X5: Temple of Death - RG


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Rhun

First Post
Aram Al Tarik
Neutral Good Human Male Rogue 5/Fighter 2/Dervish 3

Age: 24
Gender: Male
Height: 5 ft. 8 in.
Weight: 165 lb.
Eyes: Black
Hair: Black
Skin: Dusky

STR: 16 [+3] (6 points, +2 gauntlets)
DEX: 20 [+5] (10 points, +2 level increase, + 2 gloves)
CON: 18 [+4] (6 points, +4 amulet)
INT: 14 [+2] (6 points)
WIS: 10 [+0] (2 points)
CHA: 10 [+0] (2 points)

HP: 98 (6 + 52 + 40 con) [max at first, then half, rounded up]
Armor Class: 25 (10 base + 5 dex + 6 mithral shirt + 2 ring + 1 dodge + 1 Dervish AC bonus)
--Touch: 18
--Flat Footed: 19
Initiative: +5
BAB: +8/+3
Attack: +15 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)
Full Attack: +15/+10 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) OR +13/+8 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) AND +13/+8 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)

Speed: 45 (35' base + 10 boots)

FORT: +10 (4 base + 4 con + 2 resistance)
REFL: +14 (7 base + 5 dex + 2 resistance)
WILL: +6 (4 base + 0 wis + 2 resistance)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Sneak Attack +3d6
- Trapfinding
- Evasion
- Trap Sense +1
- Uncanny Dodge
- Fighter Bonus Feats
- Dervish Dance 2/day
- Movement Mastery
- Slashing Blades
- Fast Movement +5
- Spring Attack

Feats:
1st Level
- Dodge
- Mobility
3rd Level
- Weapon Finesse
6th Level
- Combat Expertise
6th Level (fighter bonus)
- Weapon Focus (Scimitar)
7th Level (fighter bonus)
- Two weapon fighting
9th Level
- Improved Two-Weapon Fighting

Skills: (88 rogue + 10 fighter + 14 dervish)
- Balance +19 (12 ranks, +5 dex, +2 syn)
- Bluff +5 (5 ranks, +0 cha)
- Climb +7 (5 ranks, +2 str)
- Disable Device +12 (8 ranks, +2 int, +2 circumstance)
- Hide +12 (7 ranks, +5 dex)
- Jump +21 (8 ranks, +2 str, +2 synergy, +5 competence, +4 speed)
- Listen +10 (10 ranks, +0 wis)
- Move Silently +12 (7 ranks, +5 dex)
- Open Lock +15 (8 ranks, +5 dex, +2 circumstance)
- Perform (dance) +13 (13 ranks, +0 cha)
- Search +10/+15 (8 ranks, +2 int, +5 competence when goggles of minute seeing used)
- Spot +6 (6 ranks, +0 wis)
- Tumble +20 (13 ranks, +5 dex, +2 syn)

Languages:
- Common, (Ylari), Goblin, Draconic

Equipment:
Armor & Shield
-Mithral Shirt +2 (5100gp, 10lb)

Melee weapons
-Scimitar+1, holy (2315gp, 4lb)
-Scimitar+1, holy (2315gp, 4lb)
-4 daggers (8gp, 4lb)

Ranged weapons
-Masterwork Comp (+2 str) Longbow (600gp, 3lb)
-20 arrows (cold iron, 2gp, 3lb)
-20 arrows (silver, 41gp, 3lb)

Miscellaneous Magical
-Ring of Sustenance (2500 gp, -lb)
-Gloves of Dexterity +2 (4000 gp, -lb)
-Vest of Resistance +1 (1000gp, 1lb)
-Handy Haversack (2000 gp, 5lb)
-Boots of Striding & Springing (5500 gp, 1lb)
-Healing Belt (750gp, -lb)
-Ring of Protection +2 (8000gp, -lb)
-Goggles of Minute Seeing (1250gp, -lb)
-Horn of Blasting (taken from bandit leader, command word "yellow")
-Crystal Dagger
-Greataxe +1, frost
-Gauntlets of Ogre Power
-Amulet of Health (+4)
-Cloak of Resistance +2
-Longsword +2
-Mithral Half-plate Armor +1
-Cloak of Resistance +1

Potions
- Cure Serious Wounds (3d8+5)

Mundane equipment
-Explorer Outfit, well tailored (20gp*, -lb)
-3 2 x Traveller's Outfits, well tailored (6gp*, -lb)
-Miscellaneous gold and silver jewelry (100gp, -lb)
-Whetstone (2cp, 1lb)
-Bedroll (1sp, 5lb)
-Thieves' Tools, masterwork (100gp, 2lb)
-2 flasks, Alchemist's Fire (40gp, 2lb)
-12 Tindertwigs (12gp, -lb)
-Everburning torch (110 gp, 1 lb)
-Flint & steel (1gp, -lb)
-Chalk, 3 pieces (3cp, -lb)
-Crowbar (2gp, 5lb)
-4 sacks (4sp, 2lb)

* doubled cost for quality

Weight Carried: Light load, approx. 38lb (rest is in Haversack)
Remaining money: 228gp, 37sp, 30cp
-6 gold for map

[sblock=Aram Al Tarik, 9th level]
Neutral Good Human Male Rogue 5/Fighter 2/Dervish 2

Age: 24
Gender: Male
Height: 5 ft. 8 in.
Weight: 165 lb.
Eyes: Black
Hair: Black
Skin: Dusky

STR: 16 [+3] (6 points, +2 gauntlets)
DEX: 20 [+5] (10 points, +2 level increase, + 2 gloves)
CON: 18 [+4] (6 points, +4 amulet)
INT: 14 [+2] (6 points)
WIS: 10 [+0] (2 points)
CHA: 10 [+0] (2 points)

