Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
Jemal's Quest character thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Binder Fred" data-source="post: 6030545" data-attributes="member: 63746"><p><strong>Ur of Greenhill (Monk 11, Psychic Fist 9)</strong></p><p></p><p style="text-align: center"><img src="http://www.enworld.org/forum/picture.php?albumid=154&pictureid=2175" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Ur of Greenhill, as he stood in the Eternal Empire</strong></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 10px"><em>(The rune on his forehead was edited by the Empire's artist into the somewhat similar chinese character for "Dragon" (<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). In reality, it's actually the Celestial rune for "Thunderer", one of Thor's numerous holy names. The tree stands for Deep Roots, Stability and Regeneration. The kneepads stand for coolness, and were taken off Iridex's main undead lieutenant. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</em></span></p><p></p><p>[sblock=Rough Background]So from VV's background we have his goblinoids and dwarf alliance (does it have a name VV?). </p><p></p><p>There is also the "cattle kingdom", let's call it Rauland, which means The Green Place. It's your classical multi-species PC country (Human, elves, halflings, etc) -- not coincidentally since this is where most of the PC's come from and where Gerard's home city, the country's capital, is set (though probably on the other side of the country from the cattles of VV's description). Name for the city Scott? Rauland is protected on two sides by the previosuly mentionned dwarven mountain ranges, and faces the gulf of Ploohy on the other.</p><p></p><p>We also have an evil/adversarial "Draught casting" country which I'm suggesting we call Kadrath. Kadrath borders Rauland to the west and is/was in fact a relatively recently (less than a 100 years) acquired principality of the greater Queendom of Dormith - source of the "Dormithian slavers" of Scott's background, don't you know - whose capital and main holdings reside on the other side of the ocean from Rauland. </p><p></p><p>I had this prepared from another game, so we might as well use it for Dormith if you guys want (?).</p><p></p><p>[sblock= Greater queendom of Dormith]The greater queendom of Dormith is a multicultural/multi-ethnic grouping of principalities set on the western shores of the home continent. Long ago, mighty dragonborn warriors set out from their cliff-side forts and conquered fearsome tribes of halfing, orcs, elves, goblins, dwarves, trolls, isolated kalashtar enclaves and tribes of smaller giants, unifying them, stiring them throughout the young empire as needed, giving them "civilization". Those were the Conquering Ages of Dormith, which were followed by the Age of Consolidation (also known as the Flowering Age), the Age of Internal Strife and, finally, the current Emerging Age of local, and then worldwide expantion.</p><p></p><p>Dragonborn rule Dormith to this day. During the ages they have grown in absolute number but diminshed in overall percentage, so that while they *are* the only nobility, the sum-total of actual land owners (as opposed to tenants or long term leasers) AND the highest ranked military officiers, the entirety of lower ranks in their armies is in fact composed of other races, as are the increasingly wealthy merchant and crafter classes. In terms of organization, each significant agglomaration is ruled/administered by a dragonborn Mayor and his clutch, who answers to one of the thirteen regional Duke (usually also the Mayor of the regional capital) who in term answers to the Queen (also the Mayor of the capital city). Queendom rulers, mostly female with rare exceptions, are usually combat arcanists, able to wield the Orb of Chaos, the queendom's iconic and most devastating artifact.</p><p></p><p>And, yes, *of course* they use dragons and earth drakes as war mounts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />[/sblock]</p><p>Dorith has taken over Kadrath completely, putting in place their own dragonborn leadership-based system and begining massive public works programs to bring the "backwards" country up to the Queendom's standards: aqueducs, public offices, barracks, stadiums, roads, lots and lots of roads. This has of course driven the demand for cheap labor (read slaves) through the roof! Hence the now prevalent "Dorithian" slavers.</p><p></p><p>This is where my character comes in: Ur of Greenhill, adept of the closed fist, master of the empty hand. I'm seeing his as a hill dwarf masson/stonecutter (<em>Rocky hills. He can see them in his dreams, covered in abundant grass, sharp peaks of snow and mist looming in the background. Next to him is his family's house, low to the ground as befit a dwarven dwelling, its sloped timber roof rising to a far-away point. He can almost touch the gritty texture of the field stones piled halfway up the ground-floor and smell the smell of the sheep, already in their wooden enclosure for the night...</em>). </p><p></p><p>Then comes the raid (while travelling to a nearby town?) and then semingly endless slavery on the work crews of Kardrath (<em>Slavery's manacled jaws slavering in endless hunger. Pitiless blades shaving at his soul, unrelanting weights ground round and round till somehow the grinding became polish, the blades stopped cutting and began to carve. Ur is now a believer, as was his father before him and his mother's grandfather. But those believers frown on his faith for in this he did not follow the path of his ancestors. Prompted by his teachers in faith, slaves like him, he choose the teachings of Brohym over more ancient wisdom. Choose personal perfection over the gift of oneself, the shaping of chaos instead of its eradication.