Thread: Jemal's Quest character thread
Wednesday, 3rd October, 2012, 11:24 AM #1
Scout (Lvl 6)
- Join Date
- Nov 2002
- PbP boards, Canada
ø Ignore Jemal
Jemal's Quest character thread
Post'em up people! Even if they're not done, it's easier to check them all here without other posts in between.Intelligence is the capacity to understand old Ideas.
Imagination is the ability to come up with New Ideas.
Eagles may soar, but Weasels don't get sucked into jet engines.
This isn't evil! You're just a bunch of NERDS!
Wednesday, 3rd October, 2012, 02:43 PM #2
Myrmidon (Lvl 10)
- Join Date
- Apr 2007
- Bahia Blanca, Buenos Aires, Argentina
ø Ignore Voda Vosa
Tutek was born the smartest of his breed. Despite his intelligence not being more than an average human, among the common breed ogres, he was a genius. The Ogre magi breed of his tribe hold an iron fist over their less mentally gifted bredren, and a smart common ogre, even if he was not as smart as they were, was a threat. They simply tried to kill the young ogre, without mediating words, but the clever Tutek knew what was coming, and fled. The ogre magi thought the dwarf would soon take care of the fleeting young ogre, and didn't bother following him.
Tutek was no evil by nature, as most ogres are. He enjoyed a dwarf strew just as anyone does once in a while, but getting food when you are alone in the mountains is not easy. Specially armoured, trained, 'axe wielding' food; so he had to go hunting small game. The dwarf noticed the lone ogre, and carefully approached him. Tutek was afraid of the dwarf as they greatly advantaged him in numbers and gear. He had but an improvised spear, not good to skewer dwarven plate.
So Tutek did what few Ogres have done before him, talk himself out of trouble. Despite the initial reluctance of the dwarves, Tutek convinced the dwarves he was not evil, and that he wished only to be able to return to his tribe, and free the common ogres from the tyranic rule of the Ogre magi. The dwarves saw in Tutek the chance to get rid of the ogre problems once and for all, and supported Tutek, gave him gear and magical trinkets to be able to fight the ogre magi. They also lead him to the other side of the mountains, where there was some orc and goblin tribes. With the help of the dwarves, Tutek soon became the chieftain of the orcs and goblins, and lead them to war against his tribe.
The war was short lived though. While the ogres fought agianst Tutek's army, a dwarf party infiltrated the ogre caves, and fought they way to the Chieftain. Meanwhile, Tutek managed to convince his bredren of his intentions and slay any ogre mage in the field, before getting himself too, into the caves.
When Tutek reached the throne room, the dwarf were already fighting the chieftain and his guards.
Seizing the opportunity, Tutek advanced unmatched, and killed the ogre mage that years before tried to kill him. Tutek purged the tribe from mages, and was established as Chieftain of the Mountains. He signed a peace treaty with the dwarves, so that ogres, orcs and dwarves might live peacefully. The orcs were allowed to choose a chief for themselves (picked on a fight to the death of course) and peace ensured for years.
Then it came the Great Drought, out of nowhere. The game animals were scarce, and the few crops the ogres and orcs had, wither. The shamans and druids claimed the drought was not natural, that was caused by some external agent, although the exact nature of it remained a secret. Inside their caves, the dwarves didn't mind their newly formed allies pillaging the human city established near the edge of the mountains for resources. Despite everything, the orcs and ogres needed to eat too, so the human's cattle started disappearing, and one or two incidents involving ogres and humans let some bloody scores.
It was then that a group of famous adventurers was called upon, to deal with this new formed 'Horde'.
They travelled though the mountains, and were stopped both by orcs, ogres and dwarves alike. Shocked at this gathering of races that hold ancestral hatred to each other, the party asked to parley with the leader of the horde. "What horde be ye speakin' 'bout?" the dwarf captain rebuked, "Yer trespassing territory of the alliance, name yer business." The adventurers explained the situation, and the guards escorted the adventurers to the meeting hall. The meeting Hall was an improvised stone building on a valley between the mountains. A messager had been sent to spread the word and call for audience, so when the adventurers arrived to the hall, there was Tutek, Chieftain of the Ogres, his guards and his son Tatok, Mundim King of the dwarves, his royal escort and the princes Houdin and Mondin, and Harmat Chieftain of the orcs, surrounded by his offspring, four tall and muscle-bound orcs, Tramat, Armat, Ramat and Marmat
The adventurers explained the problem and discussion broke the silence of the hall. It was agreed that a solution to both part needed to be sought. Despite the humans having more resources, if the unnatural drought didn't end, they will soon starve too. Tutek, Houdin and Tramat would accompany the party to seek a solution for the drought. Tatok was an apprentice shaman, and remained as Chieftain of the Ogres, as he was not old enough to leave the tribe.
