(Cydra Rogues' Gallery-My Players STAY OUT)

the Jester

Legend
(Note: I've resurrected this thread for my current SH stuff as well, since someone asked about the Bile Template- I thought I'd post it for you... The initial several posts worth of stuff is from my Old story hour, everything after the post in this color is from the new one.)



All right, so far the poll looks like a No to posting in the story hour itself, so I think I'll start a thread here that has some stats of the various stuff that the party in my story hour has encountered. Some of this will be reposted from the homebrew monsters and house rules boards, but hey, what can you do...

To start with, I'll post some stuff from the earlier posts, such as the Fairy Avengers!

ZWEITER, 2nd-level korred barbarian; Small Fey; CR6; HD6d6+2d12+8; hp38; Init+2 (dex); Spd30’; AC19 (+1 size, +2 Dex, +2 natural, +4 chain shirt);
Atk +10 melee (shears 1d4+4; or cudgel 1d6+4); SA Rage 1/day; Animate Rope, laugh (3/day, 60’ spread, Will save DC14 or stunned 1d4 rounds), rock throwing, spell like abilities; SQ Low-Light Vision, SR16; SV Fort +6, Ref+7, Will+6; Str19, Dex15, Con12, Int12, Wis13, Cha12;
Skills & Feats: Bluff +9, Climb +7, Hide +6, Jump +9, Listen +7, Move Silently +6, Perfom +6, Search +4, Spot +5; Alertness, Dodge, Mobility.
Gear: Shears, cudgel, hair rope, 1 javelins of lightning*, chain shirt, 3 doses of poisoned mushroom extract (Fort DC16; initial damage 1d8 temporary Con, secondary damage 1 permanent Con); 14 gp, 5 sp.

HUMBOLDT, 7th-level Ketzisti elf wizard (enchanter); CR7; Medium Humanoid (elf); HD7d4; hp21; Init +8 (+4 improved initiative, +4 dex); Spd 60’; AC 18(+4 dex, +4 mage armor) ; Atk +3 melee (quarterstaff 1d6); or +7 ranged (dagger 1d4); SA Spells; SV Fort, Ref, Will; Str10, Dex16 (currently 18), Con11, Int20, Wis12, Cha11;
Skills & Feats: Alchemy +15, Concentration +10, Craft (silversmithing) +15, Knowledge (arcane, drugs) +15, Listen +3, Move Silently +6, Spellcraft +15, Spot +3, Tumble +8; Alertness (from familiar), Combat Reflexes, Craft Wand, Expertise, Improved Initiative, Scribe Scroll;
Gear: Wand of Lightning Bolt (14 charges), Boots of Striding and Springing, Scroll (Stoneskin, Charm Monster, Dispel Magic), Wand of Haste (9 charges), 3 Potions of Cure Serious Wounds (10th-level caster, 3d8+10), spellbook, 3 daggers, quarterstaff, 50’ rope (silk); gold ring with a lion’s head (worth 150 gp), 4 pp, 33 gp.
Spells Prepared (Opposition Schools: Divination and Necromancy; base save DC: 15 +spell level (17+spell level for Enchantment spells): 5 7 5 4 3
0th level- Daze (x2), Detect Magic, Mage Hand, Resistance*;
1st level- Charm Person, Intoxicate, Mage Armor*, Magic Missile (x2)*, Magic Weapon, Shield;
2nd level- Cat’s Grace*, Contrariness, Mirror Image*, Steam Jet, Vacillation*;
3rd level- Displacement*, Fly*, Hold Person, Slow*;
4th level- Bonebreak, Confusion, Polymorph Self.

*Already cast.


In addition to the spells listed above, Humboldt has the following spells in his book:
0th level- Ghost Sound, Mending, Ray of Frost, Light, Read Magic;
1st level- Alarm, Burning Hands, Endure Elements, Hypnotism, Unseen Servant;
2nd level- Continual Flame, Daylight, Glitterdust, Shatter, Summon Monster II;
3rd level- Dispel Magic, Lightning Bolt, Water Breathing, Wind Wall;
4th level- Acid Web, Remove Curse, Wall of Ice.


