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  1. #1
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    Acolyte (Lvl 2)

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    Here there be Dragons

    Here is the rogues gallery for the game.

    Game Thread

    Post your character's folks!
    Last edited by Almightyfoon; Wednesday, 30th March, 2011 at 05:51 PM.

 

  • #2
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    Erevan Dariel

    Character Sheet
    Eladrin Knight, level 1
    Eladrin, Fighter
    Background: Eladrin - Estranged Fey (+2 to Endurance)

    FINAL ABILITY SCORES
    Str 13, Con 14, Dex 11, Int 18, Wis 10, Cha 14.

    STARTING ABILITY SCORES
    Str 13, Con 14, Dex 11, Int 16, Wis 10, Cha 12.


    AC: 19 Fort: 14 Reflex: 16 Will: 13
    HP: 29 Surges: 11 Surge Value: 7

    TRAINED SKILLS
    Perception +5, Athletics +5, Intimidate +7, Endurance +8

    UNTRAINED SKILLS
    Acrobatics -1, Arcana +6, Bluff +2, Diplomacy +2, Dungeoneering, Heal, History +6, Insight, Nature, Religion +4, Stealth -1, Streetwise +2, Thievery -1

    FEATS
    Class Bonus: Shield Finesse
    Level 1: Melee Training (Intelligence)

    POWERS

    Basic attack (longsword)
    1d20+8;1d8+2


    Defend the Line
    At-Will Martial, Stance
    Minor Action Personal
    Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.

    Glimmering Blade
    At-Will Martial, Stance, Teleportation
    Minor Action Personal
    Effect: You assume the glimmering blade stance. Until the stance ends, each time you hit an enemy with a melee basic attack using a weapon, you can teleport up to 2 squares to an unoccupied square adjacent to that enemy.

    Power Strike
    Encounter Martial, Weapon
    Free Action Personal
    Trigger: You hit an enemy with a melee basic attack using a weapon.
    Target: The enemy you hit
    Effect: The target takes 1d8 extra damage from the triggering attack.


    FEATURES

    Feywild Guardian
    At-Will Martial, Teleportation
    Opportunity Action Personal
    Trigger: An enemy subject to your defender aura either shifts or makes an attack that does not include among its targets either you or an ally who has an active defender aura.
    Effect: You teleport up to 2 squares to an unoccupied square adjacent to the triggering enemy and then make a melee basic attack against that enemy.

    Defender Aura
    At-Will Aura
    Minor Action Personal
    Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

    Shield Finesse
    You gain the Shield Finesse feat as a bonus feat.

    Weapon Talent
    +1 with all weapon attacks


    ITEMS
    Adventurer's Kit, Hide Armor, Heavy Shield, Longsword, Javelin (2)


    Background

    No very strong, nor dexterous or having a strong connection to the feywild to draw upon, but bright, Erevan tried to follow the way of the wizard to defend himself.
    It didn't take long to realize that he, despite of his great intellect, had no real talent in this formulated and bookish art of magic.
    Focusing his learning on the mechanics of living bodies and the theory behind a successful sword fight, he still felt a distant pull from unknown magic...
    But that was before the slavers came...

    ---

    Notes:
    I plan to re-train Melee Training (Int) to Heart of the Blade (Swordmage Multiclass) and taking Intelligent Blademaster as my 2nd level feat.
    Last edited by Walking Dad; Thursday, 31st March, 2011 at 01:19 PM.
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  • #3
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    Korvesh - Half-Elf Ardent

    Full Character

    Korvesh, level 1
    Half-Elf, Ardent
    Ardent Mantle: Mantle of Elation

    FINAL ABILITY SCORES
    Str 10, Con 17, Dex 14, Int 11, Wis 8, Cha 18.

    AC: 16 Fort: 14 Reflex: 12 Will: 15
    HP: 29 Surges: 10 Surge Value: 7
    PP: 2

    Mantle of Elation
    You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier.
    In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.

    TRAINED SKILLS
    Bluff +9, Endurance +7, Diplomacy +11, Insight +8

    UNTRAINED SKILLS
    Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1

    FEATS

    Level 1:
    Wind of Sympathy
    When you use your second wind, one ally within the radius of your Ardent Mantle can use their second wind as a free action


    POWERS

    Ardent at-will 1:
    Demoralizing Strike
    Standard Action
    Melee weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
    Aug 1
    Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to Will equal to 1 + your Constitution modifier until the end of your next turn.
    Aug 2
    Close: burst 1
    Target: Each creature in the burst
    Hit: 1[W] + Charisma modifier damage, and the target takes a penalty to all defenses equal to 1 + your Constitution modifier until the end of your next turn.

