unknown. As she grew there would be occasional fires. A perceptive parish priest name Father Baynon noticed her obsession and taught her several important lessons, including that the Light is the heart of all flame, and that it was the cleansing and mystical power of the light that she was drawn to, not the destructive power of flame. In this he was wrong, but persuasive, and she still believes it.

    When she passed out of the orphanage, it burned down. Jessica fearlessly helped rescue many of the children, dashing back into the building. Protected from the heat but not the flames she was badly burned but magic healed her with no scars. Neither she nor her superiors are sure she caused the fire, but both suspect it, and Jessica still carries some guilt for the lives that were lost. She was then sent to one of the monasteries that specialized in the training of sorcerer/priests. From there she got a job teaching children the basics of religion. After a few accidents which luckily did not lead to serious injury or deaths, her supervisors decided that some other role would suit her better. Each time she moved on to a different part of the church, the word of warning went with her “Be careful, she likes fires too much”

    Characteristics and Skills: Agile, Charismatic and Strong willed. Her knowledge of religion and ability to lie,have helped her in teaching young children the religious basics. Her accuracy with sling or targeted spells at close range is well known.

    Values and Motivations: Jessica is fascinated with fire and also obsessed with “the light”. She is protective of those under her care, and cares about her close friends. She also believes that the (non-human) enemies of the church can only be purified by fire. It was drilled into her head that burning humans is wrong. (Mostly in self defense of her teachers and students.) If she learns otherwise it is the beginning of a slippery slope. As a pyromaniac that was caught early, her future will not be peaceful. Either a Angel of War bringing fire to the darkness, the founder of a cult of witch (mage) burners, or a secretive arsonist. Developing her should be fun.

    Interactions: She is somewhat naïve, and prone to simplistic analysis of people. If asked to explain she may simplify and use small words, a legacy from two years teaching the under 8 set. Jessica is generally optimistic and upbeat. Jessica gets excited by grand ideas and idealistic visions, growing bored without a greater purpose. She is easy to talk into crusades to stamp out evil or the enemies of the church.
    She is young yet, all this may change over time. She thinks boys are okay, but not where her passion lies. She has had no serious relationships, but many friends.

    Useful Knowledge: One of her friends is an alchemist named old Mr. Tatterson. She buys most of her supplies from him. She has been willing to help him test new formulas, and has occasionally provided under the table healing. She still writes letters to her retired parish priest, Father Baynon, who is great with understanding people, and knowledgeable about history and religion. Although as a lay priest he knows little of magic.

    Tactics: Rain fire on foes, unless they are human. Alchemical sling bullets, vials of alchemist fire, or sling bullets with continual light on them. She is willing to cast clerical spells before and after combat, but is mostly drawn to burning foes. Facing human foes she will dither, cast defensive or hindering spells and eventually resort to weapons. She carries a staff, but may get better weapons if expecting violence.

    Future Development: Sor4/cleric1 - then either consider theurge or head for fireball.

    Description
    Always smiling, friendly, and optimistic. Jessica has large eyes, a round face, curly hair. Although she has cute face, her figure is quite plain. She only dresses in clerical garb. Either of the order of the Society for Service to the Faithful, or what ever order she is attached to as the game begins.
    Last edited by Evilhalfling; Monday, 25th February, 2008 at 11:27 PM.
    Game Quote:
    "Sir is not allowed into the dance, because you don't have an invitation, your wearing a dress, and its covered in poo."

    "You all are the worst emissaries, ever!" the silver dragon declares, shaking with rage.
    "Its a game, a game, I'm only playing. " E. Wiggen
    My PbP games , Roll Dice

  • #38
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    Bestor Drake - Divine Avengers

    Wow...this was a duplicate too.
    Last edited by Rhun; Thursday, 10th April, 2008 at 04:32 PM.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

  • #39
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    Bestor Drake - Divine Avengers (Rhun)

    Duplicate Post, somehow...
    Last edited by Rhun; Friday, 28th March, 2008 at 02:32 AM.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

  • #40
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    For The Great North:

    Thomas ("Tomatino") VanExenburg
    Human Cleric of the Light Level 12 (I think?)
    Last edited by Leif; Wednesday, 4th March, 2009 at 04:47 PM.

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