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Kombat Kraziness 1: Grotto of the Kua-toa RG
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<blockquote data-quote="Victim" data-source="post: 4311410" data-attributes="member: 78"><p>Human Warlord:</p><p></p><p>[sblock]</p><p>Victor</p><p>Human Warlord (Battle Captain) 17</p><p>Unaligned</p><p></p><p>Str 22 (+6/+14)</p><p>Con 12 (+1/+9)</p><p>Dex 11 (+0/+8)</p><p>Int 20 (+5/+13</p><p>Wis 9 (-3/+7)</p><p>Cha 14 (+2/+10)</p><p></p><p>Init +8 (+13); Perception +7</p><p>HP: 104, Bloodied 52</p><p>Surges: 11, Value: 26</p><p>AC 33 (18 +8 armor, +5 A, +2s)</p><p>Fortitude 32 (18 +1r +1c +6a +4e +2f)</p><p>Reflex 32 (18 +1r +5a +2s +4e +2f) </p><p>Will 28 (18+1c+1r+2a+4e+2f)</p><p></p><p>Abilities:</p><p>Extra At will</p><p>Extra Skill</p><p>Extra feat</p><p>+1 to F, R, W</p><p>-----</p><p>Inspiring Word (3/encounter), CBu 10, +4d6</p><p>Combat Leader: +5p initiative to self and allies within 10</p><p>Tactical Presence: +2 bonus to attack, +5 bonus to damage on allies AP action</p><p>Battle Action: when you spend AP for extra action, allies who see and hear gain +1 attck until start of my next turn</p><p>Cry Havoc: allies get +2 attack in the first round and/or surprise round</p><p>Battle Inspiration: ally hit with Inspiring Word gets +5p attack and +5p speed until end of my next turn</p><p></p><p>Skills (Check penalty -3):</p><p>- Acrobatics: +5</p><p>- Arcana: +13</p><p>- Athletics: Y +20</p><p>- Bluff: +10</p><p>- Diplomacy: +10</p><p>- Dungeoneering: +7</p><p>- Endurance: Y +11</p><p>- Heal: Y +12</p><p>- History: Y +18</p><p>- Insight: +7</p><p>- Intimidate: +10</p><p>- Nature: +7</p><p>- Perception: +7</p><p>- Religion: +13</p><p>- Stealth: +9</p><p>- Streetwise: +10</p><p>- Thievery: +5</p><p></p><p>Feats:</p><p>Action Surge, Tactical Assault, Heavy Shield Prof, Human Perserverance, Durable, Action Recovery, Combat Commander, Great Fort, Iron Will, Lightning Reflexes, +1 ?</p><p></p><p>At-Wills:</p><p>Wolf Pack Tactics: ally adjacent to self or target can shift 1; v AC: H: w+STR</p><p>Viper's Strike: v AC: H: 1w +STR. E: target provokes OA from designated ally by shifting</p><p>Commander's Strike: ally takes basic melee attack, </p><p></p><p>Basic Melee Attack</p><p>longsword: +21 d8+10</p><p>Longspear: +18 d10+8</p><p></p><p>Basic Ranged Attack</p><p>javelin: +18 d6+8 </p><p></p><p>Encounters:</p><p>Surprise Attack: v AC: H: 1w+STR, ally within 5 makes basic attack with Combat Advantage and +5 bonus</p><p></p><p>Beat them into the Ground: v F: H: 2w+STR, knocked prone. Allies within 5 make basic attack with +5p to hit that only knock other targets prone.</p><p></p><p>Hail of Steel ( v AC: H: 2w+STR, allies within 5 make basic attack on target)</p><p></p><p>Force Retreat: v R: H: 1w, push 5, S (enemies adjacent to target and within reach): v F: H: 2d6+STR, push 1</p><p></p><p>Utilities:</p><p>Knight's Move: move: R10: ally takes move as free action.</p><p>Inspiring Reaction: IR: T: when you or ally take damage: spend surge, regain +2 HP</p><p>Defensive Rally: standard, CBu 5, each ally can spend surge and make 1 save, and gain +2p to all defenses until end of my next turn</p><p>White Raven Formation: standard: CBu 5, allies take move action</p><p>BOlt of Genius: standard, R5: target regains used encounter power</p><p></p><p>Dailies:</p><p>Lead the Attack: v AC: H: 3w+STR, you and allies within 5 gain +6p bonus to attack the target until end of encounter. M: you and allies within 5 gain +1p to attack target until end of encounter.</p><p>Stand the Fallen: v AC: H: 3w+STR. E: each ally within 10 can spend surge and gain +2 HP</p><p>Renew the Troops: v AC: H: 3w+STR, allies with los regain HP AS IF spent a surge+2. M: allies with LoS regain 12 HP.