HP: 82 (6 + 40 + 36 con)
Armor Class: 25 (10 base + 5 dex + 6 mithral shirt + 2 ring + 1 dodge + 1 Dervish AC bonus)
--Touch: 18
--Flat Footed: 19
Initiative: +5
BAB: +7/+2
Attack: +13 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)
Full Attack: +13/+8 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) OR +11/+6 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) AND +11/+6 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)

Speed: 45&#8217 (35' base + 10 boots)

FORT: +9 (3 base + 4 con + 2 resistance)
REFL: +14 (7 base + 5 dex + 2 resistance)
WILL: +6 (4 base + 0 wis + 2 resistance)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Sneak Attack +3d6
- Trapfinding
- Evasion
- Trap Sense +1
- Uncanny Dodge
- Fighter Bonus Feats
- Dervish Dance 1/day
- Movement Mastery
- Slashing Blades
- Fast Movement +5

Feats:
1st Level
- Dodge
- Mobility
3rd Level
- Weapon Finesse
6th Level
- Combat Expertise
6th Level (fighter bonus)
- Weapon Focus (Scimitar)
7th Level (fighter bonus)
- Two weapon fighting
9th Level
- Improved Two-Weapon Fighting

Skills: (88 rogue + 10 fighter + 14 dervish)
- Balance +17 (10 ranks, +5 dex, +2 syn)
- Bluff +5 (5 ranks, +0 cha)
- Climb +7 (5 ranks, +2 str)
- Disable Device +12 (8 ranks, +2 int, +2 circumstance)
- Hide +12 (7 ranks, +5 dex)
- Jump +20 (7 ranks, +2 str, +2 synergy, +5 competence, +4 speed)
- Listen +8 (8 ranks, +0 wis)
- Move Silently +12 (7 ranks, +5 dex)
- Open Lock +15 (8 ranks, +5 dex, +2 circumstance)
- Perform (dance) +12 (12 ranks, +0 cha)
- Search +10/+15 (8 ranks, +2 int, +5 competence when goggles of minute seeing used)
- Spot +6 (6 ranks, +0 wis)
- Tumble +19 (12 ranks, +5 dex, +2 syn)

Languages:
- Common, (Ylari), Goblin, Draconic

Equipment:
Armor & Shield
-Mithral Shirt +2 (5100gp, 10lb)

Melee weapons
-Scimitar+1, holy (2315gp, 4lb)
-Scimitar+1, holy (2315gp, 4lb)
-4 daggers (8gp, 4lb)

Ranged weapons
-Masterwork Comp (+2 str) Longbow (600gp, 3lb)
-20 arrows (cold iron, 2gp, 3lb)
-20 arrows (silver, 41gp, 3lb)

Miscellaneous Magical
-Ring of Sustenance (2500 gp, -lb)
-Gloves of Dexterity +2 (4000 gp, -lb)
-Vest of Resistance +1 (1000gp, 1lb)
-Handy Haversack (2000 gp, 5lb)
-Boots of Striding & Springing (5500 gp, 1lb)
-Healing Belt (750gp, -lb)
-Ring of Protection +2 (8000gp, -lb)
-Goggles of Minute Seeing (1250gp, -lb)
-Horn of Blasting (taken from bandit leader, command word "yellow")
-Crystal Dagger
-Greataxe +1, frost
-Gauntlets of Ogre Power
-Amulet of Health (+4)
-Cloak of Resistance +2
-Longsword +2
-Mithral Half-plate Armor +1
-Cloak of Resistance +1

Potions
- Cure Serious Wounds (3d8+5)

Mundane equipment
-Explorer&#8217s Outfit, well tailored (20gp*, -lb)
-3 2 x Traveller's Outfits, well tailored (6gp*, -lb)
-Miscellaneous gold and silver jewelry (100gp, -lb)
-Whetstone (2cp, 1lb)
-Bedroll (1sp, 5lb)
-Thieves' Tools, masterwork (100gp, 2lb)
-2 flasks, Alchemist's Fire (40gp, 2lb)
-12 Tindertwigs (12gp, -lb)
-Everburning torch (110 gp, 1 lb)
-Flint & steel (1gp, -lb)
-Chalk, 3 pieces (3cp, -lb)
-Crowbar (2gp, 5lb)
-4 sacks (4sp, 2lb)

* doubled cost for quality

Weight Carried: Light load, approx. 38lb (rest is in Haversack)
Remaining money: 228gp, 37sp, 30cp
-6 gold for map[/sblock]

Description
Aram is a short, slender man, standing several inches shy of six feet in height, and weighing about 165 lbs. While slender, he has an athletic build, a result of his training and active lifestyle. Aram wears his black hair cropped short, and has eyes the color of jet. He keeps his dusky skin soft with the judicious use of expensive lotions and oils, and takes pride in his appearance. He is generally well groomed and well dressed, and is generally thought to be a handsome man.



Personality
Aram was once quite selfish and greedy, always looking out for himself first. This was how his father had taught him to be, and that he could never rely on others. Since meeting Najm, though, Aram's personality has began to change. He has come to learn trust, and more and more thinks about things as they benefit the greater good. He believes in the
concepts of honor and justice, though he realizes that man's laws are not always just. While he believes in defending the weak and oppressed, he is still a bit slow to react...the offer of coin motivates him much quicker, a holdover from his earlier life.

Background
Aram grew up in the city of Ylaruam, raised by his father Tamir, an accomplished cutpurse and thief. Tamir raised his son in that tradition, teaching him the skills needed to be a thief, and the agile young boy was a quick study. About the time Aram came into adulthood, his father was caught stealing jewels from a wealthy qadi, and quickly executed for his crimes.