</em>)</p><p></p><p>Then, and I haven't had time to write this bit in any details yet, but then Ur was freed by the adventuring party. He was a little nuts at this point, frankly, having integrated the basic tenets of slavery into a near insane drive to give of himself until there was nothing left. He therefore latched onto the main protagonist of his rescue and proceeded to *serve* him or her with a vengeance (I would *love* for one of the other PC to volonteer for this role <pretty please?>; strong and instant connections, always good storytelling tools... If not, it can always be an ex-member, either deceased or retired <sigh>). He's loosened up a lot since then, thanks in no small part to the friendships he's formed in the company and the guidance/patience/kicks in the butt of him or her that freed him ("Twice now," as he's won't to say).</p><p></p><p>Then Ur adventures with the party until the "Draught" adventure rolls along, at which point Tutek joins up as well. The en- I mean <drum roll, please>: THE BEGINING.[/sblock][sblock=Power Explanation]Ur's powers come from prolionged and intense training to harden body and soul - all in a single-minded quest to sublimate his very self for others - and in his mastery of the Rumbling Stone Fist Avalanche style. Most recently, he has become able to harness his own inner spirit and burn it on the altar of his will, producing amazing, almost supernatural feats of agility and power.</p><p></p><p>Specifically: </p><p></p><p>* Bones of the Mountain: his now incredibly resilient system (immunity to poison and disease) allows him to go for weeks without food or drink (Sustenance). His wounds heal at an almost unbelievable rate (Monk healing plus Body Adjustment). His stocky frame can absorb impacts that would outright kill lesser men (Slow Fall, Catfall, AC bonus).</p><p></p><p>* Rumbling Stone Fist Avalanche style: Strike fast, strike hard, strike often. Rumbling charges from above (Fast Movement, Hustle, Lion's Charge, Battle Jumper), repeated hard impacts (Flurry of Blows, Ki Strike) that bowl your opponents over (Improved Trip, Knockback) and bury them alive, such is the way of the rolling stones, a style he pieced together from many a fight and many a master -- chief amongst them the Galeb Duhr known only as Shi (who somehow, long ago became a living part of the now crumbling Sounding Wall that once surrounded the ancient country of western Alsion (now a rugged but mostly re-settled corner of Rauland). The party - Ur mostly - has taken on the titanic task of repairing the wall to help keep out - well, mostly Tutek's people, actually <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p>* Altar of the Will: Most of what he's learned he's pieced together from his readings (with the help of Shayuri's character?) of the steel-etched teachings of the human mystic/hermit/prophetess Corianna Alderan, which some say was the earthly envelope of Zann, the demi-God/Goddess of intelligence and self-learning, before he/she ascended (the tiny book was found laying on a coffee table in the rather eclectic and bizarre mountain-top lair of a mad vampire lord). Attempts to track down her true disciples have so far proved fruitless (though it did lead him to uncover a brainwashing attempt on the King's second son by a sect (falsely) claiming Zann's direct ascendance, which was, somewhat messily, put down by the party as a whole -- earning them the enmity of the abomination-worshipping Sons of the Beneath!)</p><p></p><p> Most of what he's been able to achieve has therefore, almost inevitably given the nature of this particular demi-God/Goddess, been an amplification of what he can already do, what he already is. Using his need to defend, to keep harm from his friends, and turn it into the actual borrowing of their hurt, their pain, so that he can heal *for* them! Using a dwarf's innate stability to self-anchor most of his weight -- so that even the thinnest fabric, the slightest twig floating on water is enough to support him (Body Equilibrium). Combine this last with a dwarf's love of stone, and bounding up vertical surfaces and across rumble strewed battlefields became a snap -- surfaces almost furnishing footholds of their own volition! The most extreme of his new abilities is the Absolute Earthquake Strike™, where the power of a single ground strike becomes all that it can be and spreads out in all direction like a tectonic *wave* of destruction 80 feet wide! (Energy Burst)</p><p></p><p> (He is less comfortable with the origin of his rather spectacular ability to grow two sizes larger, which came to him in a fit of rage while the group was fighting armored ogres ridding even more heavily armored dire bears in the frozen wastes below the South Peak Glaciers -- whether it be childish dreams of being a giant, some short-race complex he hadn't been conscious of before, or perhaps even some hidden (repressed?) part of him that wants to stand out/be admired? It's... rather troubling to even think about it...)</p><p></p><p></p><p>Resilience, the watchful silence of stone, a few words that tell much, the gift of one's self, such was Ur of Greenhill. And such is Ur still.