    Ardent at-will 1:
    Energizing Strike
    Standard Action
    Melee weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 1[W] + Charisma modifier damage, and one ally within 5 squares of you gains temporary hit points equal to one-half your level + your Charisma modifier.
    Aug 1
    Hit: 1[W] + Charisma modifier damage, and one dying ally within 5 squares of you regains hit points equal to your Charisma modifier.
    Aug 2
    Hit: 2[W] + Charisma modifier damage, and you or one ally within 5 squares of you can spend a healing surge.

    Dilettante:
    Eyebite
    Standard Action
    Ranged 10
    Target: One creature
    Attack: Charisma vs. Will
    Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.

    Ardent daily 1:
    Recursive Emotions
    Standard Action
    Melee weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 1[W] + Charisma modifier psychic damage.
    Miss: Half damage.
    Effect: The target takes ongoing 5 psychic damage (save ends). Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.


    ITEMS
    Longspear, Chainmail, Sling, Sling Bullets (20)


    Stat Block

    HP: 29/29
    Surges: 10/10
    PP: 2/2

    AC: 16
    Fort: 14
    Ref: 12
    Will: 15

    Demoralizing Strike
    Energizing Strike
    Ardent Surge
    Ardent Outrage
    Eyebite
    Recursive Emotions

    TRAINED SKILLS
    Bluff +9, Endurance +7, Diplomacy +11, Insight +8

    UNTRAINED SKILLS
    Acrobatics +1, Arcana, Dungeoneering -1, Heal -1, History, Intimidate +4, Nature -1, Perception -1, Religion, Stealth +1, Streetwise +4, Thievery +1, Athletics -1


    Background

    He often wondered, when he was able, whether things could have ended up any differently. He should have been dead many times over and, when they reached their destination, he most likely would be.

    His “ability” had helped him escape the first time. His mother (he was sure it was her, wasn’t it? sister?) had told them about it so they would spare his life. He sometimes (often?) wished she hadn’t. Feeling when someone was lying – guilt, fear, embarrassment – was a very helpful thing for a bounty hunter’s pet to have. He was so young (5? 7? 9?) that, like a faithful hound, he adored – pride, self-worth, contentment - them for the scraps they gave him. And cowered – fear, shame, anger – from the punishments for failure. The Tyranny of the Lost had been his home.

    Maybe base was a better word. He had travelled, that much he remembered. Where he travelled was far hazier. Following his master (masters? mistress?) from place to place, sniffing out those they hunted.
    Which, he was sure, how he ended up here. A failed mission (sabotage? incompetence? by design?) in the Tyranny of Storms had found him captured. He contained a lot of information and they wanted it by any means. He was loyal (why?) and didn’t not give up anything (did he?) despite what they put him through. That year (6 months? 9? 18?) had felt the longest of his otherwise miserable, short life.

    The torture had changed him, that much he knew. His body had been lost to him a long time ago (scars? reset bones? burn marks? regrown flesh? dizzy spells? loss of memory?). The only thing he had to hold on to were his emotions, and those of others that he felt. He had initially been overwhelmed by the volume but he had hung on – persistence, identity, stubbornness, anger – and something had snapped. No longer merely feeling emotion, he found control. First, he used them to help his eladrin friend. He had stuck up for him in the cells (fought? talked down? bullied?) and so he took away his pain – fear, abandonment. Then he had used them against his torturers. Feeding back pain and fear – satisfying, validating, pure – to those who inflicted it upon him. Soon they became uninterested – confused, reluctant, frightened – and he was left alone.

    Until now. The price had been paid and he was being sent back. Probably to find out what he had told them (nothing? everything? truth? lies?). Or just to return their faithful hound. Either way he was a dead man. He would not be dictated to again. His life would be his own. He was broken. He was changed. He…no…Korvesh (his name? his identity?) would be free. And Korvesh would have his revenge.
    In every real man a child is hidden that wants to play

  • #4
    Mary, level 1
    DESCRIPTION
    Female Eladrin, Height 5'6", Weight 133 lbs, Hair Black, Eyes Green, Skin White, Alignment Unaligned, Diety None
    FINAL ABILITY SCORES
    Str 14, Con 9, Dex 18, Int 10, Wis 10, Cha 16.
    STARTING ABILITY SCORES
    Str 14, Con 9, Dex 16, Int 8, Wis 10, Cha 16.

