Age of Worms - Character Spot




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  1. #1
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    Magsman (Lvl 14)

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    Age of Worms - Character Spot

    Well I have been looking around at a few things. Did anyone know there is an Age of Worms wiki, LOL soon they will have wiki'ed everything in the universe.

    Also I found a cool free pdf called Age of Worms Overload, extras they couldn"t fit into the mags. And I found a guy who was starting a game and I copy pasted his info on Diamond Lake for all of you. And I fond a map. Just so you can have some names and such for backgrounds. Since I should be in bed and getting ready for work I will make this short.

    Going to repost the character gene rules here, and the next few posts are for NPC's and Places.

    Two things I need from all of you.

    1- Please use the character sheet below: I know it's big, I know it's a hassel. But it is easy to check things and then mark off which areas I have finished. Anyone want to help check charaters please feel free.

    2- Please post (and I would guess rather quickly) twice in this thread. The first post you should just quote this post and get rid of all the extra stuff but keep the character sheet. The second and I hope right next to the first will be for advancement, HP rolls, notes and other things. This is a 1st - 20th lvl adventure so it should keep us busy the next 8-10 years.

    Character Gene:
    Ability Scores: 25 pt buy as this will be an adventure of Epic proportions.
    Race: Core only
    Class: Core and APG only
    Skills and Feats: Normal rules - Core and APG only
    HP: Max at every level.
    Traits: Pick two from APG only
    Buy Equipment: Roll for starting money (ok I couldn't resist throwing one curve ball.)
    Details: Normal

    Will use all rules from Core and APG including new favored class options and alternate class features, etc. I will be using Hero Points so each character starts out with one.

    Dieties will be from the 3.5 PHB and with some help I will convert them to fit Pathfinder rules where needed. (hmm a spot for this then)

    Character Sheet:

    Characters Name

    Game Info

    Race:
    Class:
    Level: 1
    Experience: 0
    Hero Points:
    Alignment:
    Languages: Common
    Deity:

    Abilities

    STR:
    DEX:
    CON:
    INT:
    WIS:
    CHA:

    Combat

    HP: 00 = [1d?? + 0] + 0 (favored class bonus)
    AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX),
    AC Touch: 00 = 10 + 0 (DEX)
    AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield)
    INIT: +0 = +0 (DEX)
    BAB: +0 = +0 (list class)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
    Fort: +0 = +0 (base) + 0 (stat)
    Reflex: +0 = +0 (base) + 0 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    Speed:
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    EXAMPLE:
    Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2

    Racial Traits

    ...

    Class Features

    ...

    Feats & Traits

    Feats:
    1st lvl -
    3rd lvl -

    Traits:
    a)
    b)

    Skills

    Skill Points:
    Max Ranks:
    ACP:

    Skill List:
    Acrobatics +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Climb +0 = +0 [ranks] +0 [class skill] +0 [STR] +0 [misc] +0 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Disguise +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Escape Artist +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Fly +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Handle Animal +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Intimidate +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc] +0 [ACP]
    Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nobility) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Religion) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Perception +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Perform +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Ride +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Sense Motive +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Sleight of Hand +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Spellcraft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Stealth +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Survival +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Swim +0 = +0 [ranks] +0 [class skill] +0 [STR] +0 [misc] +0 [ACP]
    Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]


    Equipment

    Code:
    Equipment                    Cost  Weight
    Treasure: gp, sp, cp Gems:
    Total weight carried:
    Maximum weight possible:

    Details

    Size:
    Gender:
    Age:
    Height:
    Weight:
    Hair Color:
    Eye Color:
    Skin Color:
    Apperance:
    Deamenaor:

    Background
    ....


