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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3964453" data-attributes="member: 2795"><p><strong>Orcs & Goblins</strong></p><p></p><p><span style="color: lime">These are the stats for the various orcs and goblins. The minor differences (e.g. the Notice skill entries) reflect house-rule changes for my campaign-under-construction.</span></p><p></p><p>[sblock=Boldog (CR 1)]</p><p>1st-level warrior</p><p>Usually CE Medium humanoid (orc)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., Notice +2</p><p>-----</p><p><strong>AC</strong> 16 (+2 Dex, +1 natural, +3 bezainted armor), touch 12, flat-footed 14</p><p><strong>hp</strong> 6 (1 HD); <strong>DR</strong> 5/magic</p><p><strong>Immune</strong> poison</p><p><strong>Resist</strong> acid 5, cold 5, electricity 5, fire 5</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +2, <strong>Will</strong> -2</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> 2 claws +6 (1d4+5) and bite +1 (1d6+2), or</p><p><strong>Melee</strong> falchion +6 (2d4+7/18-20) and bite +1 (1d6+2), or</p><p><strong>Ranged</strong> javelin +3 (1d6+5, 30 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +6</p><p>-----</p><p><strong>Abilities</strong> Str 21, Dex 15, Con 14, Int 12, Wis 7, Cha 8</p><p><strong>Feats</strong> Alertness</p><p><strong>Skills</strong> Climb +8*, Jump +6*, Notice +2 (*Includes -1 armor check penalty.)</p><p>-----</p><p><strong>Damage Reduction (Su):</strong> A boldog’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Abilities:</strong> A boldog has the following ability score modifiers: Str +8, Dex +4, Con +2, Int +2, -2 Wisdom, Cha +0. Before racial adjustments, the boldog warrior's ability scores were Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8</p><p></p><p><strong>Possessions:</strong> falchion, bezainted armor, javelin.</p><p>[/sblock]</p><p>[sblock=Gobbo (CR 1/3)]</p><p>1st-level warrior</p><p>Usually NE Small humanoid (goblinoid)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., Notice +5</p><p>-----</p><p><strong>AC</strong> 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14</p><p><strong>hp</strong> 5 (1 HD)</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +1, <strong>Will</strong> -1</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> morningstar +2 (1d6), or</p><p><strong>Ranged</strong> javelin +3 (1d4, 30 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> -3</p><p>-----</p><p><strong>Abilities</strong> Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6</p><p><strong>Feats</strong> Alertness</p><p><strong>Skills</strong> Notice +5, Ride +5, Stealth +10* (*Includes -1 armor check penalty.)</p><p>-----</p><p><strong>Skills and Feats:</strong> Gobbo cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +1, Ride +9, Stealth +8* (*including -1 armor check penalty).</p><p></p><p><strong>Possessions:</strong> morningstar, leather armor, light shield, javelin.</p><p>[/sblock]</p><p>[sblock=Snaga (CR 1/2)]</p><p>1st-level warrior</p><p>Usually CE Medium humanoid (orc)</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., Notice +4</p><p>-----</p><p><strong>AC</strong> 13 (+3 bezainted armor), touch 10, flat-footed 13</p><p><strong>hp</strong> 5 (1 HD)</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +0, <strong>Will</strong> -2</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> falchion +4 (2d4+4/18-20), or</p><p><strong>Ranged</strong> javelin +1 (1d6+3, 30 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +4</p><p>-----</p><p><strong>Abilities</strong> Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6</p><p><strong>Feats</strong> Alertness</p><p><strong>Skills</strong> Notice +4 (Apply -1 armor check penalty where applicable.)</p><p>-----</p><p><strong>Possessions:</strong> falchion, bezainted armor, javelin.