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EBERRON: THE HIDDEN PbP
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<blockquote data-quote="Scotley" data-source="post: 6759077" data-attributes="member: 11520"><p><strong>Vorik Kraal Human Cleric 5</strong></p><p></p><p>Human Cleric 5</p><p>Str: 14 </p><p>Dex: 12</p><p>Con: 14</p><p>Int: 10</p><p>Wis: 16 (+1 for 4th level)</p><p>Cha: 14</p><p>HP: 35 (8+4d8+10)</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102928" target="_blank">Hit Points levels 2 to 5: 1D8 = [1] = 1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102928" target="_blank">1D8 = [3] = 3</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102928" target="_blank">1D8 = [4] = 4</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102928" target="_blank">1D8 = [4] = 4</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102928" target="_blank"></a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102929" target="_blank">Re-roll of one for hp at level 2: 1D8 = [6] = 6</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=102929" target="_blank"></a></p><p>Align: LG</p><p>Saves: Fort +6, Ref: +3, Will +3</p><p>AC: 20 (10+9 armor+1 Dex), Flat 19, Touch 11</p><p>Init:+1</p><p>BAB: +3</p><p></p><p>+1 Halbred +7 1d10+3+1 electrical 20/x3 p or s (power attack +6 1d10+5+1 electric)</p><p></p><p>[sblock=Human Racial Features]</p><p> Humanoid (Human)</p><p> Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</p><p> Human base land speed is 30 feet.</p><p> 1 extra feat at 1st level.</p><p> 4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p> Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.</p><p> Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.</p><p>[/sblock]</p><p></p><p>[sblock=Cleric Class Features]</p><p>Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).</p><p>A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.</p><p></p><p>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). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.</p><p></p><p>Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).</p><p>To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.</p><p>Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deity, Domains, and Domain Spells, below).</p><p>Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.</p><p></p><p>Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.</p><p></p><p>WAR DOMAIN</p><p>Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.</p><p>War Domain Spells</p><p>1st Magic Weapon: Weapon gains +1 bonus.</p><p>2nd Spiritual Weapon: Magical weapon attacks on its own.</p><p>3rd Magic Vestment: Armor or shield gains +1 enhancement per four levels.</p><p>4th Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.</p><p>5th Flame Strike: Smite foes with divine fire (1d6/level damage).</p><p>6th Blade Barrier: Wall of blades deals 1d6/level damage.</p><p>7th Power Word Blind: Blinds creature with 200 hp or less.</p><p>8th Power Word Stun: Stuns creature with 150 hp or less.</p><p>9th Power Word Kill: Kills creature with 100 hp or less.</p><p></p><p>GLORY DOMAIN</p><p>Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.</p><p>Glory Domain Spells</p><p>1st Disrupt Undead</p><p>2nd Bless Weapon</p><p>3rd Searing Light</p><p>4th Holy Smite</p><p>5th Holy Sword</p><p>6th Bolt of Glory</p><p>7th Sunbeam</p><p>8th Crown of Glory</p><p>9th Gate</p><p></p><p>Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.</p><p>With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.</p><p></p><p>Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).</p><p>An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).</p><p>A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).</p><p></p><p>Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.</p><p></p><p>Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).</p><p>A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.</p><p>A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.</p><p></p><p>Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.