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Recruiting for Return to White Plume Mountain
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<blockquote data-quote="mfrench" data-source="post: 3976176" data-attributes="member: 32901"><p>House Rules:</p><p>Death Flag / Conviction, as posted later</p><p>Weapon Groups from <a href="http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm" target="_blank">UA</a></p><p>[sblock=Partial BAB / Saves]For BAB and Saves, add up your levels in Good, Medium, and Poor, keeping the fractions; then simply take the total. A few examples:</p><p>Cleric 1 / Monk 1 / Wizard 1</p><p>Standard method: BAB 0, saves 4/2/6</p><p>New method: BAB 2 (1.5 from Medium, 0.5 from poor), saves 3/2/3</p><p></p><p>Rogue 2 / Bard 2 / Druid 3 (going for Fochlycan Lyricist <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />)</p><p>Standard: BAB 4, saves 3/7/6</p><p>New: BAB 5, saves 4/5/4</p><p></p><p>Fighter 3 / Barbarian 3</p><p>Standard: BAB 6, saves 6/0/0</p><p>New: BAB 6, saves 5/1/1</p><p></p><p>This will help BAB, usually hose multiple good saves, but aid poor saves.[/sblock]</p><p></p><p>Standard 32 point buy as per the DMG standards</p><p>-- However, racial modifiers offset the costs of your stats by 2; they don’t simply bump the stats by 2 after you’ve purchased them</p><p>Rolling will be done on Invisible Castle with the full character name in the entry; any rolling that isn’t done promptly, I’ll just do for you.</p><p>Wealth will be handled by the following method: <ul> <li data-xf-list-type="ul">One item worth no more than 7000 gp; or two items worth no more than 4000 gp each. Being his most important equipment, give everything your PC knows about this item (origins, name, purpose, etc.)</li> <li data-xf-list-type="ul">One item worth no more than 3000 gp; or two items worth no more than 2000 gp each.</li> <li data-xf-list-type="ul">Up to 2000 gp in liquid cash (gems, gold bars, coins, letters of credit, etc.)</li> <li data-xf-list-type="ul">Mundane and masterwork items, magical ammunition, and potions and scrolls such that the total character wealth is 13000 gp.</li> </ul><p>Sources</p><p>I have access to, and am reasonably familiar with, the following books. I won’t guarantee that I’ll allow everything beyond the SRD unedited, but at least I have the information for you to ask. If you want to use something outside them, you’ll have to provide it to me somehow. <ul> <li data-xf-list-type="ul">PHB, DMG, PHB II, Unearthed Arcana</li> <li data-xf-list-type="ul">Complete: Adventurer, Arcane, Divine, Warrior, Mage, Scoundrel</li> <li data-xf-list-type="ul">Races of: Wild, Stone, Destiny</li> <li data-xf-list-type="ul">Book of 9 Swords</li> </ul><p>Races</p><p>The various demi-human races have been divided out into the Greyhawk cultures. The races allowed will be: <ul> <li data-xf-list-type="ul">Oeridian – Human – feudal system, longest standing knightly tradition </li> <li data-xf-list-type="ul">Flan – Gnome – one of the oldest races native to the region; distrustful of wizards</li> <li data-xf-list-type="ul">Suel – Elf – an oriental-style culture, has ancient feud with the Bakhlunish</li> <li data-xf-list-type="ul">Rhenne – Halfling – gypsy-style culture, live mostly around the waters of the Nyr Dyv</li> <li data-xf-list-type="ul">Olman – Half-Orc – barbarians from the south who worship a blood-god</li> <li data-xf-list-type="ul">Bakhlunish – Dwarf – Arabian-style culture, live in the arid West</li> <li data-xf-list-type="ul">Perrenland – Human – Spartan-style culture, often hire out as mercenaries</li> <li data-xf-list-type="ul">Half-elves are also allowed, though they have no distinct culture of their own</li> </ul><p>None of the PC races will have darkvision; it is replaced with low-light vision. (It is removed from several monster types as well.) It might still be gained through PrC’s, Paragon levels, or magic.