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Characters - drothgery's Victorian Eberron game
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<blockquote data-quote="stonegod" data-source="post: 3502450" data-attributes="member: 36973"><p><span style="color: paleturquoise"><strong>"Doc" Soldaris d'Lyrandar (CR 4)</strong></span> (6000 XP)</p><p>Male half-elf <a href="http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3" target="_blank">archivist</a> 4</p><p>CG Medium humanoid (elf)</p><p><strong>Init</strong> +1; <strong>Senses</strong> low-light vision; Notice +0</p><p><strong>Languages</strong> Auran, Common, Draconic, Elven, Gnome, Ignan</p><p>-----------------------------------------------------------------</p><p><strong>AC</strong> 15, touch 15, flat-footed 13; +2 Dex, +3 Class</p><p><strong>hp</strong> 18 (4 HD)</p><p><strong>Immune</strong> sleep effects</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +3, <strong>Will</strong> +3; +4 vs. enchantment</p><p>-----------------------------------------------------------------</p><p><strong>Spd</strong> 30 ft.</p><p><strong>Ranged</strong> mwk revolver +4 (2d6) or</p><p><strong>Melee</strong> mwk walking stick +2 (1d6-1)</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> +1</p><p><strong>Special Attacks</strong> dark knowledge (tactics) 4/d, hurricane breath</p><p><strong>Combat Possessions</strong> <em>eternal wand (lesser orb of electricity)</em>, 2 <em>scrolls of cure light wounds</em>, <em>scroll of identify</em>, <em>scroll of magic weapon</em></p><p><strong>Archivist Spells (CL 4)</strong></p><p>- 2nd (3/day): <em>false life</em>, <em>gust of wind</em> (DC 18), unprepared</p><p>- 1st (4/day): <em>comprehend languages</em>, <em>sanctuary</em> (DC 16), <em>updraft</em>, unprepared</p><p>- 0 (4/day): <em>detect magic, light, read magic</em>, unprepared</p><p>-----------------------------------------------------------------</p><p><strong>Abilities</strong> Str 8, Dex 12, Con 10, Int 20, Wis 8, Cha 14</p><p><strong>SQ</strong> dark knowledge (tactics) 4/day, half-elf traits, lore mastery, still mind</p><p><strong>Feats</strong> Hurricane Breath, Magical Device Attunement, Scribe Scroll (B)</p><p><strong>Skills</strong> Bluff +2, Balance +4.5, Concentration +7, Decipher Script +7, Diplomacy +7, Gather Information +6, Intimidate +2, Knowledge (architecture and engineering) +12, Knowledge (arcana) +12, Knowledge (geography) +7, Knowledge (history) +11, Knowledge (the planes) +14, Profession (sailor) +6, Notice +0, Search +6 (+8 to find secret doors), Sneak +1, Spellcraft +14 (+16 scrolls), Swim +0, Use Magic Device +11 (+13 scrolls)</p><p><strong>Possessions</strong> combat possessions plus mwk revolver with 50 bullets, mwk walking stick; archivist's tool (masterwork UMD tool), formal daywear, identification papers with portrait, journal, pen, prayerbook, satchel, scrollcase;147gp, 9sp; 15lbs (light load)</p><p><strong>Prayerbook</strong> 0: all SRD cleric; 1st: <em>bless, comprehend languages, cure light wounds, divine favor, endure elements, identify, magic weapon, obscuring mist, sanctuary, shield of faith, updraft</em>; 2nd: <em>cure moderate wounds, false life, gust of wind, resist energy, spiritual weapon</em></p><p>-----------------------------------------------------------------</p><p><strong>Dark Knowledge (Ex)</strong> Four times per day, Doc can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities:</p><p>-- <em>Tactics</em> With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1.</p><p><strong>Half-elf traits</strong> +1 to Listen, Search, and Spot. +2 to Diplomacy and Gather Information. Low-light vision. Immunity to sleep effects. +2 saves vs. enchantment.