</p><p></p><p>Equipment:</p><p>+4 magic longsword</p><p>Cloak of Resistance +4 D: minor: resist 10 all until start next</p><p>Sylvan Darkhide +4 (+4 ath, stealth)</p><p>Helm of Heroes D: free: ally given basic attack gets standard action and +2p damage</p><p>Iron Ring of the Dwarf Lords: +1 surge; D II, negate forced movement; milestone: immune forced movement until start of end of next turn</p><p>Magic longspear +2</p><p>Magic javelin +2</p><p>5 potions of Vitality</p><p></p><p>6.2k</p><p></p><p>Victor is the scion of a once noble family, now fallen into poverty and disreput. He adventures to recover their lost fortune and influence. And even if the nobility story is just BS told because it's impossible to verify, the money and status are real.</p><p></p><p>[/sblock]</p><p></p><p>Elven Cleric:</p><p></p><p>[sblock]</p><p>Lasra</p><p>elf cleric 17 (Divine Oracle) of Corellon</p><p>Good</p><p></p><p>STR 14</p><p>CON 13</p><p>DEX 18</p><p>INT 9</p><p>WIS 22</p><p>CHA 16</p><p></p><p>SPD 8</p><p>INI +12</p><p>AC 34 (18+1s+1f+14armor)</p><p>F: 26 (18+2f+2a +4e)</p><p>R: 29 (18+1s+4a+4e+2f)</p><p>W: 30 (18+2c+6a+4e)</p><p></p><p>HP 105. B: 52. Surge 27. Surges: 8</p><p></p><p>Ritual Casting</p><p><span style="color: Red">Healing Word:</span> 3 per encounter, Cbu 10. You or ally spend a surge and regain 4d6+6</p><p></p><p>Healer's Lore: +6 to healing powers</p><p></p><p><span style="color: Red">Channel Divinity</span>: 1 of either:</p><p>Divine Fortune: Free: you get +1 to next attack or save before end of your turn</p><p>Turn Undead: standard: CBu 5: v W: H: 4d10+ radiant, immobilized until end of my next turn, Push 6. M: 1/2, no push or immo</p><p></p><p>Foresight: you and each ally within 5 can't be surprised. You roll twice for initiative and take best.</p><p></p><p>Prophetic Action: spend AP for extra action: gain extra move action in later turn of encounter</p><p></p><p>Terrifying Insight: when I make an attack against Will, I can roll twice and take best, but then missing means I'm dazed until the end of my next turn</p><p></p><p>Astral Fire, Elven Precision, Light Shield Prof, Scale Proficiency, Skill Training, Scale Spec, Uncanny Dodge, Great Fort, Lighting Reflexes, Warrior of the Wild</p><p></p><p>Skills :</p><p>- Acrobatics: Y+17</p><p>- Arcana: +7</p><p>- Athletics: +10</p><p>- Bluff: +11</p><p>- Diplomacy: +11</p><p>- Dungeoneering: +14</p><p>- Endurance: +9</p><p>- Heal: Y +19</p><p>- History: +7</p><p>- Insight: Y +21</p><p>- Intimidate: +11</p><p>- Nature: +16</p><p>- Perception: Y +23</p><p>- Religion: Y +19</p><p>- Stealth: +12</p><p>- Streetwise: +11</p><p>- Thievery: +12</p><p></p><p>Basic Melee: dagger: +13: 1d4+2</p><p>Basic Ranged: dagger: +15: 1d4+4; longbow +14: 1d10+4</p><p></p><p></p><p><span style="color: Green">Lance of Faith</span>: +18 v R: H: 1d8+12 radiant, +2p to attack for 1 ally vs that target</p><p><span style="color: Green">Sacred Flame</span>: +18 v R: H: 1d6+12 radiant, ally gets +11 temp HP or save</p><p></p><p>Encounter:</p><p><span style="color: Red">Break the Spirit:</span> R10, +18 v W: H: 2d8+12 radiant, -3 penalty to attack until end of your next turn</p><p></p><p><span style="color: Red">Mantle of Glory</span>: CBa5, enemies: +18 v W: H: 2d10+12 radiant. E: allies hit can spend surge +6</p><p></p><p><span style="color: Red">Entrall</span>: ABu 3 within 10, enemies: +18 v W: H: 2d10+10 psychic, immobilized and can't attack me until end of my next turn</p><p></p><p><span style="color: Red">Prophecy of Doom</span>: standard R5. You or ally who hit target can choose to make it a crit. Lasts until end of my next turn or until used.</p><p></p><p><span style="color: Red">Elven Accuracy</span>: free: reroll attack with +2 bonus</p><p></p><p><span style="color: Red">Hunter's Quarry</span>: minor: select closest enemy, get +2d6 damage 1/round against them. Lasts until end of my next turn.