    AC: 16 Fort: 12 Reflex: 16 Will: 14
    HP: 21 Surges: 5 Surge Value: 5
    TRAINED SKILLS
    Bluff +8, Streetwise +8, Insight +5, Perception +5, Stealth +9, Thievery +9, Diplomacy +8, History +7
    UNTRAINED SKILLS
    Endurance -1, Arcana +2, , Heal 0, Intimidate +3, Nature +0, Religion +0, Acrobatics +3, Athletics +2, Dungeoneering +3
    FEATS
    Level 1: Pact Initiate (History)
    POWERS
    at-will 1: Sly Flourish, Deft Strike
    encounter 1: Dazing Strike, Eyebite (Pact Initiate)
    daily 1: Blinding Barrage
    RACIAL TRAITS
    Eladrin Education (Diplomacy), Fey Step, Low-light Vision, Eladrin Weapon Proficiency
    CLASS FEATURES
    Brutal Scoundrel
    ITEMS
    Leather Armor, Dagger (x20), Thieve's Tools, Adventuring Kit, Lantern, Climbers Kit, Shuriken (x50)

    Background:
    Mary lived most of her life as a personal attendant for a prominent dragonlord, though back then she was known as Rose. She was picked out as a young age due to her beauty and her long flowing red hair that her lord strangely became obsessed with. She was selected to be by his side nearly all the time. Such responsibility required her to study and learn the culture and traditions of high class society, and also afforded her the chance to dabble in the arcane arts.
    She longed for freedom however, and used what short time she had away from her master to practice in methods to escape, such as lockipicking, stealth, and swordsmanship. Eventually, she found her chance and slipped away from the clutches of her master. Using her skills gained as an attendant, she was able to blend seamlessly into society even being of an enslaved race. She soon found that freedom was not as easy to keep as it was to get. The enraged dragon sent hunting parties after her.
    For years she had managed to elude the hunters, changing her appearance, coloring her hair black and cutting it short, assuming a new name. But they were always one step behind, and getting closer. Not confident in her ability to ultimatly escape, she devised plan to break into a slave caravan and blend into the masses as they travelled far away in hopes the trick would throw off her pursuers. Once they reached their destination, she would employ her skills to make good her escape and once again regain her freedom.

  • #5
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    Myrmidon (Lvl 10)

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    Grumi

    A stout and short man, he resembles much the dwarfs which with he grew up and was raised by. As a baby, Grumi was abandoned, or his mother was killed and the baby was left to his fate. Luckily, a dwarf found him in his cradle; the baby was in bad shape, and lucky, as no wild animals had spotted or smelled him.
    Miltak, so was named the dwarf wizard, took the baby with him, and raised him like his own son. Grumi learned from his adopted father the arts of the arcane, and decided to leave the remote place where his father lives, to see the world, since he only knew the caves where Miltak dwelt. Miltak tried to warn him of the dragons, of the perils that were waiting in every corner. But the human wonderlust was incompatible with the dwarven patience and precaution. Both father and son had their goodbye, and parted ways, with the promise that one day, they'll reunite.
    But not long before Grumi started his own path, a band of Kobolds captured him, and sold him to slavery.

    level 1
    Human, Wizard
    Build: Mage
    Arcane Implement Mastery: Staff of Defense
    Human Power Selection: Bonus At-Will Power
    Birth - Among Another Race: Among Another Race (Dwarf)
    Background: Birth - Among Another Race (Among Another Race (Dwarf))

    FINAL ABILITY SCORES
    Str 8, Con 16, Dex 12, Int 18, Wis 12, Cha 10.

    STARTING ABILITY SCORES
    Str 8, Con 16, Dex 12, Int 16, Wis 12, Cha 10.


    AC: 14 Fort: 14 Reflex: 15 Will: 14
    HP: 26 Surges: 9 Surge Value: 6

    TRAINED SKILLS
    Insight +6, Arcana +9, History +9, Religion +9, Endurance +8

    UNTRAINED SKILLS
    Acrobatics +1, Bluff, Diplomacy, Dungeoneering +1, Heal +1, Intimidate, Nature +1, Perception +1, Stealth +1, Streetwise, Thievery +1, Athletics -1

    FEATS
    Wizard: Ritual Caster
    Human: Immolate the Masses
    Level 1: Arcane Reserves

    CLASS FEATURES
    Apprentice Mage (Evocation)
    Mage's Spellbook
    Mage's Cantrip
    Magic Missile