The new group travelled far and wide, for a whole year, consulting scholars and wizards of astronomic reputation, until they found the source of the draught: a magical ritual from a rival country, that would tear apart the alliance and starve the people, to ready the otherwise fertile and defensible territories for conquest.
Having discovered the source of the problem, the group returned to the mountains, and an army was raised and prepared.
The Chieftains and Kings marched in front of their armies, men, dwarf, orc and ogre side by side fighting for survival.
The battle was epic, many good souls were lost, among them the Mundim, king of the dwarfs and Harmat, the orc chieftain. But their sacrifice was not in vain, as the enemy capital was overrun, and the ritual stopped. The army returned victorious, if reduced.
Back in the mountains, Mondin was appointed King of the dwarves, and as a symbol of a new, more prosperous era, Tute stepped down and proclaimed his son Tatok as Chieftain, allegating that these new peaceful times required a wise leader, and not a warrior. Harmat's sons would surely fight to death over his father's throne. Orcs.
Tutek joined the party, having developed a lasting friendship with them. Their adventures had just began.
Disclaimer: If any of the PC's want to share backgrounds and be, for example, one of the dwarf king sons, we can change their names to fit yours and say they also joined the party. Same thing with orcs or humans from the town.
Name: Tutek Class: Ogre 4, Fighter 14 Race: Ogre Size: Large Gender: Male Alignment: Chaotic Neutral Str: 30/36 +10/+13 Level: 20 XP: 0 Dex: 14/16 +2/+3 BAB: +17 (+3 Ogre, +14 fighter) HP: 286 (3+9)x4+(8+9)x14 Con: 22/28 +6/+9 Grapple: +35 Dmg Red: 0 Int: 14 +2 Speed: 40' Spell Res: 0 Wis: 14 +2 Init: +3 Spell Save: +2 Cha: 08 -1 ACP: -3 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9 +0 +3 -1 +10 +1 32 Touch: 13 Flatfooted: 28 Base Mod Misc Total Fort: 13 +9 +7 +29 Ref: 5 +3 +7 +15 Will: 5 +2 +7 +14 Weapon Attack Damage Critical Sendesemcal +37/32/27/22 2d6+29 19-20x2 Throwing axe +32/27/22/17 1d8+15 x2 Gauntlet +30/25/20/15 1d4+13 x2 Languages: Common, Giant Abilities: Ogre: -Abilities: STR +10, CON +4, DEX-2, INT & CHA -4 -BAB: +3 -Natural armor +5 -Speed: 40 -Reach 10' -Darkvision 60', Low light vision Feats: Fighter feats ( Profs + (F)) Cleave (F) Combat Expertise Dodge (F) Exotic weapon prof. Spiked Chain (F) Great cleave Greater wep. Spec (Spiked Chain) Greater wep. Focus(Spiked Chain) (F) Improved critical (Spiked Chain) (F) Mobility (F) Power attack (F) Quick draw Shield Proficiency Spring attack Weapon focus (Spiked Chain) Weapon speci. (Spiked Chain) (F) Whirlwind attack Skills Ranks Mod Misc Total Climb 7 +13 -2 +18 Intimidate 11 -1 +1 +11 Jump 10 +13 +6 +29 Listen 10 +0 +1 +11 Ride 4 +3 +1 +8 Spot 11 +0 +1 +12 Swim 10 +13 -5 +18 Spellcraft *10 +2 +1 +13 Knowledge Arcana *10 +1 +1 +12 *From Sendesemcal Equipment: Mithral fullplate of speed (50lb, 28000gp) +5 Spiked Chain (20lb, 255550gp) Spiked Chain (20lb, 25gp) +2 Throwing Axe (Returning, Distance: 32316 gp) Amulet of health +6 (36000 gp) shirt of natural armor +5 (50000 gp) Manual of bodily health +4, read. (110000 gp) Ioun stones: Deep red (8000 gp) +2 DEX Pale green (30000 gp) +1 competence to attacks, checks, skills and saves Dusty rose (5000 gp) +1 