</p><p>[/sblock]</p><p></p><p>SPELLS DC13+level</p><p>0 5 Light, Detect Magic, Guidance, Resistance, Virtue </p><p>1st: 4+1 Disrupt Undead (D), Vigor--Lesser (spell compendium), Divine Favor, Bless, Light of Lunia (SC)</p><p>2nd: 3+1 Spiritual Weapon (D), Restoration—Lesser, Bull’s Strength, Mark of Judgement (Players Handbook 2)</p><p>3rd 2+1 Searing Light (D), Dispel Magic, Prayer</p><p></p><p>FEATS</p><p> Weapon Proficiency and Focus Halberd (domain bonus)</p><p>Least Dragon Mark—Sentinel Shield of Faith x1 day at 1st level (Human Bonus)</p><p>Power Attack 1st </p><p>Cleave 3rd’ </p><p>Pending 6th </p><p></p><p>SKILLS (2+1Race)x8=24 ACP -5</p><p>Class:</p><p>Concentration (5+2 Con)</p><p>Craft (+0 Int) </p><p>Diplomacy (+2 Cha)</p><p>Heal (6+3 Wis+2 Gear)</p><p>Knowledge (arcana) (5+0 Int)</p><p>Knowledge (history) (1+0 Int)</p><p>Knowledge (religion) (5+0 Int)</p><p>Knowledge (the planes) (1+0 Int)</p><p>Profession (mercenary) (1+3 Wis)</p><p>Spellcraft (+0 Int+2syn)</p><p>Languages—Common</p><p>Cross Class:</p><p>Listen (+3 Wis)</p><p>Sense Motive (+3 Wis+2 Feat)</p><p>Spot (+3 Wis)</p><p>Ride (+1 Dex)</p><p></p><p>GEAR</p><p>9000 gp Starting</p><p>Explorers’ Outfit</p><p>Clerics’ Vestments 5 gp</p><p>+1 Full Plate of Agility (+1 reflex saves) 3150 gp</p><p>+1 Illuminating Halberd 2510 gp (Bright illumination to 20 ft., shadowy illumination to 40 ft.)</p><p>Crystal of energy assault, least +1 point of specific energy (electrical) damage to attack 600 gp</p><p>Healers Kit 50 gp</p><p>Spell Component Pouch 5 gp</p><p>Silver Holy Symbol 25 gp</p><p>Wooden Holy Symbol 1 gp</p><p>Javelin x6 6 gp</p><p>Heavy Mace 12 gp</p><p>Dagger x2 4 gp</p><p>Backpack 2 gp</p><p>Potion of Cure Light Wounds 50 gp</p><p>Magic Bedroll 500 gp (endure elements while sleeping and +1 per level normal healing if used 8 hr)</p><p>Wand of Lessor Vigor 750 gp </p><p>Healers' Belt 750 gp</p><p>Light War Horse 150 gp</p><p>Millitary Saddle 20 gp</p><p>Bit, bridle saddle bags 6 gp </p><p>Masterwork studded leather barding 250 gp</p><p>Identity papers and travel docs</p><p></p><p>136 gp</p><p></p><p></p><p></p><p>[sblock=APPEARANCE/PERSONALITY]</p><p>Vorik is a born warrior like most Karns. He is tall muscular and carries himself like a soldier on parade. His eyes and hair are dark and he wears a neatly trimmed mustache and beard. He wears fine heavy plate. The clothing worn with it is dark gray with narrow navy stripes. His is generally grim and professional in his dealings with others until he comes to consider them comrades in arms. He carries the symbol of the Sovereign host prominently about his neck on a silver chain and the Sentinel Dragonmark is visible on the back of his left hand. </p><p>[/sblock]</p><p></p><p>[sblock=BACKGROUND/HISTORY]</p><p>Vorik Kraal was born in Karrnath into the Dragonmarked House Deneith. He has a least Dragonmark of the Sentinel. He serves the house in the Blademark’s guild. He took orders as a priest of Dol Arrah early in the last war. He has not risen high in the house being only of average intelligence and also a Cleric, which the hierarchy hasn’t quite figured out how to handle. Like most Karrnathi and members of house Deneith he is well versed in the arts of war and has little experience with peacetime. He feels a little lost since the war. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 6759077, member: 11520"] [b]Vorik Kraal Human Cleric 5[/b] Human Cleric 5 Str: 14 Dex: 12 Con: 14 Int: 10 Wis: 16 (+1 for 4th level) Cha: 14 HP: 35 (8+4d8+10) [url=http://roll.coyotecode.net/lookup.php?rollid=102928]Hit Points levels 2 to 5: 1D8 = [1] = 1 1D8 = [3] = 3 1D8 = [4] = 4 1D8 = [4] = 4 [/url] [url=http://roll.coyotecode.net/lookup.php?rollid=102929]Re-roll of one for hp at level 2: 1D8 = [6] = 6 [/url] Align: LG Saves: Fort +6, Ref: +3, Will +3 AC: 20 (10+9 armor+1 Dex), Flat 19, Touch 11 Init:+1 BAB: +3 +1 Halbred +7 1d10+3+1 electrical 20/x3 p or s (power attack +6 1d10+5+1 electric) [sblock=Human Racial Features] Humanoid (Human) Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. [/sblock] [sblock=Cleric Class Features] Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. 