Aram continued his thieving ways, but his game was off after his father's death, and he made the mistake of picking a half-blind man by the name of Najm as a target. Najm caught Aram in the act, and then proceeded to defeat the young man in combat, leaving him bruised and bloodied. Still, Najm didn't call upon the law to deal with Aram; instead, he took it upon himself to teach and train Aram in hopes of bettering the lad's life. It turned out that Najm was formerly a soldier, and an elite guard of the Caliph.

Aram, anxious to learn something the would give value and meaning to his life, proved himself a talented and dedicated pupil, and quickly began to pick up the fighting techniques that Najm taught. Not only did the martial lessons stick, but Najm taught the young Aram about honor, and how it is the duty of the strong to protect the weak. These were things that Aram had certainly not learned from his father, and the young rogue soon found that these teachings gave him meaning and motivation.

After several years of study with Najm, the two came to the decision that Najm had taught Aram all that he could, and that Aram should go out into the world, seeking his own fortune and making his own life. Aram left Ylaruan

[sblock=Healing Belt from MIC]
The Healing Belt has 3 charges per day, renewed at dawn; a variable number of charges can be spent to gain healing. A

single charge from the Healing Belt heals 2d8, 2 charges 3d8, all 3 charges at once, 4d8.

750gp.
[/sblock]
 
Last edited:

Walking Dad

First Post
Girgal "Bloody Claws" Scalefoot

Male Ghostwise Halfling Druid 9
[sblock=Stats]
Age: 31
Gender: Male
Height: 3'2"
Weight: 36lb
Eyes: Emerald Green
Hair: Long, braided, Brown
Skin: Light Tan

Code:
Str:  8 -1 (2p.)        Level: 9        XP: ?
Dex: 16 +3 (6p.)        BAB: +6/+1      HP: 66 = (9d8+18)
Con: 14 +2 (6p.)        Grapple: +1     Dmg Red: N/A
Int: 14 +2 (6p.)        Speed: 20'      Spell Res: N/a
Wis: 20 +5 (10p.+2)     Init: +3        Spell Save: N/A
Cha: 10 +0 (2p.)        ACP: ?          Alignment: TN
(Wis +1 at 4th & 8th level)
Wis +2 inherent bonus

AC: 23 (10 base + 3 dex + 5 armour + 1 defl + 1 nat. armor + 1 size + 2 shield)
Touch: 15
Flat-Footed: 20

Saves:
FORT: +11 (6 base + 2 con + 3 res.)
REF: +8 (2 base + 3 dex + 3 res.)
WILL: +14 (6 base + 5 wis + 3 res.)/ +16 vs fear

Bab: 6
Attacks: 
 

Skills: 
Handle Animal: 12 (12 ranks + 0 Cha)
Survival: 20 (11 ranks + 5 Wis + 2 class + 2 syn)
Concentration: 14 (12 ranks + 2 Con)
Ride: 12 (7 ranks + 3 Dex + 2 syn)
Spot: 17 (12 ranks + 5 Wis)
Hide: 11 (4 ranks + 3 Dex + 4 size)
Move Silently: 9 (4 ranks + 3 Dex + 2 racial)
Knowledge (nature): 11 (5 ranks + 2 Int + 2 class + 2 syn)
Listen: 18 (11 ranks + 5 Wis + 2 racial)
Spellcraft: 3 (1 ranks + 2 Int)
Jump: 2 (1 ranks - 1 Str + 2 racial)


Feats: [3]
Spell Focus (Conjuration)
Augment Summoning
Natural Spell
Summon Elemental (Complete Mage pxx)

Class Features:
Spellcasting
Spontanous casting
Animal companion
Enhanced link
nature sense
wild empathy (+ 10)
Woodland stride
Trackless step
Resist nature’s lure
Wild shape (3/day) (small - large)
Venom Immunity

Spells:
0 (6) -  cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), SNA 3, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (SNA 5), baleful polymorph - animal growth

Languages: Common, Halfling, Druidic, Dwarven, Goblin
[sblock=Equipment]
Hide Shirt +1         1.240             12,5
(it's from a paizo supplement, like an chainshirt, but with worse aromor check penality)
Ring of sustenance        2.500
- defl. armor + 1           2.000
Ring of sustenance       2.500
(wears the Animal Companion)
Light Barding (Hide)       480       25
Wilding clasp x2     8.000        -
(on vest and armor)
MW heavy wooden shield 153gp 2.5 lbs

Handy Haversack  2.000gp 5lbs
Bedroll 1sp 1.25lbs
Scroll Case 1gp 0.5lbs
Flint and Steel 1gp
Pouch, Belt 1gp 0.5lbs (medium sized)
“Holy Plant”   -     -
Spell Components Pouch 5 gp 2lbs
Traveller's Outfit 1gp (1.25 lbs)
Waterskin 1gp 1lbs
Whetstone 2cp 1lbs
Sunrod (x4) 8gp 4lbs
Torch 2cp 2lbs.
MW Scimitar 315 2lbs
club - 1lbs.
Healing potion (x4) 200gp
(Saddel) bag  4gp    8lbs
Vest of resistance + 3        8.000gp
- nat armor bonus + 1       2.000gp

Wand of vigor, lesser   1.500gp (44 charges)
& Wand of restoration, lesser
Healer's Belt        750gp

remaining 339,86[/sblock][sblock=Wild Shape Forms]
Fleshraker
Str:  17 +3
Dex: 19 +4         BAB: +6/+1   
Con: 15 +2         Grapple: +9     Dmg Red: N/A
Int: 14 +2        Speed: 50'      
Wis: 18 +4      Init: +4
Cha: 10 +0 