</p><p></p><p>Daily:</p><p></p><p>Consecrated Ground: Cbu1: E: zone until end of my next turn, can move 3 squares as move action. Enemies starting their turns in zone take 1d6+9 radiant. You and bloodied allies starting turn in zone regain 10 HP. Sus: minor: zone persists</p><p></p><p>Flame Strike: ABu 2 within 10, enemies: +18 v R: H: 2d10+12 fire, ongoing 11 fire save ends. M: 1/2 damage, no ongoing</p><p></p><p>Seal of Warding: CBu 3, enemies: +18 v W: H: 4d10+12 radiant, slowed until end of my next turn. M: 1/2 damage, not slowed. E: Zone is difficult terrain and you+allies get cover versus ranged attacks until end of my next turn. Sus: Minor: zone persists</p><p></p><p>Utility:</p><p>Good Omens: standard, daily, R10: you and allies within range get +5p to all d20 rolls until end of my next turn, but can't score crits</p><p></p><p><span style="color: Red">Astral Shield</span>: standard, E, R5. Shield appears in 1 square within range. You and allies adjacent to shield get +2 AC. Can move it 3 squares as move action. Lasts until end of encounter.</p><p></p><p>Mass Cure Light: standard, daily, CBu5. You and allies regain HP as if they spent a surge with +9 HP.</p><p></p><p><span style="color: Red">Bastion of Health</span>: encounter, minor, R10. You or ally can spend surge with +9 HP</p><p></p><p><span style="color: Red">Divine Aid</span>: encounter, standard, R5: You or ally make save with +3 bonus.</p><p></p><p>Stuff:</p><p></p><p>Dwarven Wyrmscale +4. Daily, free: regain HP as if spent surge</p><p>Magic Holy Symbol +4</p><p>Amulet of Health +4. Resist Poison 10</p><p>Diadem of Acuity</p><p>Gloves of Piercing: Daily, minor: your attacks ignore any resist of 10 or lower until end of encounter</p><p>Belt of Vigor +1</p><p>Shield of Deflection: Resist ranged 5</p><p>Battle Strider Greaves</p><p>Potion of Vitality (3)</p><p></p><p>Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools</p><p></p><p></p><p>~600 gp </p><p></p><p>Rituals: (cost to learn: 2700)</p><p>Gentle Repose 10</p><p>Animal Messenger 10</p><p>Hand of Fate 70</p><p>Commune with Nature 140</p><p>Endure Elements 20</p><p>Speak with Dead 140</p><p>Water Walk 20</p><p>Raise Dead 5000 (for us)</p><p>Remove Disease 150</p><p>Remove Affliction 350</p><p></p><p>Ritual Resources: Heal: 7000 Nature: 500 Religion: 500</p><p></p><p>Lasra is just better just better than you. Whether it's her flawless elven grace, uncanny senses, powerful holy magics... Most of the time, this goes without saying. But some of the time, people need to be reminded: by some dazzling acrobatics, a flashy attack prayer, or a timely heal. She does give credit where credit is do; hence the worship of Corellon, the god of magic, beauty and fey.[/sblock]</p></blockquote><p></p>
[QUOTE="Victim, post: 4311410, member: 78"] Human Warlord: [sblock] Victor Human Warlord (Battle Captain) 17 Unaligned Str 22 (+6/+14) Con 12 (+1/+9) Dex 11 (+0/+8) Int 20 (+5/+13 Wis 9 (-3/+7) Cha 14 (+2/+10) Init +8 (+13); Perception +7 HP: 104, Bloodied 52 Surges: 11, Value: 26 AC 33 (18 +8 armor, +5 A, +2s) Fortitude 32 (18 +1r +1c +6a +4e +2f) Reflex 32 (18 +1r +5a +2s +4e +2f) Will 28 (18+1c+1r+2a+4e+2f) Abilities: Extra At will Extra Skill Extra feat +1 to F, R, W ----- Inspiring Word (3/encounter), CBu 10, +4d6 Combat Leader: +5p initiative to self and allies within 10 Tactical Presence: +2 bonus to attack, +5 bonus to damage on allies AP action Battle Action: when you spend AP for extra action, allies who see and hear gain +1 attck until start of my next turn Cry Havoc: allies get +2 attack in the first round and/or surprise round Battle Inspiration: ally hit with Inspiring Word gets +5p attack and +5p speed until end of my next turn Skills (Check penalty -3): - Acrobatics: +5 - Arcana: +13 - Athletics: Y +20 - Bluff: +10 - Diplomacy: +10 - Dungeoneering: +7 - Endurance: Y +11 - Heal: Y +12 - History: Y +18 - Insight: +7 - Intimidate: +10 - Nature: +7 - Perception: +7 - Religion: +13 - Stealth: +9 - Streetwise: +10 - Thievery: +5 Feats: Action Surge, Tactical Assault, Heavy Shield Prof, Human Perserverance, Durable, Action Recovery, Combat Commander, Great Fort, Iron Will, Lightning Reflexes, +1 ? At-Wills: Wolf Pack Tactics: ally adjacent to self or target can shift 1; v AC: H: w+STR Viper's Strike: v AC: H: 1w +STR. E: target provokes OA from designated ally by shifting Commander's Strike: ally takes basic melee attack, Basic Melee Attack longsword: +21 d8+10 Longspear: +18 d10+8 Basic Ranged Attack javelin: +18 d6+8 Encounters: Surprise Attack: v AC: H: 1w+STR, ally within 5 makes basic attack with Combat Advantage and +5 bonus Beat them into the Ground: v F: H: 2w+STR, knocked prone. Allies within 5 make basic attack with +5p to hit that only knock other targets prone. Hail of Steel ( v AC: H: 2w+STR, allies within 5 make basic attack on target) Force Retreat: v R: H: 1w, push 5, S (enemies adjacent to target and within reach): v F: H: 2d6+STR, push 1 Utilities: Knight's Move: move: R10: ally takes move as free action. Inspiring Reaction: IR: T: when you or ally take damage: spend surge, regain +2 HP Defensive Rally: standard, CBu 5, each ally can spend surge and make 1 save, and gain +2p to all defenses until end of my next turn White Raven Formation: standard: CBu 5, allies take move action BOlt of Genius: standard, R5: target regains used encounter power Dailies: Lead the Attack: v AC: H: 3w+STR, you and allies within 5 gain +6p bonus to attack the target until end of encounter. M: you and allies within 5 gain +1p to attack target until end of encounter. Stand the Fallen: v AC: H: 3w+STR. E: each ally within 10 can spend surge and gain +2 HP Renew the Troops: v AC: H: 3w+STR, allies with los regain HP AS IF spent a surge+2. M: allies with LoS regain 12 HP. Equipment: +4 magic longsword Cloak of Resistance +4 D: minor: resist 10 all until start next Sylvan Darkhide +4 (+4 ath, stealth) Helm of Heroes D: free: ally given basic attack gets standard action and +2p damage Iron Ring of the Dwarf Lords: +1 surge; D II, negate forced movement; milestone: immune forced movement until start of end of next turn Magic longspear +2 Magic javelin +2 5 potions of Vitality 6.2k Victor is the scion of a once noble family, now fallen into poverty and disreput. He adventures to recover their lost fortune and influence. And even if the nobility story is just BS told because it's impossible to verify, the money and status are real. [/sblock] Elven Cleric: [sblock] Lasra elf cleric 17 (Divine Oracle) of Corellon Good STR 14 CON 13 DEX 18 INT 9 WIS 22 CHA 16 SPD 8 INI +12 AC 34 (18+1s+1f+14armor) F: 26 (18+2f+2a +4e) R: 29 (18+1s+4a+4e+2f) W: 30 (18+2c+6a+4e) HP 105. B: 52. Surge 27. Surges: 8 Ritual Casting [COLOR=Red]Healing Word:[/COLOR] 3 per encounter, Cbu 10. You or ally spend a surge and regain 4d6+6 Healer's Lore: +6 to healing powers [COLOR=Red]Channel Divinity[/COLOR]: 1 of either: Divine Fortune: Free: you get +1 to next attack or save before end of your turn Turn Undead: standard: CBu 5: v W: H: 4d10+ radiant, immobilized until end of my next turn, Push 6. M: 1/2, no push or immo Foresight: you and each ally within 5 can't be surprised. You roll twice for initiative and take best. Prophetic Action: spend AP for extra action: gain extra move action in later turn of encounter Terrifying Insight: when I make an attack against Will, I can roll twice and take best, but then missing means I'm dazed until the end of my next turn Astral Fire, Elven Precision, Light Shield Prof, Scale Proficiency, Skill Training, Scale Spec, Uncanny Dodge, Great Fort, Lighting Reflexes, Warrior of the Wild Skills : - Acrobatics: Y+17 - Arcana: +7 - Athletics: +10 - Bluff: +11 - Diplomacy: +11 - Dungeoneering: +14 - Endurance: +9 - Heal: Y +19 - History: +7 - Insight: Y +21 - Intimidate: +11 - Nature: +16 - Perception: Y +23 - Religion: Y +19 - Stealth: +12 - Streetwise: +11 - Thievery: +12 Basic Melee: dagger: +13: 1d4+2 Basic Ranged: dagger: +15: 1d4+4; longbow +14: 1d10+4 [COLOR=Green]Lance of Faith[/COLOR]: +18 v R: H: 1d8+12 radiant, +2p to attack for 1 ally vs that target [COLOR=Green]Sacred Flame[/COLOR]: +18 v R: H: 1d6+12 radiant, ally gets +11 temp HP or save Encounter: [COLOR=Red]Break the Spirit:[/COLOR] R10, +18 v W: H: 2d8+12 radiant, -3 penalty to attack until end of your next turn [COLOR=Red]Mantle of Glory[/COLOR]: CBa5, enemies: +18 v W: H: 2d10+12 radiant. E: allies hit can spend surge +6 [COLOR=Red]Entrall[/COLOR]: ABu 3 within 10, enemies: +18 v W: H: 2d10+10 psychic, immobilized and can't attack me until end of my next turn [COLOR=Red]Prophecy of Doom[/COLOR]: standard R5. You or ally who hit target can choose to make it a crit. Lasts until end of my next turn or until used. [COLOR=Red]Elven Accuracy[/COLOR]: free: reroll attack with +2 bonus [COLOR=Red]Hunter's Quarry[/COLOR]: minor: select closest enemy, get +2d6 damage 1/round against them. Lasts until end of my next turn. Daily: Consecrated Ground: Cbu1: E: zone until end of my next turn, can move 3 squares as move action. Enemies starting their turns in zone take 1d6+9 radiant. You and bloodied allies starting turn in zone regain 10 HP. Sus: minor: zone persists Flame Strike: ABu 2 within 10, enemies: +18 v R: H: 2d10+12 fire, ongoing 11 fire save ends. M: 1/2 damage, no ongoing Seal of Warding: CBu 3, enemies: +18 v W: H: 4d10+12 radiant, slowed until end of my next turn. M: 1/2 damage, not slowed. E: Zone is difficult terrain and you+allies get cover versus ranged attacks until end of my next turn. Sus: Minor: zone persists Utility: Good Omens: standard, daily, R10: you and allies within range get +5p to all d20 rolls until end of my next turn, but can't score crits [COLOR=Red]Astral Shield[/COLOR]: standard, E, R5. Shield appears in 1 square within range. You and allies adjacent to shield get +2 AC. Can move it 3 squares as move action. Lasts until end of encounter. Mass Cure Light: standard, daily, CBu5. You and allies regain HP as if they spent a surge with +9 HP. [COLOR=Red]Bastion of Health[/COLOR]: encounter, minor, R10. You or ally can spend surge with +9 HP [COLOR=Red]Divine Aid[/COLOR]: encounter, standard, R5: You or ally make save with +3 bonus. Stuff: Dwarven Wyrmscale +4. Daily, free: regain HP as if spent surge Magic Holy Symbol +4 Amulet of Health +4. Resist Poison 10 Diadem of Acuity Gloves of Piercing: Daily, minor: your attacks ignore any resist of 10 or lower until end of encounter Belt of Vigor +1 Shield of Deflection: Resist ranged 5 Battle Strider Greaves Potion of Vitality (3) Adventuring Gear, 200 ft of silk rope, Climber's kit, Longbow (50 arrows), 6 daggers, Fine Clothing, Thieves' Tools ~600 gp Rituals: (cost to learn: 2700) Gentle Repose 10 Animal Messenger 10 Hand of Fate 70 Commune with Nature 140 Endure Elements 20 Speak with Dead 140 Water Walk 20 Raise Dead 5000 (for us) Remove Disease 150 Remove Affliction 350 Ritual Resources: Heal: 7000 Nature: 500 Religion: 500 Lasra is just better just better than you. Whether it's her flawless elven grace, uncanny senses, powerful holy magics... Most of the time, this goes without saying. But some of the time, people need to be reminded: by some dazzling acrobatics, a flashy attack prayer, or a timely heal. She does give credit where credit is do; hence the worship of Corellon, the god of magic, beauty and fey.[/sblock] [/QUOTE]
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Kombat Kraziness 1: Grotto of the Kua-toa RG
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