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). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deity, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. WAR DOMAIN Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. War Domain Spells 1st Magic Weapon: Weapon gains +1 bonus. 2nd Spiritual Weapon: Magical weapon attacks on its own. 3rd Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4th Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 5th Flame Strike: Smite foes with divine fire (1d6/level damage). 6th Blade Barrier: Wall of blades deals 1d6/level damage. 7th Power Word Blind: Blinds creature with 200 hp or less. 8th Power Word Stun: Stuns creature with 150 hp or less. 9th Power Word Kill: Kills creature with 100 hp or less. GLORY DOMAIN Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll. Glory Domain Spells 1st Disrupt Undead 2nd Bless Weapon 3rd Searing Light 4th Holy Smite 5th Holy Sword 6th Bolt of Glory 7th Sunbeam 8th Crown of Glory 9th Gate Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. [/sblock] SPELLS DC13+level 0 5 Light, Detect Magic, Guidance, Resistance, Virtue 1st: 4+1 Disrupt Undead (D), Vigor--Lesser (spell compendium), Divine Favor, Bless, Light of Lunia (SC) 2nd: 3+1 Spiritual Weapon (D), Restoration—Lesser, Bull’s Strength, Mark of Judgement (Players Handbook 2) 3rd 2+1 Searing Light (D), Dispel Magic, Prayer FEATS Weapon Proficiency and Focus Halberd (domain bonus) Least Dragon Mark—Sentinel Shield of Faith x1 day at 1st level (Human Bonus) Power Attack 1st Cleave 3rd’ Pending 6th SKILLS (2+1Race)x8=24 ACP -5 Class: Concentration (5+2 Con) Craft (+0 Int) Diplomacy (+2 Cha) Heal (6+3 Wis+2 Gear) Knowledge (arcana) (5+0 Int) Knowledge (history) (1+0 Int) Knowledge (religion) (5+0 Int) Knowledge (the planes) (1+0 Int) Profession (mercenary) (1+3 Wis) Spellcraft (+0 Int+2syn) Languages—Common Cross Class: Listen (+3 Wis) Sense Motive (+3 Wis+2 Feat) Spot (+3 Wis) Ride (+1 Dex) GEAR 9000 gp Starting Explorers’ Outfit Clerics’ Vestments 5 gp +1 Full Plate of Agility (+1 reflex saves) 3150 gp +1 Illuminating Halberd 2510 gp (Bright illumination to 20 ft., shadowy illumination to 40 ft.) Crystal of energy assault, least +1 point of specific energy (electrical) damage to attack 600 gp Healers Kit 50 gp Spell Component Pouch 5 gp Silver Holy Symbol 25 gp Wooden Holy Symbol 1 gp Javelin x6 6 gp Heavy Mace 12 gp Dagger x2 4 gp Backpack 2 gp Potion of Cure Light Wounds 50 gp Magic Bedroll 500 gp (endure elements while sleeping and +1 per level normal healing if used 8 hr) Wand of Lessor Vigor 750 gp Healers' Belt 750 gp Light War Horse 150 gp Millitary Saddle 20 gp Bit, bridle saddle bags 6 gp Masterwork studded leather barding 250 gp Identity papers and travel docs 136 gp [sblock=APPEARANCE/PERSONALITY] Vorik is a born warrior like most Karns. He is tall muscular and carries himself like a soldier on parade. His eyes and hair are dark and he wears a neatly trimmed mustache and beard. He wears fine heavy plate. The clothing worn with it is dark gray with narrow navy stripes. His is generally grim and professional in his dealings with others until he comes to consider them comrades in arms. He carries the symbol of the Sovereign host prominently about his neck on a silver chain and the Sentinel Dragonmark is visible on the back of his left hand. [/sblock] [sblock=BACKGROUND/HISTORY] Vorik Kraal was born in Karrnath into the Dragonmarked House Deneith. He has a least Dragonmark of the Sentinel. He serves the house in the Blademark’s guild. He took orders as a priest of Dol Arrah early in the last war. He has not risen high in the house being only of average intelligence and also a Cleric, which the hierarchy hasn’t quite figured out how to handle. Like most Karrnathi and members of house Deneith he is well versed in the arts of war and has little experience with peacetime. He feels a little lost since the war. [/sblock] [/QUOTE]
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