[/sblock][sblock=Full stats][code]Ur of Greenhill, Dwarven Monk 11/Psionic Fist 9</p><p> </p><p>Stats Points Leveling+Manuals Misc</p><p>Str 18/24 8 +4 vs Bull Rush or Trip</p><p>Dex 18/22 6 1+1 </p><p>Con 18 4+2 Racial 2</p><p>Int 14 4 </p><p>Wis 20/24 8 2 </p><p>Cha 8 0-2 racial </p><p></p><p>HP 200 (Dead at -19, +20Hp/Hour (Earring of Regeneration))</p><p>AC 37 (10 + 6Dex + 7Wis + 4Monk + 3armor Torc +3natural Torc +4deflection Torc) +4 vs Giants</p><p>Move 80' </p><p>Power Points 86 (77 + 9 with Belt)</p><p>Ini +10 (4dex, 4Torc, 2 belt)</p><p></p><p>Saves </p><p>Fort 14/19 +2 Spells, +4 Suffocation, Immune to Poison and Disease</p><p>Ref 17/24 +2 Spells, Improved evasion</p><p>Will 18/25 +2 Spells, +2 Enchantments</p><p></p><p>Skills Skill points Rank Stat Bonus Other bonus Total </p><p>Appraise (Stone or metal, Int) 0 2 4 6 </p><p>Auto-Hypnosis (Wis) 11 11 7 2 20 </p><p>Balance (Dex) 12 12 6 2 20 </p><p>Concentration (Con) 16 16 4 20 </p><p>Handle Animal (CC, Cha) 2 1 -1 0 </p><p>Jump (Str) 16 16 7 2 25 Jump (+20 at 80' speed, +25 Jump Skill): 45 -> Long Jump 55 feet on a 10, High Jump 13 feet</p><p>Perception (Wis) 19 19 7 26 </p><p>Search (Int) 2 2 4 +2 Secret doors</p><p>Stealth (Dex) 24 24 6 30 </p><p>Tumble (Dex) 17 17 6 2 25 </p><p>Craft (Stonecutter/Stonemason, Int) 11 11 2 2 15 </p><p>Know (Religion, Int) 8 8 2 10 </p><p>Know (CC, Arc&Enginering, Int) 2 1 2 2 5 </p><p>Languages: Common, Dwarven, Giantish, some Celestial </p><p></p><p>Feats</p><p>Source Level gained Description</p><p>Monk 1 AC Bonus (Ex): A monk can add his Wis modifier to his AC and gains an extra +1/5 level if unarmoredf and unencumbered. This bonus applies to Touch attacks and remains in effect when the monk is flat-footed.</p><p>Monk 1 Unarmed strike: If unarmored, the monk's unarmed attacks count as armed. Can choose to do subdual damage at no penalty. Count as both natural and manufactured weapons.</p><p>Monk 1 Flurry of Blows (Ex): As a full Attack action, the monk may make an extra attack at his highest BAB (2 attacks from 11th level onwards).</p><p>Monk 1 Improved Bull Rush: Bull rush does not provoke AoO from the defender. +4 bonus on the opposed Strength check. (Taken instead of Improved Grapple with Jemal's permission)</p><p>Monk 2 Evasion: No damage on successful Reflex saves for half damage. Light or no armor, not Helpless.</p><p>Monk 2 Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may also make attacks of opportunity while flat-footed. </p><p>Monk 3 Fast Movement (Ex): No armor and a Light load maximum. Else revert to 20' base dwarven movement.</p><p>Monk 3 Still Mind (Ex): +2 save vs all Enchantments.</p><p>Monk 4 Ki Strike (Su): Unarmed strikes considered magic weapons, then Lawful at 10th level.</p><p>Monk 4 Slow Fall (Ex): If within arm's reach of a surface, substract that total from any fall.</p><p>Monk 5 Purity of Body (Ex): Immunity to natural diseases.</p><p>Monk 6 Improved Trip: Trip attempts do not provoke AoO. +4 to strength check to Trip. Free melee attack on successful Trip. (Prone: -4 AC and ToHit, standing up provokes AoO)</p><p>Monk 7 Wholeness of Body (Su): Can Heal Monk Level X 2 HP per day as a standard action. HPs can be spread out into more than one use. 22 HP max at 11th level.</p><p>Monk 9 Improved Evasion (Ex): Half damage on failed Reflex saves for half damage. Not Helpless.</p><p>Monk 11 Diamond Body (Su): Immunity to all poisons.</p><p>Psionic Fist 12 Psionic casting (EPH): A Psionic Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The Difficulty Class for saving throws against Psionic Fist powers is 10 + the power’s level + the Psionic Fist’s Wisdom modifier. To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power’s level. </p><p>Psionic Fist 12 Monk Abilities (EPH): A Psionic Fist’s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on. </p><p>Psionic Fist 16 Expanded Knowledge (EPH): Energy Burst: Add a power of a level you can manifest to your list of powers known, can come from any power lists. Must be at least 3rd level manifester.</p><p>Level 1 Power Attack: Up to +Base attack to damage for -that amount to the Tohit.</p><p>Level 3 Battle Jumper (UEast): Initiate a charge by dropping 5 to 30' on opponent, then either X2 Dam, or Trip +1 Size or Grapple +1 size. Jump check DC 15 or you fall prone. Jemal added: Cannot add damage multiplier (save crit), cannot Power Attack.</p><p>Level 6 Improved Natural Weapon (Unarmed): Treat weapon as one size category larger. Must have BAB +4.</p><p>Level 9 Wild Talent: As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic Item Creation feats.</p><p>Level 12 Up the Wall [Psionic]: When psionically focused, can move up walls during single move action.</p><p>Level 15 Shock Trooper (CW): On succ Bull Rush, move foe left or right as well as back; if push into same square as another, both suffer a free Trip attack. Must Have power Attack, Improved Bull rush, +6 BaB.</p><p>Level 18 Knock Back (RoS): Free Bull rush on successful Power Attack. Must have Power Attack, improved Bull Rush, Size Large or larger. </p><p></p><p>Powers</p><p>Powers (9 powers of 5th level or lower) </p><p>1 Expansion (1st, EPH, D): 1 Standard, Personal, 1r/L, Large (1PP), Huge (7PP), Swift (+6PP), 1min/L(+2PP).</p><p>2 Catfall (1st, EPH): Immediate action, Personal, land on your feet and -10' fallen/1PP</p><p>3 Psionic Lion's Charge (2nd, EPH): Swift, Personal, Can make a full attack after a charge (3PP), +1dam/1PP.