</p><p><strong>Hurricane Breath</strong> (Complete Mage) Bull rush like effect within 30 ft. vs. single creature (1d20 + highest air spell level); +1 DC to air spells.</p><p><strong>Lore Mastery</strong> Doc has a +2 bonus on Decipher Script and Knowledge (the planes) checks.</p><p><strong>Magic Device Attunement</strong> (Complete Mage) If Doc makes a successful Use Magic Device check on an item, he does not have to make another check for that item for 24 hours. Apply to one device at a time.</p><p><strong>Still Mind</strong> Doc receives a +2 save vs. enchantment effects.</p><p></p><p><strong>Spells</strong></p><p><em>Lesser orb of electricity</em> Conjuration (Creation) [Electricity] Lvl: Sor/Wiz 1, Cast: 1 standard, Comp: V, S, Range: Close, Effect: Orb of electricity, Duration: Instant, Save: None, SR: No. Ranged touch attack, 1d8 electricity damage.</p><p><em>Updraft</em> Conjuration (Creation) [Air] Lvl: Clr 1, Dru 1, Cast 1 swift action, Comp: V, S, M, Range: Personal, Target: You, Duration: Instant. Conjure air to lift you 10 feet per level and then gently back down to the ground with 5 ft. of possible lateral movement.</p><p>[sblock=Advancement]<strong>L1->Archivist 1</strong> HP 6 (1d6+0) SP: 32 (6x4+4x4)</p><p>Balance +4cc, Concentration +4, Diplomacy +2, Knowledge (architecture and engineering) +4, Knowledge (arcana) +4, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (the planes) +4, Profession (sailor) +4, Spellcraft +4, Swim +2cc, Use Magic Device +4</p><p>Abilities: Str 8 (0pts), Dex 12 (4pts), Con 10 (2pts), Int 18 (18pts), Wis 8 (0pts) , Cha 14 (6 pts)</p><p>Spells: <em>bless, comprehend languages, cure light wounds, endure elements, obscuring mist, sanctuary, shield of faith, updraft</em></p><p>Feats: Magic Device Attunement</p><p>Other: dark knowledge (tactics) 3/d, Skill Choice: Use Magic Device</p><p></p><p><strong>L2->Archivist 2</strong> HP 4 (1d6+0) SP: 8 (6+4)</p><p>Balance +1cc, Concentration +1, Gather Information +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1</p><p>Spells: <em>divine favor</em></p><p>Other: Lore Mastery (+2 in Decipher Script and KN: The Planes</p><p></p><p><strong>L3->Archivist 3</strong> HP 4 (1d6+0) SP: 8 (6+5)</p><p>Balance +1cc, Concentration +1, Decipher Script +1, Gather Information +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1</p><p>Spells: <em>gust of wind</em> (archivist 3rd free any spell), <em>resist energy</em></p><p>Abilities: +2 Int</p><p>Other: dark knowledge 4/day</p><p></p><p><strong>L4->Archivist 4</strong> HP 4 (1d6+0) SP: 8 (6+5)</p><p>Balance +1cc, Concentration +1, Diplomacy +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +2, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1</p><p>Spells: <em>spiritual weapon</em></p><p>Other: still mind[/sblock][sblock=Tracking] <ul> <li data-xf-list-type="ul"><u>XP</u><ul> <li data-xf-list-type="ul">6000 XP: Start</li> </ul></li> <li data-xf-list-type="ul"><u>Gold</u><ul> <li data-xf-list-type="ul">3,300gp: Start</li> <li data-xf-list-type="ul"><u>Possessions</u><ul> <li data-xf-list-type="ul">Satchel (as backpack): 2gp, 2 lbs</li> <li data-xf-list-type="ul">2 scrolls of <em>identify</em> (hexblade), 1 scribed: 137gp 2sp each</li> <li data-xf-list-type="ul">scroll of <em>false life</em> (hexblade), scribed: 225gp</li> <li data-xf-list-type="ul">scroll of <em>cure moderate wounds</em>, scribed: 150gp</li> <li data-xf-list-type="ul">2 scrolls of <em>cure light wounds</em>: 25 each</li> <li data-xf-list-type="ul"><em>eternal wand of lesser orb of electricity</em>: 1640 gp</li> <li data-xf-list-type="ul">Use Magic Device masterwork tool: 50 gp, 1 lb</li> <li data-xf-list-type="ul">2 scrolls of <em>magic weapon</em>, 1 scribed: 25gp