    LINKS:
    Last edited by HolyMan; Friday, 9th November, 2012 at 03:18 AM.
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  2. #2
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    Magsman (Lvl 14)

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    Deities

    Code:
    Deity               AL  Domains                                    Favored Weapon
    Heironeous          LG  Good,Law,War,Liberation,Nobility           longsword
    Moradin             LG  Earth,Good,Law,Protection,Artifice         warhammer
    Yondalla            LG  Good,Law,Protection,Community,Weather      short sword
    Ehlonna             NG  Animal,Good,Plant,Sun,Community            longbow
     
    Garl Glittergold    NG  Good,Protection,Trickery,Charm,Liberation  sword cane
    Corellon Larethian  CG  Chaos,Good,Protection,War,Nobility         curved blade
    Kord                CG  Chaos,Good,Luck,Strength,Glory             greatsword
    Pelor               NG  Good,Healing,Sun,Glory,Repose              battle 
                                                                        aspergillum
     
    Wee Jas             LN  Death,Law,Magic,Repose,Rune                light mace
    St. Cuthbert        LN  Destruction,Law,Protection,Strength,Glory  heavy mace
    Boccob              N   Knowledge,Magic,Trickery,Artifice,Rune     quarterstaff
    Fharlanghn          N   Luck,Protection,Travel,Charm,Liberation    sling staff
    Obad-Hai            N   Air,Animal,Earth,Fire,Plant,Water,Weather  club
    Olidammara          CN  Chaos,Luck,Trickery,Darkness,Charm         starknife
    Hextor              LE  Destruction,Evil,Law,War,Nobility          flail
    Nerull              NE  Death,Evil,Trickery,Destruction,Rune       scythe
    Vecna               NE  Evil,Knowledge,Magic,Darkness,Artifice     dagger
    Erythnul            CE  Chaos,Evil,Trickery,Destruction,Madness    morningstar
    Gruumsh             CE  Chaos,Evil,Strength,War,Nobility           great axe

    Note
    In greyhawk there are alot of other deities in the world these represent only the most common you may worship another, all you need do is let me know.
    Last edited by HolyMan; Wednesday, 20th October, 2010 at 05:51 AM. Reason: Deities
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  3. #3
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    Magsman (Lvl 14)

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    Locations

    Diamond Lake

    The lively mountain village of Diamond Lake is a muddy smudge on the map of thehills east (3 days by horseback) of the fabulous Free City to which it is subject. Most of Diamond Lake’s inhabitants are miners and laborers; serious folk who spend most of their lives toiling below ground. When not working, the miners celebrate along the Vein, a seedy road lined with alehouses and brothels. Overall, the village is a sooty, sullen place prone to unpleasant bursts of violence and passion. But Diamond Lake holds plenty of opportunities for adventure, for the uplands on the lakeside opposite the village are rife with ancient tombs that for centuries have named them the Cairn Hills.

    Diamond Lake (small town)
    • Population: 1000
    • Alignment: N
    • Limit: 1000 gp
    • Assets: 40,000 gp
    • Isolated (96% humans, 2% halflings, 1% gnomes, and 1% other races)
    • Authority Figures: Governor-Mayor Lanod Neff, Sheriff Cubbin, Garrison Commander Tolliver Trask.
    • Mine Managers: Balabar Smenk, Chaum Gansworth, Ellival Moonmeadow, Gelch Tilgast, Luzane Parrin, Ragnolin Dourstone.

    Nearby Locations:

    Blackwall Keep: Blackwall Keep is a small, stockade fortification with a single tower hosting some 40 militiamen. Patrols going through the Mistmarsh often assemble here. Though this keep technically is not located in the Cairn Hills, it is under the command of the Commander of the Cairn Hills. The road to Blackwall Keep is not particularly safe. Bandits and hostile humanoids are the primary threats.

    The Bronzewood Lodge: The ring of crumbling menhirs on the bluff overlooking Diamond Lake is a remnant of the Old Faith, the Flannae druidic culture that once inhabited the region. They too came to the hills for the ancient cairns, seeing them as monuments to great ancestors of the invisible past. Although Suel and Oeridians displaced the native druids during great migrations over a thousand years ago, pockets of indigenous architecture and culture remain. Foremost among these near forgotten practices is the veneration of Obad-Hai, the Shalm, the brooding patron of wilderness and natural order.