AC: 26 (10 base + 4 dex + 5 armour + 7 nat. armor)
Touch: 14
Flat-Footed: 22

Saves:
FORT: +11 (6 base + 2 con + 3 res.)
REF: +9 (2 base + 4 dex + 3 res.)
WILL: +13 (6 base + 4 wis + 3 res.)/ +15 vs fear

Attack:     Claw +9 melee (1d4+3 plus poison)
Full Attack:     2 Claws +9 melee (1d4+3 plus poison) and bite +4 melee (1d6+2) and tail + 2 melee         (1d6+2 plus poison)
Space/Reach:     5 ft./5 ft.
Special Attacks:     Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Special Qualities:     Low-light vision, scent


Str:  8 
Dex: 16 +3 (6p.)        BAB: +6/+1   
Con: 14 +2 (6p.)        Grapple: +1     Dmg Red: N/A
Int: 14 +2 (6p.)        Speed: 20'      
Wis: 20*+5 (10p.+2)     Init: +3
Cha: 10 +0 (2p.) 

AC: 23 (10 base + 3 dex + 5 armour + 1 defl + 1 nat. armor + 1 size + 2 shield)
Touch: 15
Flat-Footed: 20

Saves:
FORT: +11 (6 base + 2 con + 3 res.)
REF: +8 (2 base + 3 dex + 3 res.)
WILL: +14 (6 base + 5 wis + 3 res.)/ +16 vs fear

Bab: 6
Attacks: 

[/sblock]
[/sblock][sblock=Animal Companion]Ripclaw (Fleshraker dinosaur)
Size/Type: Medium Animal
Hit Dice: 8d8+16 = 57
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 29 (+5 Dex, +10 natural, +4 barding), touch 15, flat-footed 24
Base Attack/Grapple: +7/+8
Attack: Claw +7 melee (1d6+4 plus poison)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Special Qualities: Low-light vision, scent, link, share spells, evasion
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 19, Dex 21, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +13*, Jump +25, Move Silently +7
Feats: Improved natural attack (claw), Track, Run

Tricks known: Attack x2, Defend, Down, Guard, Heel
Bonus: Come, Track, Fetch[/sblock][sblock=Background & Personality]
Girgal is a wanderer. After some adventures in Hollow World, he converted to the deity Ka, patron of dinosaurs. He doesn't talk much about his past life, but their are hints he was member of an evil nature cult before conversion. He prefers dinosaurs for his wild shapes and animal companions.
His current companion is a fleshraker called "Ripclaw".

He is a determined protector of nature. He is not easy to befriend for humanoids, but is a true friend in need. (Alignment: Savage (Law of Nature) neutral )

He wears a hide armor made from the hide of his last companion, who sacrificed himself for Girgal. In fights he prefers spells and melee in wild shape. In normal situations, he rides his companion.
[/sblock][sblock=Images of Girgal and Ripclaw]
attachment.php
attachment.php
[/sblock]

[sblock]
33692d1208710476-x4-master-desert-nomads-rg-ghostwise-halflings.jpg

33693d1208710476-x4-master-desert-nomads-rg-dinosaurs1.jpg

33694d1208710476-x4-master-desert-nomads-rg-dinosaurs2.jpg


[/sblock]

[sblock= 10th level changes]
Girgal changes for 10th level:

+1 Bab = +7/+2

+1 to Fort & Will save

1 additional use of wild shape

6 skill ranks

Not sure how we determined HP/ Level, but 1d8+2


add 1 4th and 1 5th level spell. New Spell list is:

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame 2, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), Blindsight, Call Lightning – greater magic fang
4 (2) – (freedom of movement), Air Walk, SNA 4 x2 - Enhance wildshape
5 (2) - (SNA 5), Greater stone shape, Panacea - Animal Growth
[/sblock]
 
Last edited:

renau1g

First Post
Code:
[B]Name:[/B] Father Fuller
[B]Class:[/B] Cleric 8	[b]Starting Level[/b]: 8
[B]Race:[/B] Human
[B]Region of Origin:[/b] TBD
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Amaunator (lost empires of Faerun)

[B]Str:[/B] 12 +1 (03p.)	[B]Level:[/B] 8	[B]XP[/B]: 
[B]Dex:[/B] 10 +0 (02p.)	[B]BAB:[/B] +5		[B]HP:[/B] 58 (10+6x6+12)
[B]Con:[/B] 14 +2 (06p.)	[B]Grapple:[/B] +5	
[B]Int:[/B] 10 +0 (02p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] 1 pts -> Wis (lvl 4), Str (lvl 8)
[B]Wis:[/B] 20 +5 (13p.+1 lvl4+2inherent)	[B]Init:[/B] +4	[B]Spell Save:[/B] +4
[B]Cha:[/B] 14 +2 (06p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] X%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+0	+0	+0	+0	+0	10
[B]Touch:[/B]	10	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[b]BAB:[/b] +6/+1

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+8	+6	+2	--
[B]Ref:[/B]	+4	+2	+0	+2
[B]Will:[/B]	+11	+6	+5	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]


[B]Notes:[/B]

[B]Languages:[/B] Common, Elven

[B]Abilities:[/B] 

Turn Undead 5/day

Time Domain - Gains Improved Init. as a bonus feat
Sun Domain - Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

[B]Feats: [/B] 
Augment Healing (Human 1) (Complete Divine) (+2 HP/spell level to every Conjuration [Healing] spell you cast)
Combat Casting (lvl 1)
Lightning Reflexes (lvl 3)
Extend Spell (lvl 6)


