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RG - Carrion Crown AP (Savage Stampede)
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<blockquote data-quote="rangerjohn" data-source="post: 5488826" data-attributes="member: 2469"><p>[sblock=Zeldana]</p><p>[sblock=Game Info]</p><p>Race:Half Elf</p><p>Class:Cleric/Rogue</p><p>Level: 1/0</p><p>Alignment:N</p><p>Languages: Common, Elven, Varasian</p><p>Deity: Pharasma[/sblock]</p><p>[sblock=Abilities]</p><p>STR:12 +1</p><p>DEX:12 +1</p><p>CON:10 +2 race adj</p><p>INT:13 +1</p><p>WIS:17 +3</p><p>CHA:16 +3[/sblock]</p><p>[sblock=Combat]</p><p>HP: 09 = [1d8 + 0] + 1 (favored class bonus)</p><p>AC: 18 = 10 + 5 (armor) + 2 (shield) + 1 (DEX), </p><p>AC Touch: 11 = 10 + 1 (DEX)</p><p>AC Flatfooted: 17 = 10 + 5 (armor) + 2 (shield)</p><p>INIT: +1 = +1 (DEX)</p><p>BAB: +0 = +0 (Cleric)</p><p>CMB: +1 = +1 (STR) + 0 (BAB)</p><p>CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB)</p><p>Fort: +2 = +2 (base) + 0 (stat)</p><p>Reflex: +1 = +0 (base) + 1 (stat)</p><p>Will: +5 = +2 (base) + 3 (stat)</p><p>Speed: 30 [20 in armor]</p><p>Damage Reduction:</p><p>Spell Resistance:[/sblock]</p><p>[sblock=Weapon Stats]</p><p>EXAMPLE:</p><p>Morningstar(melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d8+1(B/P), CRIT 20-20x2</p><p>Dagger(melee): +1 = +0 (BAB) +1 (STR) +0 (feat)/ DMG = 1d4+1 (P/S)</p><p>CRIT 19-20x2</p><p>Dagger(range): +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d4+1 (P/S) RI 10</p><p>CRIT 19-20x2</p><p>Light X-bow +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d8 (P) RI 80 CRIT 19-20x2</p><p>Icicle(range touch): +1= +0 (BAB) +1 (DEX) +0 (feat)/ DMG 1d6 (cold) Range 30'</p><p>CRIT 20-20x2</p><p>[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 CON</p><p>Size: Medium</p><p>Low Light Vision see twice as far as human in dim light</p><p>Adaptablity bonus skill focus feat</p><p>Elf Blood count as elf or human for any effect related to race</p><p>Elven Immunities immune to magical sleep effect and +2 enchantment spells and effects</p><p>Keen Senses +2 perception</p><p>Multitalented choose to favored classes at first level</p><p> [/sblock]</p><p>[sblock=Class Features]</p><p>Hit Die D8</p><p>Starting Wealth 140 gp</p><p>Class Skills: The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).</p><p>Skill Ranks Per Level: 2 + Int modifier.</p><p>Weapon and Armor Proficiency</p><p></p><p>Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.</p><p>Channel Positive Energy 6/day for 1d6 healing to living or 1d6 damage to undead</p><p>Aura (Ex)</p><p></p><p>A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).</p><p></p><p>Domains:</p><p>Repose[Souls]:You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.</p><p>Granted Powers: Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p>Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.</p><p>Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—anti-life Shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.</p><p></p><p>Water[Ice]:You can manipulate water and mist and ice, conjure creatures of water, and resist cold.</p><p></p><p>Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/day</p><p></p><p>Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.</p><p></p><p>Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—Freezing Sphere, 8th—horrid wilting, 9th—Polar Ray.