    The Cairn Hills: A few hundred years ago, intrepid explorers discovered a fantastic cache of priceless artifacts entombed in one of the hundreds of ancient burial complexes hewn into the crags surrounding the city of Greyhawk. The trove attracted legions of treasure-seekers to the Free City (then a mere trading post), and unbelievable wealth plundered from the tombs. The wealthiest explorers became the city’s first nobility, and Greyhawk quickly became associated with easy wealth and fabulous archeological artifacts from long-dead civilizations that appeared to predate the emergence of gnomes and dwarves in the region. But the wealth didn’t always come easy, as many of the forlorn tombs provided deadly surprises in the form of bound demon guardians, relentless constructs, and ingenious magical wards and traps. The hilly lands surrounding the city became known as the Cairn Hills, and the hunt for lost treasure became an important part of the region’s cultural heritage. But the treasure didn’t last forever. Eventually, the cairns dried out, and unplundered tombs became more and more difficult to locate.

    The Twilight Monastery: About two hours north of Diamond Lake, a towering crag called the Griffon’s Roost casts a dark shadow over the muddy road to Elmshire. From a perch hundreds of feet above looms the cat-infested Twilight Monastery, a three-towered monument to Baklunish monks out of the distant west. Two score monks honoring the goddess Xan Yae dwell with the monastery, dedicating themselves to a litany of exercises meant to perfect the body and spirit. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky appears in the heavens.

    Attached Thumbnails Attached Thumbnails Diamond+Lake+Map.jpg  
    Last edited by HolyMan; Saturday, 16th October, 2010 at 08:15 AM.
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  4. #4
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    Magsman (Lvl 14)

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    LOOT:

    Whispering Cairn
    stashed gear:
    2 flasks Acid
    2 flasks Alchemist's fire - used
    10 flasks of oil
    hooded lantern
    2 flint and steel
    8 torches
    2 hemp ropes 50'
    rations 10 days
    climber's kit

    Statue room:
    silver ring = unappraised

    Hive room:
    potions: cure light wounds (d8+1) x3
    20sp
    10gp
    pearl of power (lvl 1)

    drowned body
    short sword - magical unidentified
    Last edited by HolyMan; Friday, 9th November, 2012 at 03:20 AM.
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  5. #5
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    Minor Trickster (Lvl 4)

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    Karissa the river witch

    Game Info

    Race: Half-orc
    Class: Wizard (water elementalist)
    Level: 1
    Hero Points: 1
    Alignment: Neutral
    Languages: Common, Orc, Abyssal, Draconic, Goblin, Giant, Gnoll, Aquan
    Deity: Obad Hai

    Abilities

    STR: 14
    DEX: 14
    CON: 12
    INT: 20 (+2 racial)
    WIS: 10
    CHA: 7

    Combat

    HP: 8 = [1d6 + 1] + 1 (favored class bonus)
    AC: 12 = 10 + 0 (armor) + 0 (shield) + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +0 = +0 (Wizard)
    CMB: +2 = +2 (STR) + 0 (BAB)
    CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB)
    Fort: +1 = +0 (base) + 1 (CON)
    Reflex: +2 = +0 (base) + 2 (DEX)
    Will: +2 = +2 (base) + 0 (WIS)
    Speed: 30'
    Damage Reduction: 0/-
    Spell Resistance: 0

    Weapon Stats

    Greataxe(melee): +3 = +0 (BAB) + 2 (STR) + 1 (MW)/ DMG = 1d12+3(STR), CRIT x3
    Dagger(melee): +2 = +0 (BAB) + 2 (STR) + 0 (misc)/ DMG = 1d4+3 (+2 STR, +1 Trait), CRIT 19-20x2
    Dagger(thrown): +2 = +0 (BAB) + 2 (DEX) + 0 (misc)/ DMG = 1d4+3 (+2 STR, +1 Trait), CRIT 19-20x2/range increment 10'

    Racial Traits

    Ability adjustments: +2 INT
    Medium size
    Speed: 30'
    Darkvision: 60'
    Intimidating: +2 to intimidate
    Orc blood: Counts as both human and orc for effects related to race.
    Orc ferocity: When caught below 0 HP but not killed, counts as disabled for one round. 1/day
    Weapon familiarity: Proficient with falchion and greataxe.