[B]Spells prepared[/B] (Save DC 14 + spell level): 
0 - 6,Detect Magic (x3), Mending, Light (x2) ; 
1st - 4+1+2, Protection from Evil(x2), Divine Favour, Vigor, Lesser(x3), True Strike (D); 
2nd - 3+1+1, Bull's Strength(x2), Silence, Heat Metal (D); 
3rd - 3+1, Extended Hold Person, Magic Circle Against Evil, Searing Light(x2), Haste(D) ; 
4th - 2+1+1, Shield of Faith (Mass), Divine Power, Sound Lance (SPC196) Fire Shield (D) 

[B]Skill Points:[/B] 30 [B]Max Ranks:[/B] 10/7
[B]Skills		Total	Ranks	Mod 	Misc[/B]

Heal		+9	4	5	XX
Concentration	+12	10	2	xx
Know (Religion) +5	5	0	XX
Listen/Spot	+5	0	5	XX
Diplomacy	+5	3	2	xx
Spellcraft	+6	6	0	xx
Use Magic Device +3	1	2	xx



[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
0

[B]Total Weight:[/B] 0	[B]Money:[/B] 0

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	38	76	115	115	575

[B]Age:[/B] 27
[B]Height:[/B] 5'6" 
[B]Weight:[/B] 175 lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown, Long
[B]Skin:[/B] Pale
 
Last edited:

Leif

Adventurer
Bevin Rockhammer, Dwarf Beguiler 9, XP _____

Bev is ready except that I need to update his skills for his new class and also for 9th level
[sblock=Bevin's sheet]
Age: 53
Gender: Male
Height: 4'2"
Weight: 135lb
Eyes: Dark Grey
Hair: Black, Shaved
Beard: White mostly and growing longer by the hour
(Currently being re-grown)
Skin: Deeply tanned, but somewhat grayish

STR:13 [+1] (5 pts)
DEX:16=15+1 [+3] (8 pts, +1 4th level increase)
CON:15=13+2(race) [+2] (5 pts)
INT:16=15+1 [+3] (8 pts, +1 8th level increase)
WIS:11 [+0] (3 pts)
CHA:9=11-2(race) [-1] (3 pts)
32 point buy

HP: 56 [6+4+4+4+4+4+4+4+4+con(9*2=18))]
current hp = 56/56 -22=34/56

Armor Class: 20 (10 base + 5 (+3 leather armor) +2 ring of prot. + 3 dex) Flat-footed AC: 17
Touch AC: 15

Initiative: +3
BAB: +4
Atttack:
- +2 Heavy Mace, +7(1d6+3)(+3BAB+1weapon focus+1STR+2magic mace)
- Dagger, +4 (1d3+1) (+3 BAB, +1 STR)
- Light Crossbow, +6 (1d6) (+3 BAB +3DEX)

Speed: 20'

Saves (Plus see below, racial abilities, for bonuses vs. spells and poison)
FORT: +5 (+3 base + 2 con)
REF: +8 (+5 base + 3 dex)
WILL: +6 (+6 base + 0 wis)

Racial Abilities:
- +2 Con, -2 Cha
- Speed 20"
- Darkvision
- Stonecutting, +2 to notice new stonework
- Stability (+4 to resist being bullrushed or tripped)
- +2 Racial bonus to saves vs. poison
- +2 Racial bonus to saves vs. spells or spell-like effects
- +1 Racial bonus "to hit" orcs and golinoids
- +4 Dodge bonus to AC vs. creatures of the Giant type
- +2 Racial bonus to Appraise and Craft checks for stone or metal items

Feats: (need to be re-done for Beguiler class)
1st Level, Rogue
- Weapon Focus (Heavy Mace)
3rd level (1st level Wizard bonus feats)
- Scribe Scroll
- Summon Familiar
4th Level (standard)
- Skill Focus (Knowledge [Arcana]) +2
7th Level 5th level Wizard Bonus Feat
- Extend Spell (Double duration -- spell uses 1 level higher slot)
8th Level (standard)
- Magical Aptitude (+2 Spellcraft and Use Magical Device)


Skills: (need to be re-done for Beguiler class)
- Appraise +8 (5 ranks, +3 int) (+10 for stone/metal items -- with +2 racial bonus)
- Climb +8 (5 ranks, +1 str, +2 climber's kit)
- Concentration +14 (12 ranks, +2 con)
- Disable Device +10 (5 ranks, +3 dex, +2 m/w tools)
- Hide +8 (5 ranks, +3 dex)
- Knowledge (Arcana) +14 (9 ranks, +3 int, +2 Skill Focus feat)
- Move Silently +8 (5 ranks, +3 dex)
- Open Locks +10 (5 ranks, +3 dex, +2 m/w tools)
- Sleight of Hand +7 (4 ranks, +3 dex)
- Spellcraft +14 general (9 ranks, +3 int, +2 Magical Aptitude feat),
------- +16 for checks for School of Ench (specialty school)
------- +9 for checks for Schools of Abj and Trans (prohibited schools)
- Spot +9 (9 ranks, +0 wis)
- Survival +6 (6 ranks, +0 wis)
- +2 to Use Magical Device (Magical Apt Feat)

Languages:
- Common
- Dwarvish
- Draconic
- Giant
- Orc

Equipment:
Armor & Shield
- +3 Leather Armor (9,160gp,) (5% arcane spell failure chance)
- +2 Ring of Protection (8,000 gp)

Melee weapons
- +2 Heavy Mace (8,312gp,) named "Nutcracker" (loaned to renau1g's Father Fuller at the moment)
- Dagger