</p><p></p><p><u>Organizations:</u></p><p>Knights of Luna – elven archers, they defend the lands of faerie queen</p><p>Knight Protectors of the Great Kingdom –honor guard of the rightful king of Aerdy</p><p>-- Malachite Throne: followers of Hextor, still in the Old Kingdom</p><p>-- Golden League: Followers of Cuthbert for the most part</p><p>Knights of the Hart – an old branch of the Protectors that took to the local religions, they tend as much towards Good as Lawful; they have three branches (Veluna, Furyondy, High Forest)</p><p>Knights of the Watch – another branch off from the Protectors, these outdoorsmen protected against the dangers of the frontier, and against the Baklunish West; Knights of Dispatch are a branch of them</p><p>Knights of the Holy Shielding – former rivals of the Protectors, guard Shieldlands</p><p>Molouqod Consortium – group of western traders who owe fealty to no nation or sect</p><p>There are a couple others, here is some info on them all (please don’t read up on the bad guys)<a href="http://www.wizards.com/default.asp?x=lg/arch/lgpg" target="_blank">wotc</a> <a href="http://en.wikipedia.org/wiki/Category:Greyhawk_organizations" target="_blank">wikipedia</a></p><p>Deities</p><p>The typical racial pantheons are out (no Corellon, Gruumsh, Moradin, etc.) The races take up the pantheons of the corresponding Greyhawk culture, noted on the table below. They each freely admit the existence of the other gods. I’ve also trimmed some domains off the lesser gods, since they’re lesser. I might be inclined to include certain replacement domains from other sources upon request.[sblock=Pantheon][code][b]Name (AL) Portfolio Domains Origin[/b]</p><p>Greater</p><p>Beory (N) oerth, nature, rain Animal, Earth, Plant, Water Flan</p><p>Boccob (N) magic, foresight, balance Know., Magic, Trickery </p><p>Incabulos (NE) plagues, famine, disasters Death, Evil, Destr. </p><p>Istus (N) fate, destiny, honesty Chaos, Know., Luck, Law Baklunish</p><p>Nerull (NE) death, darkness, underworld Death, Evil, Trickery Flan</p><p>Pelor (NG) sun, light, strength, healing Good, Healing, Str., Sun Flan</p><p>Rao (LG) peace, serenity, reason Law, Good, Know. Flan</p><p>Intermediate</p><p>Celestian (N) stars, space, wanderers Know., Travel, Prot. Oeridian</p><p>Ehlonna (NG) woodlands, fertility Animal, Good, Plant, Sun</p><p>Erythnul (CE) hate, envy, malice, slaughter Chaos, Evil, Trickery, War Oeridian</p><p>Fharlanghn (N) horizons, travel, roads Luck, Prot., Travel Oeridian</p><p>Hieroneous (LG) justice, honor, valor, war Good, Law, Prot., War Oeridian</p><p>Hextor (LE) war, discord, tyranny Destr., Evil, Law, War Oeridian</p><p>Kord (CG) sport, brawling, courage Chaos, Good, Luck, Str. Suel</p><p>Lendor (LN) time, patience, study Know., Law, Prot. Suel</p><p>Obad-hai (N) nature, woodlands, hunting Animal, Elements, Plant</p><p>Olidammara (CN) revels, wine, rogues, tricks Chaos, Luck, Trickery </p><p>Pholtus (LG) law & order, sun & moon Good, Know., Law, Sun Oeridian</p><p>Procran (CN) seas, weather, navigation Animal, Chaos, Travel, Water Oeridian</p><p>Ralishaz (CN) chance, misfortune, insanity Chaos, Destr., Luck</p><p>St.Cuthbert(LN) wisdom, zeal, truth, discipline Destr., Law, Prot., Str. </p><p>Tharzidun (NE) darkness, entropy, insanity Destr., Evil, Know. </p><p>Trithereon (CG) liberty, retribution Chaos, Good, Prot., Str. </p><p>Ulaa (LG) hills, mountains, gemstones Earth, Good, Law Oeridian</p><p>Wee Jas (LN) magic, death, vanity, law Death, Law, Magic Suel</p><p>Zilchus (LN) power, prestige, influence Know., Law, Trickery Oeridian</p><p>Lesser</p><p>Al'Akbar (LG) guardianship, faith, duty Good, Healing, Law, Prot. Baklunish</p><p>Allitur (LG) ethics, propriety, tradition Good, Know., Law Flan</p><p>Atroa (NG) spring, east wind, renewal Air, Good, Plant, Sun Oeridian</p><p>Beltar (CE) malice, caves, pits Chaos, Earth, Evil, War Suel</p><p>Berei (NG) home, family, agriculture Good, Plant, Prot. Flan</p><p>Bleredd (N) metal, mines, smithing Earth, Fire, Str. Oeridian</p><p>Bralm (N) insects, industriousness Animal, Law, Str. Suel</p><p>Cyndor (LN) time, infinity, continuity Law, Prot., Travel Oeridian</p><p>Dalt (CG) portals, doors, locks, keys Prot., Travel, Trickery Suel</p><p>Delleb (LG) reason, intellect, study Know., Magic, Law Oeridian</p><p>Fortubo (LG) stone, metals, guardianship Earth, Good, Law, Prot. Suel</p><p>Geshtai (N) lakes, rivers, wells, streams Plant, Travel, Water Baklunish</p><p>Iuz (CE) deceit, pain, oppression Chaos, Evil, Trickery</p><p>Jascar (LG) hills, mountains Earth, Good, Law, Prot. Suel</p><p>Joramy (N) fire, wrath, quarrels Destr., Fire, War </p><p>Kurell (CN) jealousy, revenge, theft Chaos, Luck, Trickery Oeridian</p><p>Lirr (CG) poetry, prose, art Chaos, Know., Magic, Travel Oeridian</p><p>Llerg (CN) beasts, strength Animal, Chaos, Str. Suel</p><p>Lydia (NG) music, knowledge, daylight Good, Know., Sun, Travel Suel</p><p>Mayaheine (LG) protection, justice, valor Good, Law, Prot., War </p><p>Merikka (LG) farming, agriculture, home Good, Law, Plant, Prot. Oeridian</p><p>Mouqol (N) trade, negotiation, ventures Know., Travel, Trickery Baklunish</p><p>Myhriss (NG) love, beauty, romance Good, Healing, Prot. Flan</p><p>Norebo (CN) luck, gambling, risks Chaos, Trickery, Luck Suel</p><p>Osprem (LN) sea voyages, ships, sailors Law, Prot., Travel, Water Suel</p><p>Phaulkon (CG) wind, clouds, birds, archery Air, Animal, Good, War Suel</p><p>Phyton (CG) nature, beauty, farming Chaos, Good, Plant, Sun Suel</p><p>Pyremius (NE) fire, poison, murder Destr., Evil, Fire</p><p>Raxivort (CE) rats, bats Animal, Evil, Trickery</p><p>Rudd (CN) chance, good luck, skill Chaos, Luck Oeridian</p><p>Sotillion (CG) summer, south wind, comfort Air, Healing, Plant Oeridian</p><p>Syrul (NE) lies, deceit, treachery Evil, Know. Trickery</p><p>Telchur (CN) winter, cold, north wind Air, Chaos, Str Oeridian</p><p>Vatun (CN) northern brb., winter, beasts Air, Animal, Chaos, Str. Suel</p><p>Vecna (NE) destructive & evil secrets Evil, Know., Magic Flan</p><p>Velnius (N) sky, weather Air, Travel, Water Oeridian</p><p>Wastri (LN) amphibians, bigotry Animal, Law, War</p><p>Wenta (CG) autumn, west wind, brewing Air, Good, Plant Oeridian</p><p>Xan Yae (N) twilight, shadows, stealth Know., Trickery, War Baklunish</p><p>Xerbo (N) sea, sailing, business Animal, Know., Water</p><p>Ye'Cind (CG) music, magic songs Good, Know., Magic</p><p>Zagyg (CN) eccentricity, occult lore Chaos, Know., Magic</p><p>Zodal (NG) mercy, hope, benevolence Good, Healing, Prot. </p><p>Zuoken (N) physical & mental mastery Know., Str., War Baklunish</p><p>[/code][/sblock]</p></blockquote><p></p>
[QUOTE="mfrench, post: 3976176, member: 32901"] House Rules: Death Flag / Conviction, as posted later Weapon Groups from [url=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm]UA[/url] [sblock=Partial BAB / Saves]For BAB and Saves, add up your levels in Good, Medium, and Poor, keeping the fractions; then simply take the total. A few examples: Cleric 1 / Monk 1 / Wizard 1 Standard method: BAB 0, saves 4/2/6 New method: BAB 2 (1.5 from Medium, 0.5 from poor), saves 3/2/3 Rogue 2 / Bard 2 / Druid 3 (going for Fochlycan Lyricist :)) Standard: BAB 4, saves 3/7/6 New: BAB 5, saves 4/5/4 Fighter 3 / Barbarian 3 Standard: BAB 6, saves 6/0/0 New: BAB 6, saves 5/1/1 This will help BAB, usually hose multiple good saves, but aid poor saves.[/sblock] Standard 32 point buy as per the DMG standards -- However, racial modifiers offset the costs of your stats by 2; they don’t simply bump the stats by 2 after you’ve purchased them Rolling will be done on Invisible Castle with the full character name in the entry; any rolling that isn’t done promptly, I’ll just do for you. Wealth will be handled by the following method:[list][*]One item worth no more than 7000 gp; or two items worth no more than 4000 gp each. Being his most important equipment, give everything your PC knows about this item (origins, name, purpose, etc.) [*]One item worth no more than 3000 gp; or two items worth no more than 2000 gp each. [*]Up to 2000 gp in liquid cash (gems, gold bars, coins, letters of credit, etc.) [*]Mundane and masterwork items, magical ammunition, and potions and scrolls such that the total character wealth is 13000 gp.