    Class Features

    Bonded object (greataxe): Cast any spell from spell book without using a spell slot or having it prepared. 1/day
    Water supremacy: +2 to swim, can hold breath for 48 rounds before starting to drown.
    Cold blast: All within 5' take 1d6 cold damage and is staggered. DC 15 reflex to take half damage and avoid stagger. 8/day

    Spells known:
    Lvl 0 (DC: 15):
    All

    Lvl 1 (DC: 16):
    Mage armor
    Hydraulic push
    Touch of the sea
    Magic missile
    Magic weapon
    Endure elements
    Protection from evil
    Sleep

    Spells per day:
    Lvl 0: 3
    Lvl 1: 4 (1 + 2 (bonus) +1 (specialist))

    Feats & Traits

    Proficiencies: Club, dagger, heavy crossbow, light crossbow, quarterstaff, falchion & greataxe. No armor or shields.

    Feats:
    Scribe scroll
    Arcane strike

    Traits:
    Poverty stricken: +1 to survival, survival is class skill.
    River rat: +1 to swim, swim is class skill. +1 damage with daggers.

    Skills

    Skill Ranks: 7
    Max Ranks: 1 ACP: 0

    Skills:
    Linguistics +9 (1 rank, +5 int, +3CS)
    Know: Arcana + 9 (1 rank, +5 INT, +3 CS)
    Know: Local + 9 (1 rank, +5 INT, +3 CS)
    Know: Nature +9 (1 rank, +5 INT, +3 CS)
    Spellcraft +9 (1 rank, +5 INT, +3CS)
    Survival +5 (1 rank, +0 WIS, +3 CS, +1 trait)
    Swim +9 (1 rank, +2 STR, +3 CS, +1 trait, +2 class feature)

    Equipment

    Code:
    Equipment                    Cost  Weight
    Peasants outfit                -     0lb
    Cataract (Greataxe)            -    12lb
    Dagger                        2gp    1lb
    Hemp rope                     1gp   10lb
    Spellbook                      -     3lb
    Component pouch               5gp    2lb
    Scroll case                   1gp  0.5lb
       Protection From evil      25gp     -
       3x blank parchment         6sp     -
    Vial of ink                   8gp     -
    Inkpen                        1sp     -
    Flint & steel                 1gp     -
    Wooden symbol of Obad-Hai     1gp     -     
    
    Treasure: 0 pp, 25 gp, 3 sp, 0 cp
    Maximum weight possible: Light 58lb., medium 116lb., heavy 175lb.
    Weight carried: 28.5lb (light load)

    Details

    Size: Medium
    Gender: Female
    Age: 19
    Height: 5'6"
    Weight: 181lb.
    Hair Color: Black
    Eye Color: Green
    Skin Color: Yellowish

    Apperance: Karissa looks close to human, with certain tell tale signs of her orcish heritage. She has yellowish skin, slightly pointed ears and tusks protruding out of the corners of her mouth. She wears simple clothing like loose robes and sandals, and likes to show off her myriads of scars and tattoos. In addition to her spellbook, component pouch and scroll case, she carries a huge axe on her back.

    Demeanor: Despite being schooled in arcane magic, Karissa retains much of her orcish heritage. She knows much, but talks little, and often behaves brutish by civilized standards. She rarely acts irrationally, but is quick to anger.

    Background

    Karissas mother was a prostitute from Diamond Lake, with two other children from separate fathers. The family had little money, and from they were very little the children were set to work to help feed the family. Karissa liked to go into the wild to gather food, hunt for birds and fish in the great lake. She had to endure much mockery from other children, and often got home with bruises and black eyes. She had no friends except for her siblings, and liked to spend her free time alone in the woods, or swimming in the polluted water of the lake.

    Her big sister begged on the streets, and was robbed and killed when Karissa was 7. Her brother got accepted as a blacksmiths apprentice when she was 9, leaving Karissa the only child left. When she was 11, her mother sent her to the Free City to try and become a wizards apprentice. Her potential mentor was an old eccentric mage named Chanderlan, and despite missing both legs and an eye he saw past her race, social standing and hopeless upbringing. She got accepted and spent several years learning and tending to the broken old mans needs. The rare times she got an afternoon off, she still liked to go out of the city to enjoy the peace of the wilderness.