</p><p>4 Hustle (2nd, EPH): Swift, Personal, 1 Extra move action this round (3PP)</p><p>5 Empathic Transfer (2nd, EPH): Standard, Touch, Tranfer 2d10 HP of dam (3PP) + 2d10/1PP. Also poison, disease and Ability Damage.</p><p>6 Body Adjustment (2nd, EPH): 1round, Personal, +1d12 HP (3PP) + 1d12/2PP</p><p>7 Psionic freedom of movement (4th, EPH): 1 Standard, Personal, 10min/L, as spell of same name (7 PP).</p><p>8 Body Equilibrium (2nd, EPH): 1 standard, Personal, 10 min/L, Walk on any surface (3PP) Running makes you sink.</p><p>9 Sustenance (2nd, EPH): Standard, instantaneous, No need to drink or eat for one day (3PP)</p><p>EK Energy Burst (3rd L Psion, EPH): 1 Standard, 40' Burst, 5d6 dam with either +1 dam, +1 dam&Fort save, -1 dam&ignore Hardness or +2 save DC&+2 Power resistance (5PP) + 1d6/PP (+1 DC for every 2PP invested), Reflex save for half.[/code][/sblock][sblock=Equipment]<strong>Body Slots</strong>[code]Head Earring of Regeneration (Left ear) Small golden hoop with the tiny words "Come back. M.V." engraved within in dwarvish</p><p>Eye Goggles of True Sight Leather goggles with brass fittings and diamond lenses of the palest blue. Ususally worn on his forehead.</p><p>Neck Torc of the Dragon Scales Golden-red scaled torc with dragon heads as the two balls .</p><p>Neck Empowered Spell Shard On its own silver chain</p><p>Vest Chains of Resistance Heavy chains with a hand-sized metal shield where they cross across his chest and back. </p><p>Robe </p><p>Belt Belt of Divine Prayer Simple rope belt with knotted ends. Woven with the hair of the faithfull.</p><p>Cape </p><p>Bracer Bracers of Mighty Fists Leather bracers with simple gold fittings at top and bottom. The leather is abundantly illustrated with graven images of mighty battles with giant-kin.</p><p>Gloves Gloves of Dexterity Tough fingerless leather gloves</p><p>Ring, right Ring of Metal and Stone Smooth adamantium ring with softly waving lines in high relief. </p><p>Ring, right Ring of Returning Glassy silver ring with a mirror finish</p><p>Boots Anklets of Freedom Shaped like slim iron manacles with one broken link still attached to each[/code]</p><p><strong>Full List</strong></p><p>[code]Cost (k$) </p><p>135 Earring/Ring of Regeneration (inapropriate slot X1.5) [+20 HP/h]</p><p>109 Goggles of True Seeing (Ring of True Seeing, CL 10, 30 min/day, Standard to activate, 54K), Power Sight (20CL, Infinite, Swift action to activate, 36K) and Blindfold of True Darkness (Blindsight 30', immune to Gazes, Standard to activate/put on, 9K)</p><p>99.5 Torc/Bracers of armor +3 (MIC, 22K), Natural Armor +3 (18K) and Protection +4 (Deflection bonus, 32K), +4 competence on ini (5K, Jemal)</p><p>9 Empowered Spellshard (Energy Burst) (MIC, 6K)</p><p>25 Chains/Cloak of Resistance +5 to all saving throws</p><p>68 Belt of Divine Prayer/ ring of str +6 (36k) and Wisdom +4 (16k, inapropriate slot X1.5)</p><p>150 Bracers/Amulet of Mighty Fists +5 (Enhancement Tohit and Damage)</p><p>37 Gloves of Dexterity +4 and Titan's Grip (+8 Grapple, 14k)</p><p>192 Ring of Metal and Stone (Ring of Earth Glide 15min 3/day (RoS, 144k), +1 Gauntlet of Metaline (MIC, +2) Sundering (MIC, +1) (32k)) [Glide through rock and soil like an earth elemental;Improved Sunder +1d6 dam; Command word gives unarmed attack the Silver, Adamantine (present setting) or Cold Iron property]</p><p>113.28 Ring of Returning (Ring of Spell turning (98.28K), Gloves of Arrow Snaring, Greater (10K)) [9 Levels of spells, 3/day; Snatch arrow Feat 5/d] UR's POWER ITEM!</p><p>3.4 Anklets/Boots of Freedom (Agile Leaping (MIC, 0.6K) and Jumping (MIC 2.5K)) [10 rounds of Haste per Day; Can stand up from prone as a Swift action that does not provoke; Only need 10' of running start, 3 Charges/d each granting +10 to next Jump check]</p><p> </p><p>2.5 Beltpouch of Random Stuff (Bag of Holding I) [Weight 15 lbs, can store 125 lbs and 30 cubic feet.]</p><p> In Bag of Holding section of Beltpouch (Right belt):</p><p>0.5 Magic Bedroll (MIC) [Endure elements and regain 1 HP/L upon waking]</p><p> Raven's metal vase (With Ur's subtle hand print on it)</p><p>1.27 In Random Stuff section of Beltpouch</p><p> </p><p> On Belt:</p><p></p><p>10 Immovable Rods X2 (5K each, for swinging "flight")</p><p>7.25 Bottle of Air [Standard action to breathe and then can hold breath]</p><p>1.5 Diary of CorAl/Tome of Wordly Memory (MIC) in leather holster and tied with a silvered chain to belt [1 min, +5 to Know 3/day, Standard if Rank 5 or higher]</p><p> </p><p>27.5 Manuel of Dex+1</p><p>8.3 My Share of the Charriot of the Clouds[/code][/sblock]-------------------------------------------------------------[sblock=Quick stat block]Current Conditions: Freedom of Movement, Body Equilibrium, True Sight</p><p>AC: 37 (Arrow Snarring 5/5, Spell Returning 3/3 [Ring]), Large 36, Huge 35 (add +4 Cover) </p><p>HP: 200/200 (Regeneration 20 Hp/H [Earring])</p><p>PP: 70/86</p><p>Ini: +10, Large +9, Huge +8</p><p>Reach: 5', Large 10', Huge 15'</p><p>Psionic focus: Focused</p><p></p><p>Fort 14/19 +2 Spells, +4 Suffocation, Immune to Poison and Disease</p><p>Ref 17/24 (add +4 Cover) +2 Spells, Improved evasion, -1 Large, -2 Huge, +1 if Hasted</p><p>Will 18/25 +2 Spells, +2 Enchantments</p><p></p><p>ToHit melee: (14/9/4 BAB), 26/21/15 with belt and bracers, 26/26/26/21/15 with Flurry</p><p>Damage unharmed: 4d8+12 (4 str, 3 belt, 5 bracers), Large 6d8+13, Huge 8d8+14 (Magical, Lawful, Adamantine [Ring])</p><p>Attack Options: Subdual, ST Knockback, Improved Bull Rush, Improved Trip(+17), Improved Sunder [Ring], Jumping Charge, Power Attack, Grapple(+31)</p><p>Defense Options: Up to 6 AoO per round, Slow Fall 50'</p><p></p><p>Move: 80' (Up walls if Focused, Stand up from prone as Free with no AoO [Anklets])</p><p>Jump: 45+1d20' (Only need 10' run up [Anklets], +10 to jump check 3/3 [Anklets])</p><p>Carry: Light 233, Medium 466, Heavy 700 (Lift X2, Drag X5, Large X2, Huge X4).