Ranged weapons
- Spells
- Light Crossbow

Equipment
- +2 Heavy Mace ("Nutcracker")
- Light Crossbow, w/ 3 cases of 10 bolts each
- Backpack (2gp), lined with Bag of Holding, Type I (2,500 gp)
----- money 247 gp
----- Bedroll (1sp)
----- Trail rations, 5 days (25sp)
----- 2 sacks (2cp)
----- Climbers' Kit (80 gp)
----- 2 Sunrods
----- 3 Potions, Cure Moderate Wounds (@ 300 gp ea)
----- 4 Potions, Cure Serious Wounds (@ 750 gp ea)
- Wand of Detect Magic 50 ch.
-3 Beltpouches (@ 1gp ea.)
----- Pouch of Dispel Evil powder (from Sergeant Sarras) used?
----- Flint & steel (1gp,)
----- M/W Thieves' Tools (100 gp)
- Spell Component Pouch (5 gp)
- Two spare spell component pouches (pilfered from the dungeon)
- Waterskin (1gp)
- Explorer's outfit (10gp, worn)
- 2 Daggers (@ 2 gp ea.)

Weight Carried:

Remaining money: 247 gp

Beguiler Abilities
- Proficient with all Simple Weapons
- Spellcasting (spontaneous)

Spells per Day: 0th-6(cast0), 1st-6(cast3), 2nd-6(cast4), 3rd-6(cast5), 4th-4(cast1)
Spells Known:
Save DC for spells=13+spell level

Level 0 - Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Repair Minor Damage (Comp. Arcane p. 120), Arcane Mark, Prestidigitation, Message, Open/Close

Level 1 - Burning Hands, Charm Person, Grease, Hypnotism, Color Spray, Ray of Enfeeblement, Sleep, Summon Monster I, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Mage Armor, Obscuring Mist, Rouse, Silent Image, Undetectable Alignment, Whelm

Level 2 - Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Summon Monster II, Blinding Color Surge, Blur, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst

Level 3 - Deep Slumber, Heroism, Hold Person, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence

Level 4 - Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog
[/sblock]
 

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Jemal

Adventurer
Kiera Elzmyr, the Silver Stream
Human(Dragonblood) female, Sorcerer 5/Dragonheart Mage 4
AL: CG HT: 5'10" WT: 130 Hair: Long, Silver Eyes: Green

STR: 10 (+0) [2 pts]
DEX: 16 (+3) [6 pts + 2 Enhancement]
CON: 16 (+3) [6 pts + 2 Enhancement]
INT: 14 (+2) [6 pts]
WIS: 10 (+0) [2 pts]
CHA: 22 (+6) [10 pts + 2 lvl + 4 Enhancement]

HP: 75 (5d4+4d6+43) AC: 17 (10 base + 3 Dex + 4 Mage Armour). Touch: 13 Flat-Footed: 14
Saves: FORT: +8 (5 Base +3 Con) REF: +5 (2 Base +3 Dex) WILL: +8 (8 Base)
Init: +3

Bab: 4

Skills(60):
Concentration(+9/6), Gather Information(+18/10), Listen(+9/1), Search(+9/1), Spellcraft(+16/12), Spot(+19/6), Tumble(+4/1cc),
Knowledges: Arcana(+17/5), History(+15/5), Dungeoneering(+15/5), Architecture/Engineering(+11/1), Geography(+11/1), Local(+11/1), Nature(+11/1), Nobility(+11/1), Planes(+11/1), Religion(+11/1)

Feats: [5] Eschew Materials, Draconic Toughness(+16 hp), Draconic Knowledge, Draconic Vigor, Draconic Resistance(Cold Resist 24)
Bonus Feats: Draconic Heritage, Draconic Breath, Draconic Power, Draconic Senses

Features:
Dragonblood Sorceror(Draconic Heritage, +2 Know: Arcana, No Familiar), Darkvision 60', Blindsense 20', Lowlight Vision, Cold Resist 24
draconic breath (30 foot cone of cold, deals 2d6 dmg/spell level sacrificed. DC=17+spl lvl)

Spells:
8th lvl caster, CL 9.
Known : 8/5/3/2/1
Spells per day : 6/8/8/6/4

Save DC = 16 + spell level (+1 Cold)

0 lvl - Detect Magic, Mending, Light, Prestidigitation, Mage Hand, Open/Close, Arcane Mark, Message

1st lvl -
Magic Missile, Mage Armour, Endure Elements, Alarm, Ray of Enfeeblement

2nd lvl -
Knock, See Invisibility, Web

3rd lvl -
Fireball, Fly

4th lvl -
Elzmyr's Black Tentacles

Languages: Common, Draconic, Undercommon, Sylvan

Equipment: 36,000 GP

Cloak of Charisma + 4 (16,000)
Gloves of Dexterity + 2 (4,000)
Periapt of Health + 2 (4,000)
Ring of Sustenance (2,500)
Eyes of the Eagle (2,500)
Handy Haversack (2,000)
Slippers of Spider Climbing (4,800)
4 Potions Cure Light Wounds (200)

The Elzmyr family has always been full of magical power, and it's an accepted (even celebrated) fact that they have an abundance of draconic blood in their veins. Over the last few generations, that magic has been falling off somewhat, and it has been speculated that this is because there have been no recent archmages, nor have their been (As is rumoured to have happened frequently in times past) new infusions of Draconic blood. The family claims several dragons in their lineage, both Red and Silver. In fact, there are claims that the Archmage Dar of several generations ago actually BECAME, in all aspects, a true Silver Dragon, and is still alive today, watching over his descendants. These are, of course, mere speculations with no proof.

Kiera herself is one of the most powerful mages to come out of the elzmyr blood in a century, and has managed to tap into her families ancient lineage, empowered by the draconic blood that flows through her. It is her hope to revitalize the Elzmyr name by restoring the true power of their draconic heritage.