    At the age of eighteen, Karissa had finished her apprenticeship, and Chanderlan let her out in the world and found himself a new apprentice. She traveled back to Diamond Lake to reconnect with her family. Her brother had become a full fledged blacksmith, and had moved with his new wife and his mother into a nice neighborhood. She was glad that all was well but uninterrested in joining their idyllic little life, and traveled up in the mountains by herself. Finding kindred spirits at the Bronzewood Lodge, Karissa settled in the area to start a life closer to nature.
    Last edited by Lughart; Thursday, 28th October, 2010 at 07:39 AM.
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  6. #6
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    Minor Trickster (Lvl 4)

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    Karissas tracking post

    FC bonus
    Lvl 1: +1 HP

    magic
    Prepared spells:
    Lvl 0:
    Detect magic
    Read magic
    Disrupt undead

    Lvl 1:
    Hydraulic push
    Magic missile
    Mage armor
    Magic weapon

    Scrolls:
    Protection from evil

    gear & treasure
    No valuables.
    Last edited by Lughart; Thursday, 28th October, 2010 at 07:41 AM.
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  7. #7
    Registered User
    Cutpurse (Lvl 5)



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    Ý Ignore rb780nm
    My communities:

    Karolus Hankel - Human Fighter

    Character Sheet:

    Karolus Hankel

    Game Info

    Race:Human
    Class:Fightrer
    Level: 1
    Hero Points:1
    Alignment:NG
    Languages: Common
    Deity:

    Abilities

    STR:18
    DEX:14
    CON:16
    INT:10
    WIS:10
    CHA:10

    Combat

    HP: 14 = [1d10 + 3] + 1 (favored class bonus)
    AC: 18 = 10 + 5 (armor) + 0 (shield) + 2 (DEX) +1 (Dodge),
    AC Touch: 13 = 10 + 2 (DEX) +1 (Dodge)
    AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +1 = +1 (Fighter)
    CMB: +5 = +4 (STR) + 1 (BAB)
    CMD: 17 = 10 + 4 (STR) + 2 (DEX) + 1 (BAB) (PCGen said 18, but I can't see why!)
    Fort: +5 = +2 (base) + 3 (stat)
    Reflex: +2 = +0 (base) + 2 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    Speed: 20'
    Damage Reduction:
    Spell Resistance:




    Equiptment


    Equipment Cost Weight
    Crowbar 2 5
    Flint & Steel 1 0
    Greatclub 5 8
    Greatsword 50 8
    Crossbow 50 8
    Bolts x 30 3 3
    Rations x10 5 10
    Torch x5 .05 5
    Scale Mail 50 30
    Cold Weather cloths - 7
    backpack 2 2
    waterskin 1 4
    signal whistle 0.8 -
    bedroll 0.1 5
    manacles 15 2

    Total weight carried: 90
    Maximum weight possible: Light 100, Medium 200, Heavy 300


    Weapon Stats


    Greatsword(melee): +6 = +1 (BAB) + 4 (STR) + 1 (feat)/ DMG = 2d6+6(S), CRIT 19-20x2 (Default weapon)
    Greatclub(melee): +5 = +1 (BAB) + 4 (STR) / DMG = 1d10+6(S), CRIT 20x2 (backup weapon)
    Heavy Crossbow(ranged): +3 = +1 (BAB) + 2 (DEX) / DMG = 1d10, CRIT 19-20x2, Range: 120' (backup weapon)
    Greatsword(PA): +5 = +1 (BAB) + 4 (STR) + 1 (feat) - 1 (feat)/ DMG = 2d6+9(S), CRIT 19-20x2 (Default weapon)
    Greatclub(PA): +4 = +1 (BAB) + 4 (STR) - 1 (feat)/ DMG = 1d10+9(S), CRIT 20x2 (backup weapon)

    Racial Traits

    +2 to one Ability (Chose STR)
    Bonus Feat at 1st
    Bonus skill rank per level
    ...

    Class Features

    Fighter weapon and armour proficiency
    Bonus feat at every even level

    ...

    Feats

    Dodge
    Power Attack
    Weapon Focus - Great Sword

    ...