Frentlet, Humboldt’s familiar (black cat): Small Animal; HD7d8; hp10; Init +2 (dex); Spd30’; AC18 (+2 size, +2 dex, +4 natural); Atk 2 claws +7 melee (1d2-4), bite +2 melee (1d3-4); Face/Reach 2-1/2’x2-1/2’/0’; SA Touch spells, SQ Improved Evasion, Share Spells, Empathic Link, Speak With Master, Speak With Felines; SV Fort +2, Ref +4, Will +6; Str3, Dex15, Con 10, Int 9, Wis 12, Cha 7;
Skills & Feats: As Humboldt, plus Balance +10, Clumb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (bite, claw).

Crowleigh, 5th-level fungus faerie rogue: Tiny Fey; CR7; HD6D6+12; hp35; Init +10 (+4 improved initiative, +6 dex); Spd 20’, fly 90’; AC21 (+6 dex, +2 size, +1 natural, +2 leather); Atk +2 melee (mw dagger 1d4-3 plus poison); or +9/9 melee (small shortbow 1d4-3 plus poison); Face/Reach 2.5’x2.5’/0’; SA Spell-like abilities, poison, sneak attack +3d6; SQ SR18; immune to compulsions; evasion, uncanny dodge (dex bonus to AC); SV Fort+2, Ref+6, Will +5; Str4, Dex22, Con15, Int16, Wis16, Cha16;
Skills and Feats: Balance +17, Bluff +12, Escape Artist +15, Hide +18, Knowledge (nature) +5, Listen +12, Move Silently +15, Perform (drums, guided trip) +6, Search +12, Sense Motive +6, Spot +9, Tumble +17, Use Magic Device +12, Wilderness Lore +5; Dodge, Improved Initiative, Mobility, Point Blank Shot, Rapid Shot.
Gear: Masterwork dagger, small shortbow, 22 arrows, potions of blur, invisibility, cure moderate wounds (2d8+10), cat’s grace; wand of fireballs (34 charges, 8th-level caster); leather armor; spell component pouch, pouch of blackroot grass (6 pinches); 6 sp, 5 cp.
SPELL-LIKE ABILITIES: 3/day- Confusion, Dancing Lights, Mirror Image, See Invisible; 1/day- Black Visions, Legend Lore, Tongues; all cast as per a 12th-level sorcerer; base save DC=13+spell level.
POISON (Ex): Fort save, DC12; initial and secondary damage 1d4 temporary Wis damage, carries over to Con; manifests as vivid hallucinations.



Okay then... I'll get back to this one with Titus the Clockwork Master pretty soon, as well as his mistress of chains buddy...
 
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the Jester

Legend
What, Zweiter? Not that I know of; I just tried to think of funny fairy names at random (although Humboldt was obviously inspired by the killer weed).
 

the Jester

Legend
Both Anvar and Krunkshank are members of the elementalist base class from my game, so I'm reposting it here (I posted it some time ago on the house rules forum). Included at the end this time is the Epic Level Elementalist info.





The Elementalist
The powers of the raw elements- Air, Earth, Fire and Water- are great, and they care little about the affairs of impure beings such as inhabit the Material Planes. But some individuals learn to tap into and channel their great energies nonetheless. These are the elementalists.
Adventurers: Elementalist motivations for adventuring vary as much as, or more than, those of other classes. Some seek new knowledge of the elemental powers, some seek wealth or power.
Characteristics: An elementalist’s magic is based on his constitution score (due to the strain of channeling such powerful energies). Many of their special abilities are based on charisma or wisdom, making these both important abilities for an elementalist.
Alignment: An elementalist may be of any alignment; their divine patrons simply don’t care about them. Many tend towards neutrality or even evil, as greed and the hunger for power are often their prime motivations.
Religion: Elementalists don’t generally care about the gods or philosophy, but instead revering the elements and elemental powers. These forces are the mightiest forces of all. With proper training, one can draw upon their powers for one’s own needs.
Background: Elementalists exist in scattered pockets from Dorhaus to Strogass. Most of these are hidden enclaves and secret cults. Their reputation as a religion is forever tainted by the infamous Temple of Elemental Evil. Not all elementalists get along, however; in fact, the Temple of Elemental Evil was in large part overthrown by one.
Races: Dwarves and gnomes both make excellent geomancers. The vast majority of other elementalists are human, but other races have been known to take up the mantle.
Other Classes: Elementalists tend to view themselves as possessed of indisputably superior spellcasters, though others sometimes dispute this. They often clash with wizards and sorcerers due to this; they often clash with clerics because of their disregard for the gods, and they have ideas about nature that clash with those of druids. However, they make valuable companions due to their sheer raw power.