[/list]Sources I have access to, and am reasonably familiar with, the following books. I won’t guarantee that I’ll allow everything beyond the SRD unedited, but at least I have the information for you to ask. If you want to use something outside them, you’ll have to provide it to me somehow.[list][*]PHB, DMG, PHB II, Unearthed Arcana [*]Complete: Adventurer, Arcane, Divine, Warrior, Mage, Scoundrel [*]Races of: Wild, Stone, Destiny [*]Book of 9 Swords[/list]Races The various demi-human races have been divided out into the Greyhawk cultures. The races allowed will be:[list][*]Oeridian – Human – feudal system, longest standing knightly tradition [*]Flan – Gnome – one of the oldest races native to the region; distrustful of wizards [*]Suel – Elf – an oriental-style culture, has ancient feud with the Bakhlunish [*]Rhenne – Halfling – gypsy-style culture, live mostly around the waters of the Nyr Dyv [*]Olman – Half-Orc – barbarians from the south who worship a blood-god [*]Bakhlunish – Dwarf – Arabian-style culture, live in the arid West [*]Perrenland – Human – Spartan-style culture, often hire out as mercenaries [*]Half-elves are also allowed, though they have no distinct culture of their own[/list] None of the PC races will have darkvision; it is replaced with low-light vision. (It is removed from several monster types as well.) It might still be gained through PrC’s, Paragon levels, or magic. [u]Organizations:[/u] Knights of Luna – elven archers, they defend the lands of faerie queen Knight Protectors of the Great Kingdom –honor guard of the rightful king of Aerdy -- Malachite Throne: followers of Hextor, still in the Old Kingdom -- Golden League: Followers of Cuthbert for the most part Knights of the Hart – an old branch of the Protectors that took to the local religions, they tend as much towards Good as Lawful; they have three branches (Veluna, Furyondy, High Forest) Knights of the Watch – another branch off from the Protectors, these outdoorsmen protected against the dangers of the frontier, and against the Baklunish West; Knights of Dispatch are a branch of them Knights of the Holy Shielding – former rivals of the Protectors, guard Shieldlands Molouqod Consortium – group of western traders who owe fealty to no nation or sect There are a couple others, here is some info on them all (please don’t read up on the bad guys)[url=http://www.wizards.com/default.asp?x=lg/arch/lgpg]wotc[/url] [url=http://en.wikipedia.org/wiki/Category:Greyhawk_organizations]wikipedia[/url] Deities The typical racial pantheons are out (no Corellon, Gruumsh, Moradin, etc.) The races take up the pantheons of the corresponding Greyhawk culture, noted on the table below. They each freely admit the existence of the other gods. I’ve also trimmed some domains off the lesser gods, since they’re lesser. I might be inclined to include certain replacement domains from other sources upon request.[sblock=Pantheon][code][b]Name (AL) Portfolio Domains Origin[/b] Greater Beory (N) oerth, nature, rain Animal, Earth, Plant, Water Flan Boccob (N) magic, foresight, balance Know., Magic, Trickery Incabulos (NE) plagues, famine, disasters Death, Evil, Destr. Istus (N) fate, destiny, honesty Chaos, Know., Luck, Law Baklunish Nerull (NE) death, darkness, underworld Death, Evil, Trickery Flan Pelor (NG) sun, light, strength, healing Good, Healing, Str., Sun Flan Rao (LG) peace, serenity, reason Law, Good, Know. Flan Intermediate Celestian (N) stars, space, wanderers Know., Travel, Prot. Oeridian Ehlonna (NG) woodlands, fertility Animal, Good, Plant, Sun Erythnul (CE) hate, envy, malice, slaughter