each</li> <li data-xf-list-type="ul">mwk revolver: 380gp, 2 lbs</li> <li data-xf-list-type="ul">50 bullets: 2gp/10</li> <li data-xf-list-type="ul">mwk walking stick (as club): 300gp, 3 lbs</li> <li data-xf-list-type="ul">id papers w/ portrait: 5gp</li> <li data-xf-list-type="ul">scrollcase: 2gp, 2 lbs</li> <li data-xf-list-type="ul">prayerbook: 15gp, 3 lbs</li> <li data-xf-list-type="ul">journal (as spellbook): 15gp, 3 lbs</li> <li data-xf-list-type="ul">pencil (as pen): 1 sp</li> <li data-xf-list-type="ul">morning dress (formal daywear, free clothing)</li> </ul></li> </ul>[/sblock]<strong>Concept and Role</strong><br /> A Lyrander ex-steamship man, Doc is convinced that flight is not only a possibility, but the destiny of his people. He pursues knowledge by hook or crook in order to find out techno- or magical ways of doing so, and secretly harbors a wish to find a relic of the mythic age---An airship. Doc would probably have been an artificer during the mythic days. Mechanically, an archivist, but likely not tied to any particular church (self-study from cobbled together sources, a scholar more than a priest). Fulfills a part-blaster, part-utility role.<br /> <br /> <strong>Appearance and Personality</strong><br /> Doc appears to be a well-groomed Khovaire in the prime of his youth, filled with exuberance about his pet theories and quest for the past. His blond hair he keeps short, and his sky-blue eyes always have a twinkle about them. He commonly favors well-kept morning dress with a doctor's satchel in which he keeps most of his magical investigative equipment save for his prize possession---an <em>eternal wand</em>---which he keeps close to his breast. However, he is always willing to roll up his sleeves when work is required. Doc has an affectation for cigars.<br /> <br /> <strong>Background</strong><br /> A well-off scion of the Lyrandar financial empire, Soldaris was groomed from youth as a part of the trading houses financial empire. The boy had a knack for the analytical, and thus was put into an engineering trade school. However, the young Soldaris had a romantic heart, and was enamored of Lyrandar's mythic past which would eventually bloom into his obsession regarding airships. At full age, Soldaris began traveling Khovaire as a steamship's engineer, and used this opportunity to visit strange sites in the former Zilargo, Cyre, and elsewhere. Four years ago, with the death of his parents, Soldaris, or "Doc" as he was becoming affectionally known as, came into a bit a wealth, enabling him to pursue his true dream. He spent the last few years doing more exploring and research, but his goal is still elusive.</li> </ul></blockquote><p></p>
[QUOTE="stonegod, post: 3502450, member: 36973"] [color=paleturquoise][b]"Doc" Soldaris d'Lyrandar (CR 4)[/b][/color] (6000 XP) Male half-elf [url=http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3]archivist[/url] 4 CG Medium humanoid (elf) [b]Init[/b] +1; [b]Senses[/b] low-light vision; Notice +0 [b]Languages[/b] Auran, Common, Draconic, Elven, Gnome, Ignan ----------------------------------------------------------------- [b]AC[/b] 15, touch 15, flat-footed 13; +2 Dex, +3 Class [b]hp[/b] 18 (4 HD) [b]Immune[/b] sleep effects [b]Fort[/b] +4, [b]Ref[/b] +3, [b]Will[/b] +3; +4 vs. enchantment ----------------------------------------------------------------- [b]Spd[/b] 30 ft. [b]Ranged[/b] mwk revolver +4 (2d6) or [b]Melee[/b] mwk walking stick +2 (1d6-1) [b]Base Atk[/b] +2; [b]Grp[/b] +1 [b]Special Attacks[/b] dark knowledge (tactics) 4/d, hurricane breath [b]Combat Possessions[/b] [i]eternal wand (lesser orb of electricity)[/i], 2 [i]scrolls of cure light wounds[/i], [i]scroll of identify[/i], [i]scroll of