</p><p>Spells: </p><p>0:3 Detect Magic, Guidance, Light</p><p>1:Bless, Divine Favor + Obscuring Mist</p><p>[/sblock]</p><p>[sblock=Feats & Traits]</p><p>Combat Expertise</p><p>Skill Focus Disable Device</p><p>Vagabond Child Disable Device always class skill +1 trait bonus</p><p>On the Payroll +150 starting wealth</p><p>[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks:3</p><p>Max Ranks: 1 ACP: -6</p><p>Skills:</p><p>Disable Device +5 1 rank +1 DEX +3 CS+1 Trait+3 feat +2 MW tools-6 ACP</p><p>Or +8 with guidance</p><p>Perception +5 +3 Wis +2 Keen Senses</p><p>Knowledge, Relegion +5 1 rank +1 int +3 CS</p><p>Sense Motive +7 1 rank +3 Wis +3 CS </p><p>[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Morningstar 8gp 6lbs</p><p>Dagger 2gp 1lb</p><p>Light X-bow 35gp 4lbs</p><p>bolts, 20 2gp 2lbs </p><p>Scale Mail 50gp 30lbs</p><p>Heavy Wooden Shield 7gp 10lbs</p><p>Backpack 2gp 2lbs</p><p>Bedroll 1sp 5lbs</p><p>Waterskin 1gp 4lbs</p><p>Flint and Steel 1gp ---</p><p>Holy Symbol, Silver 25gp 1lb</p><p>Explorer's Outfit free 0lb</p><p>MW Thieves' Tools 100gp 1lb</p><p>Rations, Trail(5 days) 25sp 5lbs[/code]</p><p></p><p>Magic: Potions one each of clw, lesser restoration, and </p><p>Spirit Planchette </p><p></p><p>Aura moderate divination; CL 9th</p><p>Slot none; Price 4,000 gp (brass planchette),</p><p>10,000 gp (cold iron planchette), 18,000 gp</p><p>(silver planchette); Weight 5 lbs.</p><p>___________________________________________</p><p>Description__________________________________</p><p>A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.</p><p></p><p>To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).</p><p></p><p>Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.</p><p></p><p>Spirit Planchettes</p><p>Code:</p><p>Planchette Questions Will Confusion True Lie</p><p>Type per Use save DC Duration Answer___</p><p>Brass 1 11 1 round 01–60 61–100</p><p>Cold Iron 3 15 2 rounds 01–75 76–100</p><p>Silver 5 19 3 rounds 01–90 91–100</p><p>Treasure: 54gp,4 sp, cp Gems:</p><p>Total weight carried: 76lbs (medium load)</p><p>Maximum weight possible: 43lbs light, 86lbs medium, 130lbs heavy[/sblock]</p><p>[sblock=Details]</p><p>Size:Medium</p><p>Gender:Female</p><p>Age: 24</p><p>Height: 5' 4"</p><p>Weight: 120 lbs</p><p>Hair Color: Black</p><p>Eye Color: Green</p><p>Skin Color: Olive</p><p>Apperance: </p><p>Deamenaor:[/sblock] </p><p>[sblock=Background]</p><p>Abandoned on the streets of Riddleport at an early age, Zeldana learned to fend for herself. Often going hungry until taken in by the church of Pharasma.</p><p>Since then she has been trying to live down her past. Which is hard, people just seem to be interested in her for her shady skills. One person she has worked with more than once in the past was Dr. Lorrimor. They travelled together on many expeditions, he once gifted her with an object they found on one of his digs. She still carries it to this day in memory of one of her few friends. [/sblock]</p><p>[sblock=Adventure Log] None yet[/sblock]</p><p>[sblock=Level Ups] N/A only first level[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="rangerjohn, post: 5488826, member: 2469"] [sblock=Zeldana] [sblock=Game Info] Race:Half Elf Class:Cleric/Rogue Level: 1/0 Alignment:N Languages: Common, Elven, Varasian Deity: Pharasma[/sblock] [sblock=Abilities] STR:12 +1 DEX:12 +1 CON:10 +2 race adj INT:13 +1 WIS:17 +3 CHA:16 +3[/sblock] [sblock=Combat] HP: 09 = [1d8 + 0] + 1 (favored class bonus) AC: 18 = 10 + 5 (armor) + 2 (shield) + 1 (DEX), AC Touch: 11 = 10 + 1 (DEX) AC Flatfooted: 17 = 10 + 5 (armor) + 2 (shield) INIT: +1 = +1 (DEX) BAB: +0 = +0 (Cleric) CMB: +1 = +1 (STR) + 0 (BAB) CMD: 12 = 10 + 1 (STR) + 1 (DEX) + 0 (BAB) Fort: +2 = +2 (base) + 0 (stat) Reflex: +1 = +0 (base) + 1 (stat) Will: +5 = +2 (base) + 3 (stat) Speed: 30 [20 in armor] Damage Reduction: Spell Resistance:[/sblock] [sblock=Weapon Stats] EXAMPLE: Morningstar(melee): +1 = +0 (BAB) + 1 (STR) + 0 (feat)/ DMG = 1d8+1(B/P), CRIT 20-20x2 Dagger(melee): +1 = +0 (BAB) +1 (STR) +0 (feat)/ DMG = 1d4+1 (P/S) CRIT 19-20x2 Dagger(range): +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d4+1 (P/S) RI 10 CRIT 19-20x2 Light X-bow +1 = +0 (BAB) +1 (DEX) +0 (feat)/ DMG = 1d8 (P) RI 80 CRIT 19-20x2 Icicle(range touch): +1= +0 (BAB) +1 (DEX) +0 (feat)/ DMG 1d6 (cold) Range 30' CRIT 20-20x2 [/sblock] [sblock=Racial Traits] +2 CON Size: Medium Low Light Vision see twice as far as human in dim light Adaptablity bonus skill focus feat Elf Blood count as elf or human for any effect related to race Elven Immunities immune to magical sleep effect and +2 enchantment spells and effects Keen Senses +2 perception Multitalented choose to favored classes at first level [/sblock] [sblock=Class Features] Hit Die D8 Starting Wealth 140 gp Class Skills: The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks Per Level: 2 + Int modifier. Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. Channel Positive Energy 6/day for 1d6 healing to living or 1d6 damage to undead Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Domains: Repose[Souls]:You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear. Granted Powers: Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive. Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—anti-life Shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul. Water[Ice]:You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/day Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive. Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—Freezing Sphere, 8th—horrid wilting, 9th—Polar Ray. Spells: 0:3 Detect Magic, Guidance, Light 1:Bless, Divine Favor + Obscuring Mist [/sblock] [sblock=Feats & Traits] Combat Expertise Skill Focus Disable Device Vagabond Child Disable Device always class skill +1 trait bonus On the Payroll +150 starting wealth [/sblock] [sblock=Skills] Skill Ranks:3 Max Ranks: 1 ACP: -6 Skills: Disable Device +5 1 rank +1 DEX +3 CS+1 Trait+3 feat +2 MW tools-6 ACP Or +8 with guidance Perception +5 +3 Wis +2 Keen Senses Knowledge, Relegion +5 1 rank +1 int +3 CS Sense Motive +7 1 rank +3 Wis +3 CS [/sblock] [sblock=Equipment] [code] Equipment Cost Weight Morningstar 8gp 6lbs Dagger 2gp 1lb Light X-bow 35gp 4lbs bolts, 20 2gp 2lbs Scale Mail 50gp 30lbs Heavy Wooden Shield 7gp 10lbs Backpack 2gp 2lbs Bedroll 1sp 5lbs Waterskin 1gp 4lbs Flint and Steel 1gp --- Holy Symbol, Silver 25gp 1lb Explorer's Outfit free 0lb MW Thieves' Tools 100gp 1lb Rations, Trail(5 days) 25sp 5lbs[/code] Magic: Potions one each of clw, lesser restoration, and Spirit Planchette Aura moderate divination; CL 9th Slot none; Price 4,000 gp (brass planchette), 10,000 gp (cold iron planchette), 18,000 gp (silver planchette); Weight 5 lbs. ___________________________________________ Description__________________________________ A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Code: Planchette Questions Will Confusion True Lie Type per Use save DC Duration Answer___ Brass 1 11 1 round 01–60 61–100 Cold Iron 3 15 2 rounds 01–75 76–100 Silver 5 19 3 rounds 01–90 91–100 Treasure: 54gp,4 sp, cp Gems: Total weight carried: 76lbs (medium load) Maximum weight possible: 43lbs light, 86lbs medium, 130lbs heavy[/sblock] [sblock=Details] Size:Medium Gender:Female Age: 24 Height: 5' 4" Weight: 120 lbs Hair Color: Black Eye Color: Green Skin Color: Olive Apperance: Deamenaor:[/sblock] [sblock=Background] Abandoned on the streets of Riddleport at an early age, Zeldana learned to fend for herself. Often going hungry until taken in by the church of Pharasma. Since then she has been trying to live down her past. Which is hard, people just seem to be interested in her for her shady skills. One person she has worked with more than once in the past was Dr. Lorrimor. They travelled together on many expeditions, he once gifted her with an object they found on one of his digs. She still carries it to this day in memory of one of her few friends. [/sblock] [sblock=Adventure Log] None yet[/sblock] [sblock=Level Ups] N/A only first level[/sblock] [/sblock] [/QUOTE]
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RG - Carrion Crown AP (Savage Stampede)
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