Chaos, Evil, Trickery, War Oeridian Fharlanghn (N) horizons, travel, roads Luck, Prot., Travel Oeridian Hieroneous (LG) justice, honor, valor, war Good, Law, Prot., War Oeridian Hextor (LE) war, discord, tyranny Destr., Evil, Law, War Oeridian Kord (CG) sport, brawling, courage Chaos, Good, Luck, Str. Suel Lendor (LN) time, patience, study Know., Law, Prot. Suel Obad-hai (N) nature, woodlands, hunting Animal, Elements, Plant Olidammara (CN) revels, wine, rogues, tricks Chaos, Luck, Trickery Pholtus (LG) law & order, sun & moon Good, Know., Law, Sun Oeridian Procran (CN) seas, weather, navigation Animal, Chaos, Travel, Water Oeridian Ralishaz (CN) chance, misfortune, insanity Chaos, Destr., Luck St.Cuthbert(LN) wisdom, zeal, truth, discipline Destr., Law, Prot., Str. Tharzidun (NE) darkness, entropy, insanity Destr., Evil, Know. Trithereon (CG) liberty, retribution Chaos, Good, Prot., Str. Ulaa (LG) hills, mountains, gemstones Earth, Good, Law Oeridian Wee Jas (LN) magic, death, vanity, law Death, Law, Magic Suel Zilchus (LN) power, prestige, influence Know., Law, Trickery Oeridian Lesser Al'Akbar (LG) guardianship, faith, duty Good, Healing, Law, Prot. Baklunish Allitur (LG) ethics, propriety, tradition Good, Know., Law Flan Atroa (NG) spring, east wind, renewal Air, Good, Plant, Sun Oeridian Beltar (CE) malice, caves, pits Chaos, Earth, Evil, War Suel Berei (NG) home, family, agriculture Good, Plant, Prot. Flan Bleredd (N) metal, mines, smithing Earth, Fire, Str. Oeridian Bralm (N) insects, industriousness Animal, Law, Str. Suel Cyndor (LN) time, infinity, continuity Law, Prot., Travel Oeridian Dalt (CG) portals, doors, locks, keys Prot., Travel, Trickery Suel Delleb (LG) reason, intellect, study Know., Magic, Law Oeridian Fortubo (LG) stone, metals, guardianship Earth, Good, Law, Prot. Suel Geshtai (N) lakes, rivers, wells, streams Plant, Travel, Water Baklunish Iuz (CE) deceit, pain, oppression Chaos, Evil, Trickery Jascar (LG) hills, mountains Earth, Good, Law, Prot. Suel Joramy (N) fire, wrath, quarrels Destr., Fire, War Kurell (CN) jealousy, revenge, theft Chaos, Luck, Trickery Oeridian Lirr (CG) poetry, prose, art Chaos, Know., Magic, Travel Oeridian Llerg (CN) beasts, strength Animal, Chaos, Str. Suel Lydia (NG) music, knowledge, daylight Good, Know., Sun, Travel Suel Mayaheine (LG) protection, justice, valor Good, Law, Prot., War Merikka (LG) farming, agriculture, home Good, Law, Plant, Prot. Oeridian Mouqol (N) trade, negotiation, ventures Know., Travel, Trickery Baklunish Myhriss (NG) love, beauty, romance Good, Healing, Prot. Flan Norebo (CN) luck, gambling, risks Chaos, Trickery, Luck Suel Osprem (LN) sea voyages, ships, sailors Law, Prot., Travel, Water Suel Phaulkon (CG) wind, clouds, birds, archery Air, Animal, Good, War Suel Phyton (CG) nature, beauty, farming Chaos, Good, Plant, Sun Suel Pyremius (NE) fire, poison, murder Destr., Evil, Fire Raxivort (CE) rats, bats Animal, Evil, Trickery Rudd (CN) chance, good luck, skill Chaos, Luck Oeridian Sotillion (CG) summer, south wind, comfort Air, Healing, Plant Oeridian Syrul (NE) lies, deceit, treachery Evil, Know. Trickery Telchur (CN) winter, cold, north wind Air, Chaos, Str Oeridian Vatun (CN) northern brb., winter, beasts Air, Animal, Chaos, Str. Suel Vecna (NE) destructive & evil secrets Evil, Know., Magic Flan Velnius (N) sky, weather Air, Travel, Water Oeridian Wastri (LN) amphibians, bigotry Animal, Law, War Wenta (CG) autumn, west wind, brewing Air, Good, Plant Oeridian Xan Yae (N) twilight, shadows, stealth Know., Trickery, War Baklunish Xerbo (N) sea, sailing, business Animal, Know., Water Ye'Cind (CG) music, magic songs Good, Know., Magic Zagyg (CN) eccentricity, occult lore Chaos, Know., Magic Zodal (NG) mercy, hope, benevolence Good, Healing, Prot. Zuoken (N) physical & mental mastery Know., Str., War Baklunish [/code][/sblock] [/QUOTE]
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