GAME RULE INFORMATION
Abilities: Constitution affects the elementalist’s spells and Fortitude saves (important for resisting the strain of their own spells; see below). A constitution of 10 + the spell’s level is required to cast an elemental spell.
Alignment: Any
Hit Die: d8
Class Skills: Bluff (cha), Climb (str), Concentration (con), Intimidate (cha), Jump (str), Knowledge (elements) (int), Scry (int), Sense Motive (wis), Spellcraft (int), Spot (wis), Swim (str), Wilderness Lore (wis). Skill points per level: 2 + int level (x4 at first level).
Base Attack: Medium (as cleric)
Good Saves: Fort
Bad Saves: Ref and Will


Level Special Abilities Spells Per Day 0 1 2 3 4 5 6 7 8 9
1 1st Favored Element 3 1
2 Perceive Elemental 4 2 0
3 Strain Resistance 1 4 2 1
4 Speak with Elemental 5 3 2 0
5 2nd Favored Element 5 3 2 1
6 Strain Resistance 2 6 3 3 2 0
7 Dismiss Elemental 6 4 3 2 1
8 Persuade Elemental 6 4 3 3 2 0
9 3rd Favored Element 7 4 4 3 2 1
10 Strain Resistance 5 7 4 4 3 3 2 0
11 Command Elemental 7 5 4 4 3 2 1
12 7 5 4 4 3 3 2 0
13 Strain Resistance 8 7 5 5 4 4 3 2 1
14 4th Favored Element 7 5 5 4 4 3 3 2 0
15 Plane Shift 1/day 7 5 5 4 4 4 3 2 1
16 Strain Resistance 10 7 5 5 5 4 4 3 3 2
17 7 5 5 5 5 4 3 3 2 1
18 Plane Shift 2/day 7 5 5 5 5 5 4 3 3 2
19 Strain Resistance 15 7 5 5 5 5 5 4 4 3 3
20 Plane Shift 3/day 7 5 5 5 5 5 4 4 4 4

Weapon and Armor Proficiency: Elementalists are proficient in all armor and shields and in all simple and martial weapons.
Spells: Elementalist spells are some of the strongest magicks but are limited in versatility. An elementalist can only cast spells from his favored element lists. These are divine spells based on constitution. The DC to resist an elementalist spell is 10 + spell level + caster’s con modifier. Like other divine casters, an elementalist may not cast a spell of an opposed alignment (though aligned spells are rare on the elementalist list).
Any time the elementalist casts a spell, he must make a Fort save against the spell’s save DC to avoid taking subdual damage from strain. The damage inflicted varies with the spell’s level, and the spell still takes effect normally.
Spell Level- Strain
0.....1d2
1.....1d4
2.....1d6
3.....2d4
4.....2d6
5.....2d8
6.....3d6
7.....5d4
8.....4d6+1
9.....5d6
The character’s strain resistance, if any, reduces strain damage just as any energy resistance does.
Favored Elements: The elementalist chooses his favored elements as he advances in level. He can select spells only from his favored element lists and those available to all elementalists. His class abilities also only function with regard to elementals or elemental planes of his favored elements.
As an elementalist gains mastery over more elements, he can channel more power to spells of elements he has favored longer. Much like a ranger’s favored enemy bonus, each additional favored element gives the elementalist a +1 bonus to all previous favored elements’ save DCs. Thus, if Krunkshank took earth as his first favored element, followed by fire and then air, his earth spell DCs are all increased by 2 and his fire DCs are increased by 1. Elementalists who begin with air are often known as Aeromancers; those who start with earth as Geomancers; those who first master fire as Pyromancers; and those who take water as their first favored element, as Hydromancers.
Perceive Elementals (Su): The elementalist can discriminate elementals from their surrounding element. For example, an elementalist can clearly see a water elemental even if it’s in water, a fire elemental in an inferno, etc. Elementals never gain from concealment in their element against an elementalist who favors that element.
Speak With Elementals (Sp): The elementalist can communicate with creatures with the elemental type, or genies, of any of their favored elements. This power can be activated once per day for up to 10 minutes.
Dismiss Elemental (Su): Once per day the elementalist may attempt to dismiss any elemental of a favored type within 60’, sending it back to its home plane. The elementalist must make a wisdom check (DC equal to the HD of the elemental plus the level of any spell or effect summoning it). This ability will affect up to 2 HD/class level of elemental creatures; all must be within 20’. This is a standard action. It does not provoke attacks of opportunity.
Persuade Elemental (Ex): If the elementalist can communicate with an elemental or genie of his favored element, he can attempt to persuade it not to attack, to allow his party passage, etc, as long as it does not directly violate the elemental or genie’s instructions, alignment, or nature. The caster must make a charisma check (DC 15 + elemental or genie’s wis bonus).
Command Elemental (Su): The elementalist may attempt to dominate an elemental of any of his favored types within 60’. This can be done once per day and will affect a single elemental of up to the elementalist’s hit dice. The target makes a Will save (DC 15 + Elementalist’s charisma bonus). If the elemental is already under the magical control of another creature, the elementalist and the other creature may make opposed charisma checks to control the creature from round to round.
Plane Shift (Sp): The elementalist may plane shift to a favored elemental plane (as per a plane shift spell) or back to his home plane, but only from a favored plane.