</p><p></p><p><strong>Powers From Items:</strong></p><p>- True Sight 29min/30min, standard to activate [Goggles]</p><p>- Power Sight at will, Quick action [Goggles]</p><p>- Blingsight at will, standard to activate [Goggles]</p><p>- Earth Glide, standard to activate 15min 3/3 [Ring]</p><p>- +8 Grapple, 3/3 [Gloves]</p><p>- Empower Energy Burst (X1.5), Free action 3/3 [Shard]</p><p>- +5 Knowledge Skill, 1 min or Standard if at least 5 ranks 3/3 [Tome]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 6030545, member: 63746"] [b]Ur of Greenhill (Monk 11, Psychic Fist 9)[/b] [CENTER][IMG]http://www.enworld.org/forum/picture.php?albumid=154&pictureid=2175[/IMG] [B]Ur of Greenhill, as he stood in the Eternal Empire[/B] [SIZE="2"][I](The rune on his forehead was edited by the Empire's artist into the somewhat similar chinese character for "Dragon" (;)). In reality, it's actually the Celestial rune for "Thunderer", one of Thor's numerous holy names. The tree stands for Deep Roots, Stability and Regeneration. The kneepads stand for coolness, and were taken off Iridex's main undead lieutenant. :D)[/I][/SIZE][/CENTER] [sblock=Rough Background]So from VV's background we have his goblinoids and dwarf alliance (does it have a name VV?). There is also the "cattle kingdom", let's call it Rauland, which means The Green Place. It's your classical multi-species PC country (Human, elves, halflings, etc) -- not coincidentally since this is where most of the PC's come from and where Gerard's home city, the country's capital, is set (though probably on the other side of the country from the cattles of VV's description). Name for the city Scott? Rauland is protected on two sides by the previosuly mentionned dwarven mountain ranges, and faces the gulf of Ploohy on the other. We also have an evil/adversarial "Draught casting" country which I'm suggesting we call Kadrath. Kadrath borders Rauland to the west and is/was in fact a relatively recently (less than a 100 years) acquired principality of the greater Queendom of Dormith - source of the "Dormithian slavers" of Scott's background, don't you know - whose capital and main holdings reside on the other side of the ocean from Rauland. I had this prepared from another game, so we might as well use it for Dormith if you guys want (?). [sblock= Greater queendom of Dormith]The greater queendom of Dormith is a multicultural/multi-ethnic grouping of principalities set on the western shores of the home continent. Long ago, mighty dragonborn warriors set out from their cliff-side forts and conquered fearsome tribes of halfing, orcs, elves, goblins, dwarves, trolls, isolated kalashtar enclaves and tribes of smaller giants, unifying them, stiring them throughout the young empire as needed, giving them "civilization". Those were the Conquering Ages of Dormith, which were followed by the Age of Consolidation (also known as the Flowering Age), the Age of Internal Strife and, finally, the current Emerging Age of local, and then worldwide expantion. Dragonborn rule Dormith to this day. During the ages they have grown in absolute number but diminshed in overall percentage, so that while they *are* the only nobility, the sum-total of actual land owners (as opposed to tenants or long term leasers) AND the highest ranked military officiers, the entirety of lower ranks in their armies is in fact composed of other races, as are the increasingly wealthy merchant and crafter classes. In terms of organization, each significant agglomaration is ruled/administered by a dragonborn Mayor and his clutch, who answers to one of the thirteen regional Duke (usually also the Mayor of the regional capital) who in term answers to the Queen (also the Mayor of the capital city). Queendom rulers, mostly female with rare exceptions, are usually combat arcanists, able to wield the Orb of Chaos, the queendom's iconic and most devastating artifact. And, yes, *of course* they use dragons and earth drakes as war mounts. ;)[/sblock] Dorith has taken over Kadrath completely, putting in place their own dragonborn leadership-based system and begining massive public works programs to bring the "backwards" country up to the Queendom's standards: aqueducs, public offices, barracks, stadiums, roads, lots and lots of roads. This has of course driven the demand for cheap labor (read slaves) through the roof! Hence the now prevalent "Dorithian" slavers. This is where my character comes in: Ur of Greenhill, adept of the closed fist, master of the empty hand. I'm seeing his as a hill dwarf masson/stonecutter ([I]Rocky hills. He can see them in his dreams, covered in abundant grass, sharp peaks of snow and mist looming in the background. Next to him is his family's house, low to the ground as befit a dwarven dwelling, its sloped timber roof rising to a far-away point. He can almost touch the gritty texture of the field stones piled halfway up the ground-floor and smell the smell of the sheep, already in their wooden enclosure for the night...