insight AC Ring of evasion (25000 gp) Boots of striding and springing (36000 gp) Ring of Spell turning (98280 gp) Potions: Heroism x2 (1500 gp) Reduce person x4 (1000 gp) Enlarge Person x4 (1000 gp) Invisibility x5 (1500 gp) Belt of giant strength +6 (36000 gp) Cloack of resistance +5 (25000 gp) Everburning torch (110 gp) Bed roll Tent (20lb, 10 gp) Waterskin Stone of Good Luck (20000 gp) Gauntlet of Rust (11500 gp) Tome of understanding +4, read. (110000 gp) Tome of clear thought +1, read. (27000 gp) Money: 1070 gp Sendesemcal the Chained Sorceror Adamantine Spiked chain +5 Intelligent Item Int: 16, Wis: 14, Cha: 18 Languages: ? Purpose: ? Lesser powers: Detect magic at will, 10 ranks in spellcraft, 10 ranks in knowledge Arcana Greater powers: ? Abilities: 55200gp Weapon properties: Mighty Cleaving Shock Spell storing Wounding Properties: 200350gp
Last edited by Voda Vosa; Thursday, 10th January, 2013 at 03:50 PM.Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!
Thursday, 4th October, 2012, 03:32 AM #3
Waghalter (Lvl 7)
- Join Date
- Sep 2004
- Charleston, WV
ø Ignore kinem
Braham Bahli, male human warlock 20, CG; 200,000 xp
Last edited by kinem; Sunday, 2nd December, 2012 at 04:15 PM.
Sunday, 7th October, 2012, 09:56 PM #4
Grandmaster of Flowers (Lvl 18)
- Join Date
- Feb 2007
- Miscatonic U. professor of supernatural studies-Emeritus [Nolensville, Tenn.]
ø Ignore Scott DeWar
work in progress
Gerard Hampton Rog 1/ scor 6/ f 2/ e k 5/ a c 5
Str 22 +6 5 pt Hp: 6+[18*5]+[12*5]+[7*8]=212 Dex 22 +6 6 pt Exp: 200,000 Con 20 +5 4 pt BAB:+15/+10/+5 Int 20 +5 4 pt Grapple:+21 Wis 22 +6 6 pt Inititive: +10 Chr 24 +7 5 pt move 30 feet counter: 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00[/s] Levels 4, 8 and 12 ability increase: +1 to charisma at each. Level 16: +1 to Str +6 to each stat from headband or belt Encumbrance: Carrying: 43.5 lb Lite: to 173 lb Med: 174 to 346 LB Hvy: 347 to 520 LB Lift over head: 520 LB Lift off ground: 1040 LB Push/ drag: 2600 LB
SAVES: base abil misc total Fort 10 +5 +5 +20 *+5 vs undead effects Reflex 6 +6 +5 +17 will 10 +6 +5 +21 Rogue: Fort: +0; Ref: +2; Will: +0 fighter: fort: +3; ref: +0; Will: +0 Scor: fort: +2; ref: +2; Will: +5 E. Knight: fort: +4; ref: +1; Will: +1 abj champ: fort: +1; ref: +1; will: +4 special: Sepulchral vest: +5 Sacred bonus on save vs undead effects ARMOR CLASS: 26 [36 w/ mage armor, gtr] TOUCH: 25 [25 w/ mage armor, gtr] FLATFOOTED: 20 [30 w/ mage armor, gtr] add +2 ac vs undead from Choker of Life Protection [MIC] +1 shield bonus when fighting 2 weapon Feat 2 wpn def +2 shield bonus When you are fighting defensively or using the total defense action Feat 2 wpn def [Mage Armor, greater +6; prc: Abj Champ +5; dex +6; ring of protection +3; natural + 6; shirt +1] WEAPONS: **+2 att, +1d6 dam vs undead [gauntlets]** Melee att dam crit type Rapier +26/+21/+16 1d6+11 15-20/X2 P Keen, Speed S. Sword +24/+19/+14 1d6+9 19-20/x2 P spell storing Dagger +24/+19/+14 1d4+9 19-20/x2 P/S Club +24/+19/+14 1d6+9 x2 B undead bane vs undead: +26/+21/+16 3d6+11 B Melee, full round [pri. att at -2/-7/-12; off hand att at -2/-7/-12] att dam crit type Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed S. Sword +22/+17/+12 1d6+9 19-20/x2 P spell storing OR Melee, full round [pri. att at -2/-7/-12; off hand att at -2/-7/-12] att dam crit type Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed Club +22/+17/+12 1d6+9 19-20/x2 B undead bane vs undead: +24/+19/+14 3d6+11 B OR Melee, full round [pri. att at -2/-7/-12; off hand att at -2/-7/-12] att dam crit type Rapier +24/+19/+14 1d6+11 15-20/X2 P Keen, Speed dagger +24/+19/+14 1d6+9 19-20/x2 P/S returning Ranged att dam crit rng type Longbow +24/+19/+14 1d8+9 X 3 220' P distance arrow, +1 +25/+20/+15 1d8+10 X 3 220' P arrow, +2 +26/+21/+16 1d8+11 X 3 220' P arrow, +25/+20/+15 1d8+14 X 3 220' P undead bane Dagger +24/+19/+14 1d4+9 19-20/x2 10' P/S returning Club +24/+19/+14 1d6+9 x2 10' B undead bane vs undead: +26/+21/+16 3d6+11 B Rapier: +5, Keen, Speed Longbow, Mwk, mighty +6 composite, +3, distance arrows,+1 *30 arrows,+2 *20 arrows, undead bane +2 * 50 adamentine arrows +2 x 50 Short sword: +3, spell storing [disrupt undead, gtr; cl 18, 10d8 damage] club: +3, undead bane, disruption dagger, +3, returning BAB/Att Calculations [str: +6, dex: +6, bab +15 [prc +5, ftr +2, rog +0, scor +3, a. champ +5] . .
FEATS/FEATURES: Rog 1 Sneak attack +1d6; trapfinding Scor 1 bloodline info Class Skill: perception; cantrips; eschew materials ; Bloodline power: Claws (Su) Starting at 1st level, you can grow claws as a free action. Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your acid energy type, that spell deals +1 point of damage per die rolled. Scor 3 Bloodline power: Dragon Resistances (Ex): At 3rd level, you gain resist 5 against acid type and a +1 natural armor bonus. bloodline spell: MAGE ARMOR Scor 5 bloodline spell Resist Energy 2 Weapon fighting (Human) 2 Weapon Defense (Char lev 1) sudden silent [meta] (Char lev 3) somatic weaponry (Fighter lv 1) -Comp mage pg 47 Improved 2 wpn fighting (Fighter lv 2) Practiced Spellcaster (Char lv 6) Comp arcane pg 82 Acidic splatter (Char Lev 9) -Comp mage pg 37 combat casting (Eldrich Knight lev 1) craft arms and armor(Char Level 12 ) greater two weapon fighting(Char Level 15 ) Energy Substitution [meta] pre req: any meta (comp arcane p 79) (Char Level 18 ) future: sudden still [meta] Energy Admixture [meta] pre req: Energy Substitution (comp arcane p 79) Skill points 124 18*2 [int] + [[5+8]*4] [rog] + 2*2 [ftr] + 6*2 [scor] + 2*5 [prc: EK] + 2*5 prc: AC] SKILLS: Ranks Abil misc total Appraise int +1 +5 -- +6 Balence dex +10 +6 +2 +18 Climb str +5 +6 -- +11 [+2 involving rope] Conctr con +15 +5 +4 +24 [feat] Craft: wps int +5 +5 -- +10 Craft: armor int +5 +5 -- +10 Disable Dev int +5 +5 +2 +12 Esc Art dex +5 +6 -- +11 +2 [involving rope] Gath info cha +5 +7 +5 +17 [silver thread silk shirt] Jump str +5 +6 +2 +13 Know: Arcana int +5 +5 +10 +20 Know: Local int +5 +5 -- +10 Know: Planes Int +Sp +5 +10 +15 Open Locks dex +5 +6 +2 +13 Perception Wis +15 +6 -- +21 Ride dex +1 +6 -- +7 Sense Motive wis +5 +6 -- +11 Spellcraft int +5 +5 +2 +12 stealth +10 +6 +15 +31 [silver thread shirt] Swim str +1 +6 -- +7 Tumble dex +5 +6 +2 +13 Use Mag Dev cha +5 +7 +5 +17 [silver thread shirt] Use Rope dex +5 +6 -- +11 mwk picks : +2 to opn locks and dis dev headband: +10 to know planes and arcane syn: jump --> tumble Know arcana --> spellcraft Know Local --> Gather info spellcraft --> use mag dev Escape artist --> use rope checks involving bindings Sense Motive --> Diplomacy Tumble -->balence, jump LANGUAGES: common; dwarvin, elvin, gnome, +2 more . .