magic weapon[/i] [b]Archivist Spells (CL 4)[/b] - 2nd (3/day): [i]false life[/i], [i]gust of wind[/i] (DC 18), unprepared - 1st (4/day): [i]comprehend languages[/i], [i]sanctuary[/i] (DC 16), [i]updraft[/i], unprepared - 0 (4/day): [i]detect magic, light, read magic[/i], unprepared ----------------------------------------------------------------- [b]Abilities[/b] Str 8, Dex 12, Con 10, Int 20, Wis 8, Cha 14 [b]SQ[/b] dark knowledge (tactics) 4/day, half-elf traits, lore mastery, still mind [b]Feats[/b] Hurricane Breath, Magical Device Attunement, Scribe Scroll (B) [b]Skills[/b] Bluff +2, Balance +4.5, Concentration +7, Decipher Script +7, Diplomacy +7, Gather Information +6, Intimidate +2, Knowledge (architecture and engineering) +12, Knowledge (arcana) +12, Knowledge (geography) +7, Knowledge (history) +11, Knowledge (the planes) +14, Profession (sailor) +6, Notice +0, Search +6 (+8 to find secret doors), Sneak +1, Spellcraft +14 (+16 scrolls), Swim +0, Use Magic Device +11 (+13 scrolls) [b]Possessions[/b] combat possessions plus mwk revolver with 50 bullets, mwk walking stick; archivist's tool (masterwork UMD tool), formal daywear, identification papers with portrait, journal, pen, prayerbook, satchel, scrollcase;147gp, 9sp; 15lbs (light load) [b]Prayerbook[/b] 0: all SRD cleric; 1st: [i]bless, comprehend languages, cure light wounds, divine favor, endure elements, identify, magic weapon, obscuring mist, sanctuary, shield of faith, updraft[/i]; 2nd: [i]cure moderate wounds, false life, gust of wind, resist energy, spiritual weapon[/i] ----------------------------------------------------------------- [b]Dark Knowledge (Ex)[/b] Four times per day, Doc can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities: -- [i]Tactics[/i] With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1. [b]Half-elf traits[/b] +1 to Listen, Search, and Spot. +2 to Diplomacy and Gather Information. Low-light vision. Immunity to sleep effects. +2 saves vs. enchantment. [b]Hurricane Breath[/b] (Complete Mage) Bull rush like effect within 30 ft. vs. single creature (1d20 + highest air spell level); +1 DC to air spells. [b]Lore Mastery[/b] Doc has a +2 bonus on Decipher Script and Knowledge (the planes) checks. [b]Magic Device Attunement[/b] (Complete Mage) If Doc makes a successful Use Magic Device check on an item, he does not have to make another check for that item for 24 hours. Apply to one device at a time. [b]Still Mind[/b] Doc receives a +2 save vs. enchantment effects. [b]Spells[/b] [i]Lesser orb of electricity[/i] Conjuration (Creation) [Electricity] Lvl: Sor/Wiz 1, Cast: 1 standard, Comp: V, S, Range: Close, Effect: Orb of electricity, Duration: Instant, Save: None, SR: No. Ranged touch attack, 1d8 electricity damage. [i]Updraft[/i] Conjuration (Creation) [Air] Lvl: Clr 1, Dru 1, Cast 1 swift action, Comp: V, S, M, Range: Personal, Target: You, Duration: Instant. Conjure air to lift you 10 feet per level and then gently back down to the ground with 5 ft. of possible lateral movement. [sblock=Advancement][b]L1->Archivist 1[/b] HP 6 (1d6+0) SP: 32 (6x4+4x4) Balance +4cc, Concentration +4, Diplomacy +2, Knowledge (architecture and engineering) +4, Knowledge (arcana) +4, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (the planes) +4, Profession (sailor) +4, Spellcraft +4, Swim +2cc, Use Magic Device +4 Abilities: Str 8 (0pts), Dex 12 (4pts), Con 10 (2pts), Int 18 (18pts), Wis 8 (0pts) , Cha 14 (6 pts) Spells: [i]bless, comprehend languages, cure light wounds, endure elements, obscuring mist, sanctuary, shield of faith, updraft[/i] Feats: Magic Device Attunement Other: dark knowledge (tactics) 3/d, Skill Choice: Use Magic Device [b]L2->Archivist 2[/b] HP 4 (1d6+0) SP: 