    POWERS
    At Will:
    Beguiling Strands
    Erupting Flare
    Freezing Burst

    Encounter:
    Burning Hands

    Daily:
    Fountain of Flame
    Arcane Whirlwind


    ITEMS
    Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Staff Implement, Backpack (empty), Bedroll, Belt Pouch (empty), Lantern, Oil (1 pint) (10), Silk Rope (50 ft.), Waterskin, Potion of Healing (heroic tier), 7gp
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #6
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    Defender (Lvl 8)

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    Cimarron, changeling hexblade

    Numbers:
    Spoiler:
    Cimarron, level 1 Changeling Hexblade
    Build: Fey Pact of the White Well
    Background: Defender of the Oppressed (+2 to Streetwise)

    Ability Scores
    Str 8, Con 11, Dex 16, Int 10, Wis 10, Cha 20.

    AC: 15 Fort: 11 Reflex: 13 Will: 17
    HP: 23 Surges: 6 Surge Value: 5

    Trained Skills
    Streetwise +12, Insight +7, Bluff +12, Stealth +8

    Untrained Skills
    Acrobatics +3, Arcana, Diplomacy +5, Dungeoneering, Endurance, Heal, History, Intimidate +5, Nature, Perception, Religion, Thievery +3, Athletics -1

    Feats
    1) Superior Implement Training (Dragontooth wand)

    Misc
    Shapechanger type
    Fey Pact Reward (Bonus to warlock and warlock paragon path attack powers equal to Dex modifier)
    Pact Weapon: Sword of the White Well (one-handed military heavy blade, +2 proficiency, 1d12 damage)
    Pact Boon: Soul Step

    Powers
    Eldritch Bolt: Ranged 10, +6 vs Reflex, 1d10+9 force damage. Special: You can use this power as a ranged basic attack.
    Moonfire Blade: Melee, +8 vs Reflex, 1d12+9 radiant damage. If the target ends its next turn adjacent to you, it takes radiant damage equal to your Dexterity modifier. Special: You can use this power as a melee basic attack.
    Soul Step: Free Action, Trigger: you reduce an enemy to 0 HP, or an enemy adjacent to you drops to 0 HP. Effect: You teleport a number of squares up to your Dexterity modifier. Special: You can use this power only once per round.
    Changeling Disguise
    Well of Light: Melee, +7 vs AC, 2d12+9 radiant damage. Effect: You activate an aura 1 until the end of your next turn. Enemies in the aura have vulnerable 3 radiant to your attacks.
    Changeling Trick: Minor Action, Melee, make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain CA against the target until the end of your next turn.
    Crown of Stars: Ranged 10, +6 vs Reflex, 2d12+9 radiant damage. If the target is bloodied, it's blinded until the end of your next turn. Sustain Minor: Make another attack against any target in range, +5 vs Will, 5 radiant damage.

    Items
    Dragontooth wand, Leather Armor, Disguise Kit, Adventurer's Kit


    Words:
    Spoiler:
    In her natural form as a changeling, Cimarron is alien and unattractive. Her short hair is the color and texture of straw, her features are sunken and inexpressive, her eyes black and void. However, Cimarron is almost never in her natural form.

    Cimarron has a few favorite personas. While working under the nose of the dragons, she often appears as either a wizened old woman, the Crone, or a pitiable woman burdened by the swell of pregnancy, the Mother. But the form she takes among friends is that of a carefree and fun-loving young woman, the Maiden.

    Cimarron's final persona of note, and her most carefully guarded secret, is that of the Heroine. In this form Cimarron embodies the virtues of the enslaved and stands up to the tyranny of the dragons. Rumors paint her as the reincarnation of a mortal hero, returned as an alabaster angel too beautiful to believe, swathed in diaphanous white and bearing a sword of moonlight. The reality is crafted of illusion and improvised shawls of white cloth, but if the faith is there, people will see what they wish to see.