    Traits

    Anatomist: +1 to crit confirmations
    Armour Expert: -1 to armour penalties


    Skills

    Skill Ranks: 3
    Max Ranks: 1 ACP: -3
    Skills:


    Skill List:
    Acrobatics -1= +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Appraise +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Bluff +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Climb +5 = +1 [ranks] +3 [class skill] +4 [STR] +0 [misc] -3 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Diplomacy +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Disable Device +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Disguise 0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Escape Artist -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Fly -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Handle Animal +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Heal +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Intimidate +4 = +1 [ranks] +3 [class skill] +0 [CHA] +0 [misc] +0 [ACP]
    Knowledge (Arcana) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Dngnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Engnrng) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Geography) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (History) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Local) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nature) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Nobility) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Planes) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Knowledge (Religion) +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Linguistics +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Perception +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Perform +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
    Profession +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Ride -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Sense Motive +0 = +0 [ranks] +0 [class skill] +0 [WIS] +0 [misc]
    Sleight of Hand +0 = +0 [ranks] +0 [class skill] +0 [DEX] +0 [misc] +0 [ACP]
    Spellcraft +0 = +0 [ranks] +0 [class skill] +0 [INT] +0 [misc]
    Stealth -1 = +0 [ranks] +0 [class skill] +2 [DEX] +0 [misc] -3 [ACP]
    Survival +4 = +1 [ranks] +3 [class skill] +0 [WIS] +0 [misc]
    Swim +1 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -3 [ACP]
    Use Magic Device +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]



    Details

    Size:M
    Gender:M
    Age:20
    Height:77'
    Weight:270lbs
    Hair Color:Red
    Eye Color:Green
    Skin Color:Fair
    Apperance: Big, strong, happy.
    Demeanor:Cheerful, Overeager

    Background


    The Hankels have served in the town watch for generations, back to the founding of Diamond lake, some family legends say. Certainly Karolus' father and both his grand fathers were watchmen, serving with distinction. Karolus too went into the watch, but he found his attention span was too short for guard duty; his mouth was too smart to fit into the militia units that defended the town from the outside; and he just wasn't smart or intuitive enough to cut it as a detective.

    He failed so spectacularly that his family was almost as relieved as disappointed by his failure to progress in the various branches of the guard. Taking his weapon skill (one aspect of guard life that truly resonated with him) he set up as a sword tutor, teaching various noble boys and one very determined wizardess how to wield their weapons.

    Tiring of the foppish students, he closed his "school" - in reality a clearing near the outskirts of town and took to adventuring.



    double roll because enworld is responding badly - I'll take first, lower value 110 gp, correction from HM, 240 was first roll! Riches for me!
    Last edited by rb780nm; Friday, 29th October, 2010 at 12:10 AM.

  8. #8
    Registered User
    Cutpurse (Lvl 5)



    Join Date
    Jun 2010
    Location
    Sydney, Australia, Australia
    Posts
    794

    Ý Ignore rb780nm
    My communities:

    Karolus Hankel - Human Fighter - Tracking

    FC Bonus

    1st lvl: +1 HP

    Treasure and Equiptment

    Current wealth-
    GP:60
    SP:30
    CP:5
    PP:
    Gems:

    + 240gp : Starting
    - 176.95gp : Spent
    ----------------------
    63.05 gp



    [/QUOTE]
    Last edited by rb780nm; Friday, 29th October, 2010 at 12:09 AM.

  9. #9
    PbP Addict
    The Great Druid (Lvl 17)

    renau1g's Avatar

    Join Date
    Aug 2007
    Posts
    16,816

    Ý Ignore renau1g
    My communities:

    Tracking

    FC Bonus

    1st lvl: +1 HP

    Treasure

    Current wealth-
    GP:2
    SP:4
    CP:7
    PP:
    Gems:

    Starting Gold = 220gp
    Spent = 221.5gp

    Last edited by renau1g; Thursday, 28th October, 2010 at 01:32 AM.

  10. #10
    Registered User
    Guide (Lvl 11)

    airwalkrr's Avatar

    Join Date
    Jun 2003
    Location
    San Antonio, Texas
    Posts
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    Blog Entries
    42

    Ý Ignore airwalkrr
    My communities:

    An updated Alterius:

    Alterius Bowsinger

    Game Info

    Race: Elf
    Class: Bard
    Level: 1
    Experience: 0
    Hero Points: 1
    Alignment: Neutral Good
    Languages: Common, Elven, Flan, Orc, Sylvan
    Deity: Beory
    Favored Class: Druid

    Abilities

    STR: 11 (+0) - 1 p
    DEX: 16 (+3) - 5 p
    CON: 12 (+1) - 5 p
    INT: 14 (+2) - 2 p
    WIS: 15 (+2) - 7 p
    CHA: 14 (+2) - 5 p