[/I]). Then comes the raid (while travelling to a nearby town?) and then semingly endless slavery on the work crews of Kardrath ([I]Slavery's manacled jaws slavering in endless hunger. Pitiless blades shaving at his soul, unrelanting weights ground round and round till somehow the grinding became polish, the blades stopped cutting and began to carve. Ur is now a believer, as was his father before him and his mother's grandfather. But those believers frown on his faith for in this he did not follow the path of his ancestors. Prompted by his teachers in faith, slaves like him, he choose the teachings of Brohym over more ancient wisdom. Choose personal perfection over the gift of oneself, the shaping of chaos instead of its eradication.[/I]) Then, and I haven't had time to write this bit in any details yet, but then Ur was freed by the adventuring party. He was a little nuts at this point, frankly, having integrated the basic tenets of slavery into a near insane drive to give of himself until there was nothing left. He therefore latched onto the main protagonist of his rescue and proceeded to *serve* him or her with a vengeance (I would *love* for one of the other PC to volonteer for this role <pretty please?>; strong and instant connections, always good storytelling tools... If not, it can always be an ex-member, either deceased or retired <sigh>). He's loosened up a lot since then, thanks in no small part to the friendships he's formed in the company and the guidance/patience/kicks in the butt of him or her that freed him ("Twice now," as he's won't to say). Then Ur adventures with the party until the "Draught" adventure rolls along, at which point Tutek joins up as well. The en- I mean <drum roll, please>: THE BEGINING.[/sblock][sblock=Power Explanation]Ur's powers come from prolionged and intense training to harden body and soul - all in a single-minded quest to sublimate his very self for others - and in his mastery of the Rumbling Stone Fist Avalanche style. Most recently, he has become able to harness his own inner spirit and burn it on the altar of his will, producing amazing, almost supernatural feats of agility and power. Specifically: * Bones of the Mountain: his now incredibly resilient system (immunity to poison and disease) allows him to go for weeks without food or drink (Sustenance). His wounds heal at an almost unbelievable rate (Monk healing plus Body Adjustment). His stocky frame can absorb impacts that would outright kill lesser men (Slow Fall, Catfall, AC bonus). * Rumbling Stone Fist Avalanche style: Strike fast, strike hard, strike often. Rumbling charges from above (Fast Movement, Hustle, Lion's Charge, Battle Jumper), repeated hard impacts (Flurry of Blows, Ki Strike) that bowl your opponents over (Improved Trip, Knockback) and bury them alive, such is the way of the rolling stones, a style he pieced together from many a fight and many a master -- chief amongst them the Galeb Duhr known only as Shi (who somehow, long ago became a living part of the now crumbling Sounding Wall that once surrounded the ancient country of western Alsion (now a rugged but mostly re-settled corner of Rauland). The party - Ur mostly - has taken on the titanic task of repairing the wall to help keep out - well, mostly Tutek's people, actually ;)). * Altar of the Will: Most of what he's learned he's pieced together from his readings (with the help of Shayuri's character?) of the steel-etched teachings of the human mystic/hermit/prophetess Corianna Alderan, which some say was the earthly envelope of Zann, the demi-God/Goddess of intelligence and self-learning, before he/she ascended (the tiny book was found laying on a coffee table in the rather eclectic and bizarre mountain-top lair of a mad vampire lord). Attempts to track down her true disciples have so far proved fruitless (though it did lead him to uncover a brainwashing attempt on the King's second son by a sect (falsely) claiming Zann's direct ascendance, which was, somewhat messily, put down by the party as a whole -- earning them the enmity of the abomination-worshipping Sons of the Beneath!) Most of what he's been able to achieve has therefore, almost inevitably given the nature of this particular demi-God/Goddess, been an amplification of what he can already do, what he already is. Using his need to defend, to keep harm from his friends, and turn it into the actual borrowing of their hurt, their pain, so that he can heal *for* them! Using a dwarf's innate stability to self-anchor most of his weight -- so that even the thinnest fabric, the slightest twig floating on water is enough to support him (Body Equilibrium). Combine this last with a dwarf's love of stone, and bounding up vertical surfaces and across rumble strewed battlefields became a snap -- surfaces almost furnishing footholds of their own volition! The most extreme of his new abilities is the Absolute Earthquake Strike™, where the power of a single ground strike becomes all that it can be and spreads out in all direction like a tectonic *wave* of destruction 80 feet wide! (Energy Burst) (He is less comfortable with the origin of his rather spectacular ability to grow two sizes larger, which came to him in a fit of rage while the group was fighting armored ogres ridding even more heavily armored dire bears in the frozen wastes below the South Peak Glaciers -- whether it be childish dreams of being a giant, some short-race complex he hadn't been conscious of before, or perhaps even some hidden (repressed?) part of him that wants to stand out/be admired? It's... rather troubling to even think about it...) Resilience, the watchful silence of stone, a few words that tell much, the gift of one's self, such was Ur of Greenhill. And such is Ur still.