  • #7
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    Gallant (Lvl 3)

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    Aurora - Shifter Druid level 1 (Shifter +2 Dex, +2 Wis)
    Original scores: 16, 14, 14, 12, 11, 8

    Str: 11 +1
    Con: 14 +2
    Dex: 16 +3
    Int: 12 +1
    Wis: 18 +4
    Cha: 8 -1

    Class Features: Wild Shape, Primal Aspect – Primal Swarm, Ritual Casting Feat, Balance of Nature, Hunter's Quarry 1/encounter
    Race Features: Razorclaw shifting, +2 acrobatics, +2 stealth

    Powers:
    At-Will – Wild Shape, Swarming Locusts (beast), Fire Hawk, Pounce (beast)
    Encounter – Scattered Form (beast)
    Daily – Fog of Insects

    Feats:
    level 1 – Ritual Casting (bonus)
    level 1 – Warrior of the Wild (Ranger MC feat - gain Stealth Trained and Hunters Quarry 1/encounter)

    HP: 12 + Con = 26
    Bloodied: 13
    Surge: 7
    Surges/day: 9

    Skills Trained: Nature +9, Arcana +6, Endurance +7, Perception +9, Stealth +10

    Defenses:
    AC: 16 =10+ 3 + 3
    Fort: 12 =10+ 0 + 2
    Ref: 14 =10+ 1 + 3
    Will: 15 =10+ 1 + 4

    Armor: Cloth, Leather, Hide
    Weapon Prof: Simple melee, simple range
    Implements: Totem, staff
    Defense bonus: +1 Ref, +1 Will

    Gear:
    Hide Armor - +3 AC, Check Penalty -1 30gp
    Quarterstaff - +2 prof, 1d8 + 1 for basic attack 5 gp
    Standard Adventuring Kit – 15 gp
    Totem – 5gp
    Ritual Book - free

    Ritual Book and Rituals:
    Animal Messenger
    Silence

    Character Notes and Build Design:
    Most of the stuff I've picked is from the Primal Power book. Using the Primal Swarm, her Wild shape is what looks like a viscous panther from a distance, but an ugly one...it looks like she is covered with small moving creatures, flees, bugs, etc. When you get closer, she is a panther made up of hundreds and hundreds of tiny bugs that is taking the form of a panther/large kitty. All kinds of insects swarmed together... beetles, flys, crickets, bugs of all kinds and varieties. A dauntless amount of chitin, stingers and mandibles

    Even when not wild shaped, she has some bugs buzzing around her. She can't help it, they love her.

    Aurora is a resistance fighter who stays on the fringes of towns and the more civilized areas and keeps to the forests and wilderness, blazing trails for people on the run to keep them from becoming targets of the Dragon's tyranny and rule. She works in tandem with others who work more in the towns, helping runaways and slaves escape and hopefully find freedom for them elsewhere.

    She wants to bring down the Tyrannies, and will use any power at her disposal to someday achieve this goal.

    Her reason for this, besdies just seeing the injustice of it all, is that when she was younger she witnessed a small group (maybe part of an army) invade her town and kill her parents and used her brother in the arena as a slave. She was young enough to not warrant being used for gladiatorial purposes, but when she saw her first opportunity to run she did, vowing revenge. She never saw your brother since, and feels he is dead.

    It was during this period when she ran away, before the age of 10, that she found a glade full of spirits, insect spirits, and she made a pact with them. She would be an instrument for them to help them balance the world, and she would use them to help her get revenge on those who killed her family. What started as revenge turned into a life long quest to fight back against Tiamat's forces.

  • #8
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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    silk, level 1
    Human, Rogue
    Build: Trickster Rogue
    Rogue Tactics: Artful Dodger
    Rogue: Rogue Weapon Talent
    Human Power Selection: Bonus At-Will Power
    Background: Merchant Prince (Merchant Prince Benefit)

    FINAL ABILITY SCORES
    Str 13, Con 11, Dex 18, Int 10, Wis 8, Cha 16.

    STARTING ABILITY SCORES
    Str 13, Con 11, Dex 16, Int 10, Wis 8, Cha 16.


    AC: 16 Fort: 12 Reflex: 17 Will: 14
    HP: 23 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Bluff +8, Stealth +9, Thievery +9, Insight +6, Acrobatics +9, Perception +4, Streetwise +8

    UNTRAINED SKILLS
    Arcana, Diplomacy +3, Dungeoneering -1, Endurance, Heal -1, History, Intimidate +3, Nature -1, Religion, Athletics +1

    FEATS
    Human: Backstabber
    Level 1: Weapon Proficiency (Rapier)

    POWERS
    Bonus At-Will Power: Deft Strike
    Rogue at-will 1: Riposte Strike
    Rogue at-will 1: Sly Flourish
    Rogue encounter 1: Unbalancing Shot
    Rogue daily 1: Pommel Smash

    ITEMS
    Adventurer's Kit, Disguise Kit, Leather Armor, Rapier, Dagger (5)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

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