*00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
**available to be cast:
Spell Casting spell description
SPELLS: spells / day or known = lv 18 base: Scor 6 casts spells at: +4 levls from feat, effects only (praticed spell caster); + 4 lv from eldrich knight, effects only + 5 levels from Abjurent Champion acid spells cast at level 20 all others: spells known/per day: level 15 Casts effects as 19th level spells per day: spells kwn: lv 0: unlimited = u 9 lv 1: 6 + 2 (ch) = 8 5 lv 2: 6 + 2 (ch) = 8 5 lv 3: 6 + 2 (ch) = 8 4 lv 4: 6 + 1 (ch) = 7 4 lv 5: 6 + 1 (ch) = 7 4 lv 6: 6 + 1 (ch) = 7 3 lv 7: 4 + 1 (ch) = 5 2 lv 8: 0 + 0 (ch) = 0 0 lv 9: 0 + 0 (ch) = 0 0 SPELL LIST: * denotes spell compendium & denotes bonus spells frm scor 0 level: Acid Splash Detect magic Detect Poison Disrupt Undead Light Mend Prestidigitation * Electric Jolt Ray of frost 1st level: 00000 000.,.,.,.,2nd level: 00000 000 Expeditious retreat * Body of the Sun Feather Fall dark vision * low light vision Melf's acid arrow magic missile * Orb of Acid, Lesser * Persistent Blade & Resist energy & Mage Armor spider climb 3rd level: 00000 000.,.,.,.,4 th level: 00000 00 * Acid breath * force missiles * Disrupt undead, Gtr * Orb of Acid fireball shape stone haste Stone skin 5 th level: 00000 00.,.,.,.,6 th level: 00000 00 Fabricate Acid Storm Planar Tolerance Elemental Body III Reciprocal Gyre Heroism, Greater Vitriolic Sphere 7 th level: 000
00Limited Wish <<----- Mage’s Sword Special: Acidic Splatter Feat [Su] (Comp mage pg 37): ranged touch attack + 21 with a 2nd lev or higher acid spell you can summon a glob of acid that has a range of 5 ft / lv of highest spell available and does 1d6 per level of spell available (at spell level 2 or higher) removed: 7th level: banishment 8 th level: 9 th level: * Form of the Dragon III Absorption Polar Ray Shapechange Sunburst .