The Elementalist Spell List
0th level spells.....1st level spells.....2nd level spells
Bless Water (W).....Bane (All).....Continual Flame (F)
Create Water (W)......Bless (All)......Detect Chaos (All)
Curse Water (W).....Burning Hands (F).....Detect Evil (All)
Dancing Lights (F).....Cure Light Wounds (All).....Detect Good (All)
Detect Magic (All).....Detect Snares & Pits (E).....Detect Law (All)
Endure Elements (All).....Goodberry (E).....Detect Undead (All)
Faerie Fire (F).....Heat Metal (F).....Fire Trap (F)
Feather Fall (A).....Magic Stone (E).....Flame Blade (F)
Fist of Stone (E).....Metamorphose Liquids (W).....Flaming Sphere (F)
Flare (F).....Pass without Trace (E).....Fly (A)
Guidance (All).....Protection from Chaos (All).....Fog Cloud (A)
Mage Hand (A).....Protection from Evil (All).....Gust of Wind (A)
Purify Food & Drink (E, W).....Protection from Good (All).....Produce Flame (F)
Ray of Frost (W).....Protection from Law (All).....Protection from Elements (All)
Read Magic (All).....Resist Elements (All).....Pyrotechnics (F)
Resistance (All).....Unseen Servant (A).....Searing Light (F)
--.....--.....Soften Earth and Stone (E)
--.....--..... Water Walk (W)
--.....--.....Waterball (W)
--.....--.....Whispering Wind (A)

3rd level spells.....4th level spells.....5th level spells
Air Walk (A).....Control Water (W).....Airy Water (A, W)
Call Lightning (A).....Control Winds (A).....Animate Flame (F)
Cure Moderate Wounds (All).....Fire Shield (F).....Cloudkill (A)
Daylight (A, F).....Flame Strike (F).....Cone of Cold (W)
Endurance (All).....Ice Storm (W).....Dispel Chaos (All)
Fireball (F).....Mass Fly (A).....Dispel Evil (All)
Flame Arrow (F).....Passwall (E).....Dispel Good (All)
Gaseous Form (A).....Rusting Grasp (W).....Dispel Law (All)
Lesser Planar Ally (All).....Scrying (All).....Ethereal Jaunt (All)
Lester’s Antielemental Bolts (All).....Spike Stones (E).....Forest’s Fiery Constrictor (F)
Magic Circle vs. Chaos (All).....Stoneskin (E).....Heroes’ Feast (E, W)
Magic Circle vs. Evil (All).....Transmute Mud to Rock (E).....Ironwood (E)
Magic Circle vs. Good (All).....Transmute Rock to Mud (E).....Move Earth (E)
Magic Circle vs. Law (All).....Wall of Fire (F).....Planar Ally (All)
Pass Through Earth and Stone (E).....Wall of Ice (W).....Plane Shift (All)
Solid Fog (A)......Wall of Stone (E).....Stone Tell (E)
Stone Shape (E).....Wall of Iron (E).....Water Breathing (W)