8 (6+4) Balance +1cc, Concentration +1, Gather Information +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1 Spells: [i]divine favor[/i] Other: Lore Mastery (+2 in Decipher Script and KN: The Planes [b]L3->Archivist 3[/b] HP 4 (1d6+0) SP: 8 (6+5) Balance +1cc, Concentration +1, Decipher Script +1, Gather Information +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1 Spells: [i]gust of wind[/i] (archivist 3rd free any spell), [i]resist energy[/i] Abilities: +2 Int Other: dark knowledge 4/day [b]L4->Archivist 4[/b] HP 4 (1d6+0) SP: 8 (6+5) Balance +1cc, Concentration +1, Diplomacy +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +2, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1 Spells: [i]spiritual weapon[/i] Other: still mind[/sblock][sblock=Tracking][list][*][u]XP[/u] [list][*]6000 XP: Start[/list] [*][u]Gold[/u] [list][*]3,300gp: Start [*][u]Possessions[/u] [list][*]Satchel (as backpack): 2gp, 2 lbs [*]2 scrolls of [i]identify[/i] (hexblade), 1 scribed: 137gp 2sp each [*]scroll of [i]false life[/i] (hexblade), scribed: 225gp [*]scroll of [i]cure moderate wounds[/i], scribed: 150gp [*]2 scrolls of [i]cure light wounds[/i]: 25 each [*][i]eternal wand of lesser orb of electricity[/i]: 1640 gp [*]Use Magic Device masterwork tool: 50 gp, 1 lb [*]2 scrolls of [i]magic weapon[/i], 1 scribed: 25gp each [*]mwk revolver: 380gp, 2 lbs [*]50 bullets: 2gp/10 [*]mwk walking stick (as club): 300gp, 3 lbs [*]id papers w/ portrait: 5gp [*]scrollcase: 2gp, 2 lbs [*]prayerbook: 15gp, 3 lbs [*]journal (as spellbook): 15gp, 3 lbs [*]pencil (as pen): 1 sp [*]morning dress (formal daywear, free clothing)[/list][/list][/sblock][b]Concept and Role[/b] A Lyrander ex-steamship man, Doc is convinced that flight is not only a possibility, but the destiny of his people. He pursues knowledge by hook or crook in order to find out techno- or magical ways of doing so, and secretly harbors a wish to find a relic of the mythic age---An airship. Doc would probably have been an artificer during the mythic days. Mechanically, an archivist, but likely not tied to any particular church (self-study from cobbled together sources, a scholar more than a priest). Fulfills a part-blaster, part-utility role. [b]Appearance and Personality[/b] Doc appears to be a well-groomed Khovaire in the prime of his youth, filled with exuberance about his pet theories and quest for the past. His blond hair he keeps short, and his sky-blue eyes always have a twinkle about them. He commonly favors well-kept morning dress with a doctor's satchel in which he keeps most of his magical investigative equipment save for his prize possession---an [i]eternal wand[/i]---which he keeps close to his breast. However, he is always willing to roll up his sleeves when work is required. Doc has an affectation for cigars. [b]Background[/b] A well-off scion of the Lyrandar financial empire, Soldaris was groomed from youth as a part of the trading houses financial empire. The boy had a knack for the analytical, and thus was put into an engineering trade school. However, the young Soldaris had a romantic heart, and was enamored of Lyrandar's mythic past which would eventually bloom into his obsession regarding airships. At full age, Soldaris began traveling Khovaire as a steamship's engineer, and used this opportunity to visit strange sites in the former Zilargo, Cyre, and elsewhere. Four years ago, with the death of his parents, Soldaris, or "Doc" as he was becoming affectionally known as, came into a bit a wealth, enabling him to pursue his true dream. He spent the last few years doing more exploring and research, but his goal is still elusive.[/list] [/QUOTE]
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