[/sblock][sblock=Full stats][code]Ur of Greenhill, Dwarven Monk 11/Psionic Fist 9 Stats Points Leveling+Manuals Misc Str 18/24 8 +4 vs Bull Rush or Trip Dex 18/22 6 1+1 Con 18 4+2 Racial 2 Int 14 4 Wis 20/24 8 2 Cha 8 0-2 racial HP 200 (Dead at -19, +20Hp/Hour (Earring of Regeneration)) AC 37 (10 + 6Dex + 7Wis + 4Monk + 3armor Torc +3natural Torc +4deflection Torc) +4 vs Giants Move 80' Power Points 86 (77 + 9 with Belt) Ini +10 (4dex, 4Torc, 2 belt) Saves Fort 14/19 +2 Spells, +4 Suffocation, Immune to Poison and Disease Ref 17/24 +2 Spells, Improved evasion Will 18/25 +2 Spells, +2 Enchantments Skills Skill points Rank Stat Bonus Other bonus Total Appraise (Stone or metal, Int) 0 2 4 6 Auto-Hypnosis (Wis) 11 11 7 2 20 Balance (Dex) 12 12 6 2 20 Concentration (Con) 16 16 4 20 Handle Animal (CC, Cha) 2 1 -1 0 Jump (Str) 16 16 7 2 25 Jump (+20 at 80' speed, +25 Jump Skill): 45 -> Long Jump 55 feet on a 10, High Jump 13 feet Perception (Wis) 19 19 7 26 Search (Int) 2 2 4 +2 Secret doors Stealth (Dex) 24 24 6 30 Tumble (Dex) 17 17 6 2 25 Craft (Stonecutter/Stonemason, Int) 11 11 2 2 15 Know (Religion, Int) 8 8 2 10 Know (CC, Arc&Enginering, Int) 2 1 2 2 5 Languages: Common, Dwarven, Giantish, some Celestial Feats Source Level gained Description Monk 1 AC Bonus (Ex): A monk can add his Wis modifier to his AC and gains an extra +1/5 level if unarmoredf and unencumbered. This bonus applies to Touch attacks and remains in effect when the monk is flat-footed. Monk 1 Unarmed strike: If unarmored, the monk's unarmed attacks count as armed. Can choose to do subdual damage at no penalty. Count as both natural and manufactured weapons. Monk 1 Flurry of Blows (Ex): As a full Attack action, the monk may make an extra attack at his highest BAB (2 attacks from 11th level onwards). Monk 1 Improved Bull Rush: Bull rush does not provoke AoO from the defender. +4 bonus on the opposed Strength check. (Taken instead of Improved Grapple with Jemal's permission) Monk 2 Evasion: No damage on successful Reflex saves for half damage. Light or no armor, not Helpless. Monk 2 Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may also make attacks of opportunity while flat-footed. Monk 3 Fast Movement (Ex): No armor and a Light load maximum. Else revert to 20' base dwarven movement. Monk 3 Still Mind (Ex): +2 save vs all Enchantments. Monk 4 Ki Strike (Su): Unarmed strikes considered magic weapons, then Lawful at 10th level. Monk 4 Slow Fall (Ex): If within arm's reach of a surface, substract that total from any fall. Monk 5 Purity of Body (Ex): Immunity to natural diseases. Monk 6 Improved Trip: Trip attempts do not provoke AoO. +4 to strength check to Trip. Free melee attack on successful Trip. (Prone: -4 AC and ToHit, standing up provokes AoO) Monk 7 Wholeness of Body (Su): Can Heal Monk Level X 2 HP per day as a standard action. HPs can be spread out into more than one use. 22 HP max at 11th level. Monk 9 Improved Evasion (Ex): Half damage on failed Reflex saves for half damage. Not Helpless. Monk 11 Diamond Body (Su): Immunity to all poisons. Psionic Fist 12 Psionic casting (EPH): A Psionic Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The Difficulty Class for saving throws against Psionic Fist powers is 10 + the power’s level + the Psionic Fist’s Wisdom modifier. To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power’s level. Psionic Fist 12 Monk Abilities (EPH): A Psionic Fist’s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on. Psionic Fist 16 Expanded Knowledge (EPH): Energy Burst: Add a power of a level you can manifest to your list of powers known, can come from any power lists. Must be at least 3rd level manifester. Level 1 Power Attack: Up to +Base attack to damage for -that amount to the Tohit. Level 3 Battle Jumper (UEast): Initiate a charge by dropping 5 to 30' on opponent, then either X2 Dam, or Trip +1 Size or Grapple +1 size. Jump check DC 15 or you fall prone. Jemal added: Cannot add damage multiplier (save crit), cannot Power Attack. Level 6 Improved Natural Weapon (Unarmed): Treat weapon as one size category larger. Must have BAB +4. Level 9 Wild Talent: As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic Item Creation feats. Level 12 Up the Wall [Psionic]: When psionically focused, can move up walls during single move action. Level 15 Shock Trooper (CW): On succ Bull Rush, move foe left or right as well as back; if push into same square as another, both suffer a free Trip attack. Must Have power Attack, Improved Bull rush, +6 BaB. Level 18 Knock Back (RoS): Free Bull rush on successful Power Attack. Must have Power Attack, improved Bull Rush, Size Large or larger. Powers Powers (9 powers of 5th level or lower) 1 Expansion (1st, EPH, D): 1 Standard, Personal, 1r/L, Large (1PP), Huge (7PP), Swift (+6PP), 1min/L(+2PP). 2 Catfall (1st, EPH): Immediate action, Personal, land on your feet and -10' fallen/1PP 3 Psionic Lion's Charge (2nd, EPH): Swift, Personal, Can make a full attack after a charge (3PP), +1dam/1PP. 4 Hustle (2nd, EPH): Swift, Personal, 1 Extra move action this round (3PP) 5 Empathic Transfer (2nd, EPH): Standard, Touch, Tranfer 2d10 HP of dam (3PP) + 2d10/1PP. Also poison, disease and Ability Damage. 6 Body Adjustment (2nd, EPH): 1round, Personal, +1d12 HP (3PP) + 1d12/2PP 7 Psionic freedom of movement (4th, EPH): 1 Standard, Personal, 10min/L, as spell of same name (7 PP). 