When she heard of the Master, she temporarily abandoned her studies to join an expedition sent by the Republic of Darokin to obtain the Master's war plans, find the Crystal Dagger of Cymorakk, and use it to assassinate the otherwise immortal Master.
They were unfortunately discovered and defeated by the Master's agents, everyone but Kiera killed(So far as she knows). She was able to escape and has been searching for some way to disrupt the Masters plans on her own.
 
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Dragonwriter

First Post
[sblock=Jex Riggen, Shadowcaster]
Name: Jex Riggen
Player: Dragonwriter

Race: Human
Class: Shadowcaster 6/Master of Shadow 4
XPs: 45,000 current/55,000 next level

Alignment: Lawful Neutral
===================================
Str: 8 (0 points)
Dex: 16 (6 points +2 item)
Con: 14 (4 points +2 item)
Int: 14 (6 points)
Wis: 8 (0 points)
Cha: 22 (16 points +2 levels +2 item)
===================================
HP: 66 [6+20(4*5)+ 20 (5*4)+20]
AC: 18 (+3 Dex, +0 Size, +5 Armor, +0 Shield)
Init: +3
Speed: 30 feet
BAB: +5
Mel: +4
Rng: +8
Fort: +9 (4 SC, 4 MoS, 1 Con)
Refl: +5 (1 SC, 1 Mos, 3 Dex)
Will: +7 (4 SC, 4 MoS, -1 Wis)
===================================
Special Abilities
Race: Bonus Feat, Bonus skills points

Class: Fundamentals of shadow, apprentice mysteries (spell-like), bonus feat, umbral sight (darkvision 30 ft.), Sustaining Shadow (eat 1 meal/week), initiate mysteries
Shadow servant, master’s bidding (standard action), resistance to cold 10

===================================
Feats: Extend Mystery (1st), Reach Mystery (Human), Shadow Familiar (3rd), Path Focus: Touch of Twilight (6th), Reach Mystery (9th)

===================================
Languages: Common, Orcish, Goblin

===================================
Skills (65 skill points total)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Concentration +14 (=13+1+0) (9 from SC, 4 from MoS)
Hide +12 (=10+2+0) (8 from SC, 3 cc from MoS)
Move Silently +11 (=9+2+0) (8 from SC, 2 cc from MoS)
Spot +12 (=13-1+0) (7 from SC, 6 from MoS)

Trained Only: +X (=Rank + Stat Mod + Other)
Knowledge (arcana) +10 (=8+2+0) (5 from SC, 3 from MoS)
Knowledge (the planes) +10 (=8+2+0) (8 from SC)
Spellcraft +3 =(1+2+0) (1 from MoS)
===================================
Magic Items (location, weight): +1 Mithral Shirt of Twilight (5,100 GP, chest/armor, 12.5 lbs), Lesser Metashadow Rod of Extend Mystery (3,000 GP, haversack or left hand, 0 lbs.), Ring of Feather Falling ( 2,200 GP, left hand index finger, .0 lbs.), Cloak of Charisma +2 (4,000 GP, shoulders, 2 lbs.), Handy Haversack (2,000 GP, back, 5 lbs.), Amulet of Health +2 (4,000 GP, neck, 0 lbs.), Gloves of Dexterity (4,000 GP, hands, 0 lbs.), Ring of Sustenance (2,500 GP, right hand index finger, 0 lbs.), Bag of Tricks (rust, 6,300 GP, belt, 0 lbs.), Wand of Dusk and Dawn (25 charges, CL 1, 375 GP, haversack, 0 lbs), 2 potions of Cure Moderate Wounds (CL 3, 300 GP, haversack), potion of lesser restoration (CL 3, 300 GP ea, haversack), potion of Cure Serious Wounds (CL 5, 750 GP, haversack), 3 potions of Cure Light Wounds (CL 1, 50 GP ea, haversack), Arrow of Dusk (50 charges, CL 1, 375 GP, haversack)

===================================
Other Equipment:
Weapons: Masterwork Dagger +5 melee (1d4-1, 19-20/x2, piercing or slashing, 10 ft. range, 302 GP, 1 lb.)

Armor, Clothes: +1 Mithral Shirt of Twilight (+4 AC, +6 Max Dex, 0% ASF, 0 ACP, 12.5 lbs), traveler’s outfit.

-----------------------------------
Container: Handy Haversack (Main)

Contents: Lesser Metashadow Rod of Extend Mystery, Wand of Dusk and Dawn (25 charges, CL 1), Arrow of Dusk (50 charges, CL 1), bedroll, flint and steel, hempen rope (50 ft),


Container: Handy Haversack (pocket)

Contents: coinage


Container: Handy Haversack (right pocket)

Contents: 2 potions of Cure Moderate Wounds (CL 3), potion of lesser restoration, potion of Cure Serious Wounds (CL 5), 3 potions of Cure Light Wounds (CL 1)

-----------------------------------
Money
PP: 0
GP: 45
SP: 9
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-26 lbs.
Medium: 27-53 lbs.
Heavy: 54-80 lbs.
Current: 20.5 lbs.
===================================
Familiar/Animal Companion(s):
Eissun the Large Shadow Elemental (Incorporeal)
HD 11d8+33 Hp 82 Init +6 Spd Fly 40 ft (perfect) AC 12
Atk (10 ft. reach) 2 Incorporeal Touches +9 melee (1d8 plus 1d8 cold damage)
SA: Shadow Mastery (+1 on attacks and damage in shadowy or darker areas), Dusk and Dawn 3/day
SQ: Blindsight 60 ft., elemental traits, incorporeal traits
AL: N
Saves: F: 6/ R: 9/ W: 3
Str - Dex 14 Con 16 Int 6 Wis 11 Cha 11
Skills & Feats: Listen +9, Spot +9 (3 skill points due to advanced HD), Alertness, Combat Reflexes, Improved Initiative, Flyby Attack (new feat due to HD advancement)