6th level spells.....7th level spells.....8th level spells
Acid Fog (A, W).....Acid Storm (W).....Chariot of Sustarre (F)
Chain Lightning (A).....Airboat (A).....Crystalbrittle (E)
Control Weather (A).....Earthquake (E).....Greater Planar Ally (All)
Delayed Blast Fireball (F).....Fire Storm (F).....Horrid Wilting (W)
Etherealness (All).....Greater Scrying (All).....Iron Body (E)
Fire Seeds (F).....Incendiary Cloud (A, F).....Sunburst (F)
Flesh to Stone (E).....Phase Door (E).....True Seeing (All)
Geas/Quest (All).....Repel Metal or Stone (E).....Whirlwind (A)
Otiluke’s Freezing Sphere (W).....Suffocate (A).....--
Statue (E).....Transmute Water to Dust (W).....--
Stone to Flesh (E).....--.....--
Wind Walk (A)

9th level spells
Astral Projection (All)
Elemental Aura (All)
Elemental Swarm (All)
Estate Transference (All)
Gate (All)
Meteor Swarm (F)
Storm of Vengeance (A)
Tsunami (W)




Epic Elementalist
The epic elementalist has incredible powers and total mastery of all four elements, but his powers can only increase with epic levels. The elementalist’s epic feats are focused on the elements. Another common path for epic level elementalists is to take up the paraelementalist prestige class.
Other Options: Some epic level elementalists prefer to focus on item creation feats, as casting spells above 9th level- especially epic level elementalist spells- imposes horrible strain on the elementalist.
Hit Die: d8
Skill Points at Each Additional Level: 2 + int modifier

Elementalist Level Special
21
22
23 Bonus feat
24
25
26 Bonus feat
27
28
29 Bonus feat
30

Spells: The elementalist gains no additional spells per day after 20th level, but his caster level is equal to his class level.
Strain: The strain for elementalist spells above 9th level is as follows:
Spell Level Strain
10 6d6
11 7d6
12 9d6
13 11d6
14 13d6
15 15d6
Epic-Level: All epic-level spells deal 10d10 points of strain. The save DC is figured as though the spell level is ½ the Spellcraft DC of the spell.
Bonus Feats: The elementalist gains a bonus feat (selected from the list of epic elementalist feats) every three levels.
Bonus Elementalist Feats: Air Mastery, Armor Skin, Augmented Alchemy, Augmented Elemental Summoning, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Endurance, Epic Fortitude, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Flame Master, Great Constitution, Improved Combat Casting, Improved Elemental Command, Improved Heighten Spell, Improved Spell Capacity, Intensify Spell, Multispell, One With the Earth, Permanent Emanation, Spell Stowaway, Tenacious Magic, Water Lord.



New Epic Feats for Cydra:

AIR MASTERY [Epic]
You are resistant to air-based attacks.
Prerequisites: Favored element (air), Knowledge (elements) (25 ranks)
Benefit: You are considered to be two sizes larger for purposes of resisting the effects of wind. You ignore the first 5 points of damage caused by any fog, cloud, or air-based attack. Any penalties you suffer to missile fire due to wind are treated as if the wind was one level slower (see DMG pg. 87).

AUGMENTED ELEMENTAL SUMMONING [Epic]
Any elementals you summon are more powerful than the average elemental of their size and type.
Prerequisites: Favored element (all), Knowledge (elements) (25 ranks), Spellcraft (25 ranks)
Benefit: Any elemental you summon has a strength, constitution, and wisdom 4 points higher than an average elemental of its type and size.

FLAME MASTER [Epic]
Your fire spells inflict extra damage.
Prerequisites: Favored element (fire), Spellcraft (25 ranks)
Benefit: Any time a fire spell of yours deals damage, it deals an extra 2d6 hit points of damage.

IMPROVED ELEMENTAL COMMAND [Epic]
You can command more than one elemental at a time.
Prerequisites: Command Elemental class ability, Charisma 15+
Benefit: You can command any number of elementals using your Command Elemental ability as long as the total HD does not exceed twice your elementalist level.