item cost weight +1 stealthy Shirt 73,500 gp 1.0 lb of the Jade Dragon Rapier, +5, speed, keen 162,320 gp 2.0 lb club, +3, undead bane 32,300 gp 3.0 lb pkt 2 l. bow, mighty +2 comp, 18,600 gp 4.0 lb +3, distance %Arrows,+1 *30 810 gp 3.0 lb all in QOH %Arrows,+2 *20 1,740 gp 2.0 lb pkt 1/19 in QOH %Arrows, +2 *50 4,350 gp 5.0 lb pkt 1 %Arrows, +2 x 50 4,350 gp 5.0 lb pkt 1 %Arrows, adamentine +2 x 50 7,000 gp 5.0 lb pkt 1 dagger, +3, returning x2 100,604 gp 1.0 lb %S. Sword +3, spell storing 16,310 gp 2.0 lb total 1 : 403,634 GP [2765 xp] SPECIAL MAGICAL ITEMS: infinite scrollcase contents: % denotes made by himselfSpoiler:
-Bag of holding Type I wt:15 lb cap:250lb [30 ft^3] carrying: 125 lb [15 ft^3] + 60 lb -Ring of Sustenance no need for food or water, need 2 hours of sleep for 8 hours of rest -Quiver of Ellohanna Always weighs 2 lb * Area 51: 60 arrows capacity  +1 arrows,  +2 arrows &  +2 adamentine * Area 2: 18 javelin capacity Holds Rapier, shortsword & Rod of absorb. * Area 3: 6 bow capacity holds bow -Heward's Handy Haversack weight: 5 lb, item you want is always on top, no AOO to retrieve items * pocket 1 20 lb or 2 ft^3 capacity; designated with: pkt 1 holds 15 lbs of arrows * pocket 2 80 lb or 8 ft^3 capacity; designated with: pkt 2 * pocket 3 20 lb or 2 ft^3 capacity; designated with: pkt 3 -Short sword +3, spell storing (disrupt undead, gtr) -Club +3, undead bane: extra +2 and +2d6 dam vs undead -Rapier +5, speed, keen: Doubles critical threat range -Shirt of the Jade Dragon: +1 enchantment; shadow and silent gtr [+15 stealth], +3 competence bonus on the wearer’s Charisma-based checks. -Sepulchral vest +5 Sacred bonus on saves vs undead effects for 1 round, 3 times per day -Gauntlets of Ghost Fighting: Ignore miss chance of incorporeal undead, +1d6 dam vs incorporeal undead Magic item comp pg. 216 -Choker of Life Protection: Negate 3 neg levls per day, +2 Ac vs undead, detect undead at will (for possessing two pieces of set) Magic item comp pg. 216 -Blessed bandage: immediately stabilize target -Boots spring and stride: + 10' movement and +5 competence bonus to jump * Intelligent item: headband of mental superiority [+6 to int, wis, cha] * Mental Ability Scores: Two at 19, one at 10 * Communication: Speech, telepathy * Capabilities: Four lesser powers and three greater powers * Senses: 120 ft. darkvision, blindsense, and hearing * Base Price Modifier: 20,000 + 10,000 Lesser powers: * 10 ranks in knowledge planes * 10 ranks in knowledge arcane * to be determined by DM Jamal * to be determined by DM Jamal Greater power: * Item can use dismissal on a foe 1/day * to be determined by DM Jamal * to be determined by DM Jamal Special purpose * to be determined by DM Jamal Special purpose power * to be determined by DM Jamal this might be all that is known [to give dm caveat] to enact, gems must be inserted in blank spots to equal to what is needed to activate power This headband was found as part of what was left of the bones and equipment of the defeated Archlich Iredex. It seemed to call to Gerard while the dust of the battle was still settleing. It or rather SHE revealed some of her knowledge to him.history/backgroundMaterial components and arcane foci:magical mystycal bag of equipment holding sackappearance
Last edited by Scott DeWar; Friday, 19th July, 2013 at 09:03 PM.Check out Living Pathfinder!
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Thursday, 11th October, 2012, 04:50 AM #5
Gallant (Lvl 3)
- Join Date
- Apr 2008
- Eastern Canada
ø Ignore Binder Fred
Ur of Greenhill (Monk 11, Psychic Fist 9)
Ur of Greenhill, as he stood in the Eternal Empire
(The rune on his forehead was edited by the Empire's artist into the somewhat similar chinese character for "Dragon" (). In reality, it's actually the Celestial rune for "Thunderer", one of Thor's numerous holy names. The tree stands for Deep Roots, Stability and Regeneration. The kneepads stand for coolness, and were taken off Iridex's main undead lieutenant. )
Rough BackgroundPower ExplanationFull statsEquipmentQuick stat block
Last edited by Binder Fred; Thursday, 29th August, 2013 at 08:28 PM. Reason: Cast Freedom of Movement and Body Equilibrium, activated True SightSo it goes.
Active charactersMemorable games
Monday, 29th October, 2012, 01:17 AM #6
Novice (Lvl 1)
- Join Date
- Aug 2012
ø Ignore D'Raven
Sorry with the late posting. Hope i'm not intruding. As a said earlier I'd like to play a character from one of Jemals earlier games.
Last edited by D'Raven; Monday, 26th November, 2012 at 06:25 AM.
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