===================================
Mysteries
Caster Level: 9 (DC 16 + mystery level)
Fundamentals (usable 3 each): Caul of Shadow, Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch, Clinging Darkness
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell
Lvl 5 Initiate Mysteries (1 per day each): Echo Spell
===================================
Description (include Age, gender, height, weight, physical description):
Jex is an unusual young man of about 22, though at first glance his features would merely bespeak “pretty boy.” He isn’t particularly tall or strong-looking (he stands around 5’7” or 5’8” and is of light build, weighing about 120 lbs.), but his presence makes him seem larger. He carries himself with a calm, cool air, which can be slightly unnerving as he always seems to maintain it, no matter the circumstances.

He keeps his long hair in ponytail that reaches almost to the middle of his back, and it never seems out of place or disturbed, even when he pulls loose the string that keeps it restrained. His face appears soft and pale, as though he hasn’t had to travel much in the sun, or worked very hard at all. His hands follow suit, smooth and clean, more the hands of a noble’s son or scholar than an adventurer. While these aren’t especially unusual qualities, the way he speaks with a cool and smooth voice in addition to his posture and bearing make him someone to which others listen.

All of these things wouldn’t be particularly unusual, even taken together. No, what makes Jex unusual is his mastery over pure darkness and shadow, so strong that he is able to manifest and summon a creature of that pure darkness, a giant shadow companion that he has taken to calling Eissun. This creature seems to listen to him, but his own personal shadow sometimes seems to move of its’ own accord, out of sync with his body. When this is noticed, it is an altogether disturbing event.
[/sblock]
 
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Evilhalfling

Adventurer
Father Allister Fuller

Code:
[B]Name:[/B] Father Fuller
[B]Class:[/B] Cleric 8	[b]Starting Level[/b]: 8
[B]Race:[/B] Human
[B]Region of Origin:[/b] TBD
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Amaunator (lost empires of Faerun)

[B]Str:[/B] 12 +1 (03p.)	[B]Level:[/B] 8	[B]XP[/B]: 
[B]Dex:[/B] 10 +0 (02p.)	[B]BAB:[/B] +5		[B]HP:[/B] 58 (10+6x6+12)
[B]Con:[/B] 14 +2 (06p.)	[B]Grapple:[/B] +5	
[B]Int:[/B] 10 +0 (02p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] 1 pts -> Wis (lvl 4), Str (lvl 8)
[B]Wis:[/B] 20 +5 (13p.+1 lvl4+2inherent)	[B]Init:[/B] +4	[B]Spell Save:[/B] +4
[B]Cha:[/B] 14 +2 (06p.)	[B]ACP:[/B] -6		[B]Spell Fail:[/B] X%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+9	+3	+0	+0	+1	+0	22
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 22

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[b]BAB:[/b] +6/+1

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+11	+6	+2	+3
[B]Ref:[/B]	+7	+2	+0	+5
[B]Will:[/B]	+14	+6	+5	+3
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Mace                   +8/+3       1d8+1
Touch Spell              +6        by spell.
Dagger                 +8/+3       1d4+2
[B]Notes:[/B]

[B]Languages:[/B] Common, Elven

[B]Abilities:[/B] 

Turn Undead 5/day

Time Domain - Gains Improved Init. as a bonus feat
Sun Domain - Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

[B]Feats: [/B] 
Augment Healing (Human 1) (Complete Divine) (+2 HP/spell level to every Conjuration [Healing] spell you cast)
Combat Casting (lvl 1)
Lightning Reflexes (lvl 3)
Extend Spell (lvl 6)


[B]Spells prepared[/B] (Save DC 14 + spell level): 
0 - 6,Detect Magic (x3), Mending, Light (x2) ; 
1st - 4+1+2, Protection from Evil(x2), Divine Favour, Vigor, Lesser(x3), True Strike (D); 
2nd - 3+1+1, Bull's Strength(x2), Silence, Heat Metal (D); 
3rd - 3+1, Extended Hold Person, Magic Circle Against Evil, Searing Light(x2), Haste(D) ; 
4th - 2+1+1, Shield of Faith (Mass), Divine Power, Sound Lance (SPC196) Fire Shield (D) 

[B]Skill Points:[/B] 30 [B]Max Ranks:[/B] 10/7
[B]Skills		Total	Ranks	Mod 	Misc[/B]

Heal		+9	4	5	XX
Concentration	+12	10	2	xx
Know (Religion) +5	5	0	XX
Listen/Spot	+5	0	5	XX
Diplomacy	+5	3	2	xx
Spellcraft	+6	6	0	xx
Use Magic Device +3	1	2	xx



[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
+2 full plate armor 
+1 large steel shield 
+1 ring protection
+3 cloak of resistance
potion of cure moderate wounds
ring of telekinesis 
holy symbol, 
spell component pouch
m.w. heavy mace 

Ring:
Command word "Kine" - Clvl 9
long range.  max sustained weight: 225 sv negates (dc 17)
Combat Manuver: +11 to disarm, grapple, trip. 

[B]Total Weight:[/B] 0	[B]Money:[/B] 0

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	38	76	115	115	575

[B]Age:[/B] 37
[B]Height:[/B] 5'6" 
[B]Weight:[/B] 175 lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown flecked with gray, Long
[B]Skin:[/B] Pale
 
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