    Combat

    HP: 9 = [1d8 + 1] + 0 (favored class bonus)
    AC: 15 = 10 + 2 (leather) + 0 (shield) + 3 (DEX),
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 12 = 10 + 2 (leather) + 0 (shield)
    INIT: +3 = +3 (DEX)
    BAB: +0 = +0 (Brd1)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 13 = 10 + 0 (STR) + 3 (DEX) + 0 (BAB)
    Fort: +1 = +0 (base) + 1 (stat)
    Reflex: +5 = +2 (base) + 3 (stat)
    Will: +4 = +2 (base) + 2 (stat)
    Speed: 30
    Damage Reduction: -
    Spell Resistance: -

    Weapon Stats
    Dagger (melee): +0 = +0 (BAB) + 0 (STR) + 0 (feat) / DMG = 1d4 (S/P), CRIT 19-20/x2

    Shortbow (ranged): +3 = + 0 (BAB) + 3 (DEX) / DMG = 1d6 (P), CRIT 20/x3, Range: 60
    Ammunition: 20 arrows, Special: Point Blank Shot +1 to hit and damage within 30 ft.

    Racial Traits
    Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and Ė2 Constitution.
    Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
    Type: Elves are Humanoids with the elf subtype.
    Base Speed: Elves have a base speed of 30 feet.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Keen Senses: Elves receive a +2 racial bonus on Perception checks.
    Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word ďelvenĒ in its name as a martial weapon.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

    Class Features
    Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
    Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bardís spell is 10 + the spell level + the bardís Charisma modifier.
    Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
    The bardís selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bardís choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
    Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard ďlosesĒ the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
    A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spellís level.
    Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
    Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
    Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
    At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
    Each bardic performance has audible components, visual components, or both.
    If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
    If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
    Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
    Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bardís Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bardís Perform check result for the save. Distraction does not work on effects that donít allow saves. Distraction relies on visual components.
    Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
    Each creature within range receives a Will save (DC 10 + 1/2 the bardís level + the bardís Cha modifier) to negate the effect. If a creatureís saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a Ė4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
    Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
    Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bardís performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
    Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Feats & Traits

    Feats:
    1st lvl- Point Blank Shot: +1 on ranged attacks within 30'.

    Traits:
    A) Devotee of the Green (Faith): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Knowledge (geography)) is always a class skill for you.
    B) Dilettante Artist (Elf): You gain a +1 trait bonus to one category of Perform checks (Sing) and a +1 trait bonus to Diplomacy checks. One of these skills (Diplomacy) is always a class skill for you.

    Skills
    Skill Ranks: 8 = [6 (Brd) + 2 (INT)] x 1 (LvL) + 0 (Favored Class)
    Max Ranks: 1
    ACP: -0