ONE WITH THE EARTH [Epic]
While on the ground your prowess is enhanced.
Prerequisites: Favored element (earth), Knowledge (elements) (25 ranks)
Benefit: While standing on the earth you gain a +4 (unnamed) bonus to strength.

WATER LORD [Epic]
You are able to move easily in water.
Prerequisites: Favored element (water), Swim (25 ranks)
Benefit: You gain a swim speed equal to your normal land speed and no longer suffer a penalty to Swim checks for gear carried. You do, however, suffer your armor check penalty to Swim checks.

I'll post Anvar's stats before his disappearance when the steelship sank soon... and his stats after his reappearance a little later, after I get to that part in the story hour proper.
 

Jeph

Explorer
the Jester said:
What, Zweiter? Not that I know of; I just tried to think of funny fairy names at random (although Humboldt was obviously inspired by the killer weed).

Actually, it is. It means 2nd. Masculine. (If it described a feminine word, it would be zweiten.)

erster,
zweiter,
dritter,
etc,
etc,
etc. . .
 
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the Jester

Legend
Jeph said:


Actually, it is. It means 2nd. Masculine. (If it described a feminine word, it would be zweiten.)

erster,
zweiter,
dritter,
etc,
etc,
etc. . .

Heh... once again I have created something with a hidden meaning that even _I_ wasn't aware of!
 

the Jester

Legend
More recently in my story hour, the pcs have fallen in with Zenvo; here are his stats (he's one of the highest-level folks in the town!)


Zenvo Dalais: AL N; Male halfling bard 7/rogue 3; CR10; HD10d6+10; hp48; AC14; Atk+9/4 melee (Wyvernclaw 1d4+1), +10/5 ranged (dagger 1d4); SA Spells, bardic music, sneak attack +2d6; SQ Uncanny dodge (dex bonus to AC), evasion; SV Fort +5, Ref +10, Will +7; Str11, Dex13, Con13, Int16, Wis11, Cha21;
Skills & Feats: Bluff +14, Climb +3, Diplomacy +11, Escape Artist +7, Hide +11, Jump +5, Listen +6, Move Silently +6, Perform +18 (bottles of liquids, caricature, dancing, drums, flute, ghost stories, juggling, poetry, political jokes, satire, shadow puppets, spoons, tall tales) Pick Pockets +7, Search +7, Spot +6, Tumble +13; Hidden Threat, Improved Initiative, Quickdraw, Virtuoso (satire)
Spells Known (15% chance of spell failure): 6442 (per day: 3 5 3 1) 0 level: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1st level: Cure Light Wounds, Hypnotism, Message, Ventriloquism; 2nd level: Enthrall, Hold Person.
Gear: Cloak of Charisma +2, a Dagger +1, Backstabber named Wyvernsclaw (has a wyvern’s tooth set in the pommel; adds +2d6 sneak attack damage), potions of eagle’s splendor, invisibility, cure moderate wounds, an amulet of natural armor +1, mw studded leather armor, 4 daggers, mw flute, mw drums; purse of 38 gp, bottle of fine brandy (10 gpv)
 

the Jester

Legend
While we're at it, here are Zenvo's custom feats:

HIDDEN THREAT (General, Fighter)
You are unusually capable of quickly drawing and striking when enemies leave you an opening.
Prerequisites: Base attack +3, Quickdraw
Benefit: If you have a melee weapon that you are proficient in on your person in easy reach, you may make attacks of opportunity as if you were armed with that weapon (for purposes of threatened area and such). You may only use this feat with melee weapons with a normal (5’ for medium or small creatures) reach.

VIRTUOSO (General)
You have a great talent for one specific type of performance.
Prerequisites: Perform skill
Benefit: You get a +4 competence bonus to a specific type of perform check.
 

las

First Post
The jester do you mind if I use some of you feats the one you showed me and one or two of the ones I have sean here look good.

Plus ill put you on my budy list.
 
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the Jester

Legend
las said:
The jester do you mind if I use some of you feats the one you showed me and one or two of the ones I have sean here look good.

Plus ill put you on my budy list.

Heck yeah, go for it!!

:D I'd be honored, and if you want I can email you all the custom feats in my game, it's a big phat word doc...
 

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