8 Body Equilibrium (2nd, EPH): 1 standard, Personal, 10 min/L, Walk on any surface (3PP) Running makes you sink. 9 Sustenance (2nd, EPH): Standard, instantaneous, No need to drink or eat for one day (3PP) EK Energy Burst (3rd L Psion, EPH): 1 Standard, 40' Burst, 5d6 dam with either +1 dam, +1 dam&Fort save, -1 dam&ignore Hardness or +2 save DC&+2 Power resistance (5PP) + 1d6/PP (+1 DC for every 2PP invested), Reflex save for half.[/code][/sblock][sblock=Equipment][B]Body Slots[/B][code]Head Earring of Regeneration (Left ear) Small golden hoop with the tiny words "Come back. M.V." engraved within in dwarvish Eye Goggles of True Sight Leather goggles with brass fittings and diamond lenses of the palest blue. Ususally worn on his forehead. Neck Torc of the Dragon Scales Golden-red scaled torc with dragon heads as the two balls . Neck Empowered Spell Shard On its own silver chain Vest Chains of Resistance Heavy chains with a hand-sized metal shield where they cross across his chest and back. Robe Belt Belt of Divine Prayer Simple rope belt with knotted ends. Woven with the hair of the faithfull. Cape Bracer Bracers of Mighty Fists Leather bracers with simple gold fittings at top and bottom. The leather is abundantly illustrated with graven images of mighty battles with giant-kin. Gloves Gloves of Dexterity Tough fingerless leather gloves Ring, right Ring of Metal and Stone Smooth adamantium ring with softly waving lines in high relief. Ring, right Ring of Returning Glassy silver ring with a mirror finish Boots Anklets of Freedom Shaped like slim iron manacles with one broken link still attached to each[/code] [B]Full List[/B] [code]Cost (k$) 135 Earring/Ring of Regeneration (inapropriate slot X1.5) [+20 HP/h] 109 Goggles of True Seeing (Ring of True Seeing, CL 10, 30 min/day, Standard to activate, 54K), Power Sight (20CL, Infinite, Swift action to activate, 36K) and Blindfold of True Darkness (Blindsight 30', immune to Gazes, Standard to activate/put on, 9K) 99.5 Torc/Bracers of armor +3 (MIC, 22K), Natural Armor +3 (18K) and Protection +4 (Deflection bonus, 32K), +4 competence on ini (5K, Jemal) 9 Empowered Spellshard (Energy Burst) (MIC, 6K) 25 Chains/Cloak of Resistance +5 to all saving throws 68 Belt of Divine Prayer/ ring of str +6 (36k) and Wisdom +4 (16k, inapropriate slot X1.5) 150 Bracers/Amulet of Mighty Fists +5 (Enhancement Tohit and Damage) 37 Gloves of Dexterity +4 and Titan's Grip (+8 Grapple, 14k) 192 Ring of Metal and Stone (Ring of Earth Glide 15min 3/day (RoS, 144k), +1 Gauntlet of Metaline (MIC, +2) Sundering (MIC, +1) (32k)) [Glide through rock and soil like an earth elemental;Improved Sunder +1d6 dam; Command word gives unarmed attack the Silver, Adamantine (present setting) or Cold Iron property] 113.28 Ring of Returning (Ring of Spell turning (98.28K), Gloves of Arrow Snaring, Greater (10K)) [9 Levels of spells, 3/day; Snatch arrow Feat 5/d] UR's POWER ITEM! 3.4 Anklets/Boots of Freedom (Agile Leaping (MIC, 0.6K) and Jumping (MIC 2.5K)) [10 rounds of Haste per Day; Can stand up from prone as a Swift action that does not provoke; Only need 10' of running start, 3 Charges/d each granting +10 to next Jump check] 2.5 Beltpouch of Random Stuff (Bag of Holding I) [Weight 15 lbs, can store 125 lbs and 30 cubic feet.] In Bag of Holding section of Beltpouch (Right belt): 0.5 Magic Bedroll (MIC) [Endure elements and regain 1 HP/L upon waking] Raven's metal vase (With Ur's subtle hand print on it) 1.27 In Random Stuff section of Beltpouch On Belt: 10 Immovable Rods X2 (5K each, for swinging "flight") 7.25 Bottle of Air [Standard action to breathe and then can hold breath] 1.5 Diary of CorAl/Tome of Wordly Memory (MIC) in leather holster and tied with a silvered chain to belt [1 min, +5 to Know 3/day, Standard if Rank 5 or higher] 27.5 Manuel of Dex+1 8.3 My Share of the Charriot of the Clouds[/code][/sblock]-------------------------------------------------------------[sblock=Quick stat block]Current Conditions: Freedom of Movement, Body Equilibrium, True Sight AC: 37 (Arrow Snarring 5/5, Spell Returning 3/3 [Ring]), Large 36, Huge 35 (add +4 Cover) HP: 200/200 (Regeneration 20 Hp/H [Earring]) PP: 70/86 Ini: +10, Large +9, Huge +8 Reach: 5', Large 10', Huge 15' Psionic focus: Focused Fort 14/19 +2 Spells, +4 Suffocation, Immune to Poison and Disease Ref 17/24 (add +4 Cover) +2 Spells, Improved evasion, -1 Large, -2 Huge, +1 if Hasted Will 18/25 +2 Spells, +2 Enchantments ToHit melee: (14/9/4 BAB), 26/21/15 with belt and bracers, 26/26/26/21/15 with Flurry Damage unharmed: 4d8+12 (4 str, 3 belt, 5 bracers), Large 6d8+13, Huge 8d8+14 (Magical, Lawful, Adamantine [Ring]) Attack Options: Subdual, ST Knockback, Improved Bull Rush, Improved Trip(+17), Improved Sunder [Ring], Jumping Charge, Power Attack, Grapple(+31) Defense Options: Up to 6 AoO per round, Slow Fall 50' Move: 80' (Up walls if Focused, Stand up from prone as Free with no AoO [Anklets]) Jump: 45+1d20' (Only need 10' run up [Anklets], +10 to jump check 3/3 [Anklets]) Carry: Light 233, Medium 466, Heavy 700 (Lift X2, Drag X5, Large X2, Huge X4). [B]Powers From Items:[/B] - True Sight 29min/30min, standard to activate [Goggles] - Power Sight at will, Quick action [Goggles] - Blingsight at will, standard to activate [Goggles] - Earth Glide, standard to activate 15min 3/3 [Ring] - +8 Grapple, 3/3 [Gloves] - Empower Energy Burst (X1.5), Free action 3/3 [Shard] - +5 Knowledge Skill, 1 min or Standard if at least 5 ranks 3/3 [Tome] [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
Jemal's Quest character thread
Top