    Skill List:
    * = class skill
    Code:
    Total                       Stat Rank CS Misc   ACP
    +3  = Acrobatics*            +3   +0  +0  +0    -0 DEX
    +2  = Appraise*              +2   +0  +0  +0       INT
    +2  = Bluff*                 +2   +0  +0  +0       CHA
    +0  = Climb*                 +0   +0  +0  +0    -0 STR
    +2  = Craft:_____*           +2   +0  +0  +0       INT
    +7  = Diplomacy*             +2   +1  +3  +1$      CHA
    +2  = Disguise*              +2   +0  +0  +0       CHA
    +3  = Escape Artist*         +3   +0  +0  +0    -0 DEX
    +3  = Fly                    +3   +0  +0  +0    -0 DEX
    +2  = Heal                   +2   +0  +0  +0       WIS
    +2  = Intimidate*            +2   +0  +0  +0       CHA
    +3  = Know:Arcana*           +2   +0  +0  +1@      INT
    +3  = Know:Dungeoneering*    +2   +0  +0  +1@      INT
    +3  = Know:Engineering*      +2   +0  +0  +1@      INT
    +4  = Know:Geography*        +2   +0  +0  +1@+1#   INT
    +3  = Know:History*          +2   +0  +0  +1@      INT
    +3  = Know:Local*            +2   +0  +0  +1@      INT
    +8  = Know:Nature*           +2   +1  +3  +1@+1#   INT
    +3  = Know:Nobility*         +2   +0  +0  +1@      INT
    +3  = Know:Planes*           +2   +0  +0  +1@      INT
    +3  = Know:Religion*         +2   +0  +0  +1@      INT
    +6  = Linguistics*           +2   +1  +3  +0       INT
    +8  = Perception*            +2   +1  +3  +2!      WIS
    +3  = Perform: Sing*         +2   +0  +0  +1$      CHA
    +6  = Perform: String Inst.* +2   +1  +3  +0       CHA
    +2  = Profession:_____*      +2   +0  +0  +0       WIS
    +3  = Ride                   +3   +0  +0  +0    -0 DEX
    +2  = Sense Motive*          +2   +0  +0  +0       WIS
    +7  = Sleight of Hand*       +3   +1  +3  +0    -0 DEX
    +6  = Spellcraft*            +2   +1  +3  +0       INT
    +8  = Spellcraft:Identify*   +2   +1  +3  +2!      INT
    +3  = Stealth*               +3   +0  +0  +0    -0 DEX
    +2  = Survival               +2   +0  +0  +0       WIS
    +0  = Swim                   +0   +0  +0  +0    -0 STR
    +6  = Use Magic Device*      +2   +1  +3  +0       CHA
    ! Elf
    @ Bard
    # Devotee of the Green
    $ Dilettante Artist

    Spellcasting

    Code:
    0 Level             1st Level 1/per day
    * Detect Magic      * Unseen Servant
    * Light             * Silent Image
    * Summon Instrument
    * Read Magic

    Equipment
    Code:
    Equipment                  Cost        Weight
    Leather Armor           10     gp     15   lbs.
    Shortbow                30     gp      2   lbs.
    -Ammunition              1     gp      3   lbs.
    Dagger                   2     gp      1   lbs.
    Backpack                 2     gp      2   lbs.
    -Bedroll                  .5   gp      5   lbs.
    -Waterskin               1     gp      4   lbs.
    -Rations (1/1)            .5   gp      1   lbs.
    -Flint and Steel         1     gp      -   lbs.
    -Flasks (3/empty)          .09 gp
    Spell Component Pouch    5     gp      2   lbs.
    Lute, Common             5     gp      3   lbs.
    Belt Pouch               1     gp       .5 lbs.
    
                     Totals: 58.09 gp     38 lbs.
    Treasure: 1 gp, 9 sp, 1 cp Gems:
    Carrying Capacity:
    Light: 38 or less
    Medium: 39 - 76
    Heavy: 77 - 115

    Details

    Size: Medium
    Gender: Male
    Age: 124
    Height: 5' 11"
    Weight: 187
    Hair Color: Blonde
    Eye Color: Green
    Skin Color: Tawny
    Appearance: Comely, handsome, and just a bit rugged
    Demeanor: Polite, thoughtful, and spiritual

    Background
    Alterius was born in the elven kingdom of Celene where he spent most of his formative years. At the youthful age of 90 he began making regular trips to the City of Greyhawk with his father, who was an accomplished magician, when he went to purchase various magical crafting supplies. His father was a master craftsman of magical blades in the court of Celene and fashioned many a magical sword for the bladesingers of the Queen. On his trips to Greyhawk, Alterius would often poke about, visiting the Green Dragon Inn and listening to stories well into the night. He also became interested in archery and began to compete in amateur archery tournaments. In 576, he heard a majestic performance by a harp player named Thalon in the Green Dragon Inn. This player was a remarkable performer who belonged to an order known as the Fochlucan Lyrists. Alterius decided to follow the player as he traveled about the Flanaess for several years, apprenticing himself to the skilled bard and learning many stories and tales along the way. When war broke out in 583, he bade farewell to Thalon and made a very difficult journey back to Celene. There he remained for several years in the relative solitude of the elven kingdom, practicing upon his lute and learning about nature from the elven druids. Following the Treaty of Greyhawk, he decided to visit the Free City once again and eventually began traveling about on his own. He eventually settled down in the village of Diamond Lake where he earned his living as a singer and player of songs.
    Last edited by airwalkrr; Friday, 21st September, 2012 at 03:19 AM.
    Dancing is forbidden!

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