</p><p>[/sblock]</p><p>[sblock=Snotling (CR 1/4)]</p><p>1st-level warrior</p><p>Usually NE Tiny humanoid (goblinoid)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., Notice +5</p><p>-----</p><p><strong>AC</strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12</p><p><strong>hp</strong> 5 (1 HD)</p><p><strong>Immune</strong> disease</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +2, <strong>Will</strong> -1</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> longspear +0 (1d4-2), or</p><p><strong>Ranged</strong> javelin +5 (1d3-2, 30 ft. range increment)</p><p><strong>Space</strong> 2-1/2 ft.; <strong>Reach</strong> 0 ft. (5 ft. with longspear)</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> -9</p><p><strong>Attack Options</strong> swarmfighting</p><p>-----</p><p><strong>Abilities</strong> Str 7, Dex 15, Con 12, Int 10, Wis 9, Cha 6</p><p><strong>Feats</strong> Alertness</p><p><strong>Skills</strong> Notice +5, Ride +6, Stealth +14</p><p>-----</p><p><strong>Swarmfighting (Ex):</strong> Snotlings fight in gangs. Up to four snotlings can fight within a single space without penalty. Each snotling that threatens a foe grants the gang a +1 morale bonus to attack rolls (to a maximum +4 bonus). Also, a gang of up to four snotlings can attempt to overwhelm a single Small or Medium-size creature with a special grapple check. Each snotling that participates grants the gang a +1 morale bonus to the melee touch attack to initiate the grapple (to a maximum +4 bonus). The snotlings provoke an attack of opportunity, but even if successful this attack of opportunity doesn't prevent the grapple (although it may reduce the gang's bonuses). If the melee touch attack succeeds, the gang makes a single grapple check with a +2 morale bonus to the grapple check per snotling (maximum +8 bonus).</p><p></p><p><strong>Skills and Feats:</strong> Snotling cavalry (mounted on giant rats) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +1, Ride +10, Stealth +14.</p><p></p><p><strong>Possessions:</strong> longspear, javelin.</p><p>[/sblock]</p><p>[sblock=Snuffler (CR 1/3)]</p><p>1st-level warrior</p><p>Usually NE Small humanoid (goblinoid)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., scent, Notice +5</p><p>-----</p><p><strong>AC</strong> 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14</p><p><strong>hp</strong> 5 (1 HD)</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +1, <strong>Will</strong> -1</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> morningstar +2 (1d6), or</p><p><strong>Ranged</strong> javelin +3 (1d4, 30 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> -3</p><p>-----</p><p><strong>Abilities</strong> Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6</p><p><strong>Feats</strong> Alertness, Skill Focus (Survival) (B)</p><p><strong>Skills</strong> Notice +5, Ride +5, Stealth +9*, Survival +4 (*Includes -1 armor check.)</p><p>-----</p><p><strong>Skills and Feats:</strong> Snuffler cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +0, Ride +9, Stealth +8*, Survival +4 (*including -1 armor check penalty).</p><p></p><p><strong>Possessions:</strong> morningstar, leather armor, light shield, javelin.</p><p>[/sblock]</p><p>[sblock=Uruk-Hai (CR 2)]</p><p>1st-level warrior</p><p>Usually CE Medium humanoid (orc)</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., Notice +2</p><p>-----</p><p><strong>AC</strong> 13 (+3 bezainted armor), touch 10, flat-footed 13</p><p><strong>hp</strong> 16 (3 HD)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +3, <strong>Will</strong> -2</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> falchion +5 (2d4+4/18-20), or</p><p><strong>Melee (Power Attack)</strong> falchion +3 (2d4+8/18-20), or</p><p><strong>Ranged</strong> javelin +2 (1d6+3, 30 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> +5</p><p><strong>Atk Options</strong> Power Attack</p><p>-----</p><p><strong>Abilities</strong> Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6</p><p><strong>Feats</strong> Alertness, Endurance (B), Power Attack</p><p><strong>Skills</strong> Notice +2, Ride +5 (Apply -1 armor check penalty where applicable.)</p><p>-----</p><p><strong>Notes:</strong> An uruk-hai has two humanoid Hit Dice. These grant BAB +1, Fort +0, Ref +3, and Will +0. Its humanoid class skills are Climb, Handle Animal, Intimidate, Jump, Ride, and Swim, with skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. It receives Endurance as a bonus feat.</p><p></p><p><strong>Possessions:</strong> falchion, bezainted armor, javelin.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3964453, member: 2795"] [b]Orcs & Goblins[/b] [color=lime]These are the stats for the various orcs and goblins. The minor differences (e.g. the Notice skill entries) reflect house-rule changes for my campaign-under-construction.[/color] [sblock=Boldog (CR 1)] 1st-level warrior Usually CE Medium humanoid (orc) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., Notice +2 ----- [b]AC[/b] 16 (+2 Dex, +1 natural, +3 bezainted armor), touch 12, flat-footed 14 [b]hp[/b] 6 (1 HD); [b]DR[/b] 5/magic [b]Immune[/b] poison [b]Resist[/b] acid 5, cold 5, electricity 5, fire 5 [b]Weakness[/b] light sensitivity [b]Fort[/b] +4, [b]Ref[/b] +2, [b]Will[/b] -2 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] 2 claws +6 (1d4+5) and bite +1 (1d6+2), or [b]Melee[/b] falchion +6 (2d4+7/18-20) and bite +1 (1d6+2), or [b]Ranged[/b] javelin +3 (1d6+5, 30 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] +6 ----- [b]Abilities[/b] Str 21, Dex 15, Con 14, Int 12, Wis 7, Cha 8 [b]Feats[/b] Alertness [b]Skills[/b] Climb +8*, Jump +6*, Notice +2 (*Includes -1 armor check penalty.) ----- [b]Damage Reduction (Su):[/b] A boldog’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [b]Abilities:[/b] A boldog has the following ability score modifiers: Str +8, Dex +4, Con +2, Int +2, -2 Wisdom, Cha +0. Before racial adjustments, the boldog warrior's ability scores were Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 [b]Possessions:[/b] falchion, bezainted armor, javelin. [/sblock] [sblock=Gobbo (CR 1/3)] 1st-level warrior Usually NE Small humanoid (goblinoid) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., Notice +5 ----- [b]AC[/b] 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 [b]hp[/b] 5 (1 HD) [b]Weakness[/b] light sensitivity [b]Fort[/b] +3, [b]Ref[/b] +1, [b]Will[/b] -1 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] morningstar +2 (1d6), or [b]Ranged[/b] javelin +3 (1d4, 30 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -3 ----- [b]Abilities[/b] Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 [b]Feats[/b] Alertness [b]Skills[/b] Notice +5, Ride +5, Stealth +10* (*Includes -1 armor check penalty.) ----- [b]Skills and Feats:[/b] Gobbo cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +1, Ride +9, Stealth +8* (*including -1 armor check penalty). [b]Possessions:[/b] morningstar, leather armor, light shield, javelin. [/sblock] [sblock=Snaga (CR 1/2)] 1st-level warrior Usually CE Medium humanoid (orc) [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., Notice +4 ----- [b]AC[/b] 13 (+3 bezainted armor), touch 10, flat-footed 13 [b]hp[/b] 5 (1 HD) [b]Weakness[/b] light sensitivity [b]Fort[/b] +3, [b]Ref[/b] +0, [b]Will[/b] -2 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] falchion +4 (2d4+4/18-20), or [b]Ranged[/b] javelin +1 (1d6+3, 30 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] +4 ----- [b]Abilities[/b] Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 [b]Feats[/b] Alertness [b]Skills[/b] Notice +4 (Apply -1 armor check penalty where applicable.) ----- [b]Possessions:[/b] falchion, bezainted armor, javelin. [/sblock] [sblock=Snotling (CR 1/4)] 1st-level warrior Usually NE Tiny humanoid (goblinoid) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., Notice +5 ----- [b]AC[/b] 14 (+2 size, +2 Dex), touch 14, flat-footed 12 [b]hp[/b] 5 (1 HD) [b]Immune[/b] disease [b]Weakness[/b] light sensitivity [b]Fort[/b] +3, [b]Ref[/b] +2, [b]Will[/b] -1 ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] longspear +0 (1d4-2), or [b]Ranged[/b] javelin +5 (1d3-2, 30 ft. range increment) [b]Space[/b] 2-1/2 ft.; [b]Reach[/b] 0 ft. (5 ft. with longspear) [b]Base Atk[/b] +1; [b]Grp[/b] -9 [b]Attack Options[/b] swarmfighting ----- [b]Abilities[/b] Str 7, Dex 15, Con 12, Int 10, Wis 9, Cha 6 [b]Feats[/b] Alertness [b]Skills[/b] Notice +5, Ride +6, Stealth +14 ----- [b]Swarmfighting (Ex):[/b] Snotlings fight in gangs. Up to four snotlings can fight within a single space without penalty. Each snotling that threatens a foe grants the gang a +1 morale bonus to attack rolls (to a maximum +4 bonus). Also, a gang of up to four snotlings can attempt to overwhelm a single Small or Medium-size creature with a special grapple check. Each snotling that participates grants the gang a +1 morale bonus to the melee touch attack to initiate the grapple (to a maximum +4 bonus). The snotlings provoke an attack of opportunity, but even if successful this attack of opportunity doesn't prevent the grapple (although it may reduce the gang's bonuses). If the melee touch attack succeeds, the gang makes a single grapple check with a +2 morale bonus to the grapple check per snotling (maximum +8 bonus). [b]Skills and Feats:[/b] Snotling cavalry (mounted on giant rats) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +1, Ride +10, Stealth +14. [b]Possessions:[/b] longspear, javelin. [/sblock] [sblock=Snuffler (CR 1/3)] 1st-level warrior Usually NE Small humanoid (goblinoid) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., scent, Notice +5 ----- [b]AC[/b] 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 [b]hp[/b] 5 (1 HD) [b]Weakness[/b] light sensitivity [b]Fort[/b] +3, [b]Ref[/b] +1, [b]Will[/b] -1 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] morningstar +2 (1d6), or [b]Ranged[/b] javelin +3 (1d4, 30 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -3 ----- [b]Abilities[/b] Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 [b]Feats[/b] Alertness, Skill Focus (Survival) (B) [b]Skills[/b] Notice +5, Ride +5, Stealth +9*, Survival +4 (*Includes -1 armor check.) ----- [b]Skills and Feats:[/b] Snuffler cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +0, Ride +9, Stealth +8*, Survival +4 (*including -1 armor check penalty). [b]Possessions:[/b] morningstar, leather armor, light shield, javelin. [/sblock] [sblock=Uruk-Hai (CR 2)] 1st-level warrior Usually CE Medium humanoid (orc) [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., Notice +2 ----- [b]AC[/b] 13 (+3 bezainted armor), touch 10, flat-footed 13 [b]hp[/b] 16 (3 HD) [b]Fort[/b] +3, [b]Ref[/b] +3, [b]Will[/b] -2 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] falchion +5 (2d4+4/18-20), or [b]Melee (Power Attack)[/b] falchion +3 (2d4+8/18-20), or [b]Ranged[/b] javelin +2 (1d6+3, 30 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; [b]Grp[/b] +5 [b]Atk Options[/b] Power Attack ----- [b]Abilities[/b] Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 [b]Feats[/b] Alertness, Endurance (B), Power Attack [b]Skills[/b] Notice +2, Ride +5 (Apply -1 armor check penalty where applicable.) ----- [b]Notes:[/b] An uruk-hai has two humanoid Hit Dice. These grant BAB +1, Fort +0, Ref +3, and Will +0. Its humanoid class skills are Climb, Handle Animal, Intimidate, Jump, Ride, and Swim, with skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. It receives Endurance as a bonus feat. [b]Possessions:[/b] falchion, bezainted armor, javelin. [/sblock] [/QUOTE]
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