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Q'Barra: Facing Truth (Character Thread)
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<blockquote data-quote="BRP2" data-source="post: 3356038" data-attributes="member: 47499"><p>Name: Charles Feyheart</p><p>Gender: Male</p><p>Race: Human, 18 years old</p><p>Class: Scout 5</p><p>Alignment: CG</p><p>Patron Deity: The Sovereign Host (but only out of habit)</p><p></p><p>[sblock=Basic Stats]</p><p>Str 14 -- (6 pts) [+2]</p><p>Dex 17 -- (10 pts) (+1 level 4) [+3]</p><p>Con 10 -- (2 pts) </p><p>Int 14 -- (6 pts) [+2]</p><p>Wis 12 -- (4 pts) [+1]</p><p>Cha 12 -- (4 pts) [+1]</p><p></p><p>Hit Points: 32 (8 + 6 + 6 + 6 + 6)</p><p>Action Points: </p><p>AC 16 (10 + mod 3 + armor 3 ) Dodge +1 / Skirmish +1 / vs. AoO +4</p><p>Touch AC 13, Flat AC 13 (Note: Uncanny Dodge) [Load 55/175, light load/armor]</p><p>Init +4 (mod 3 + Battle Fortitude 1)</p><p>BAB: +3, Grapple: +??</p><p>Speed: 40 (Medium Armor/Load or higher: 20)</p><p>Fort +3 (base 1 + mod 0 + Battle Fortitude 1 + misc 1) (Fort +1 in medium/heavy armor/load)</p><p>Ref +8 (base 4 + mod 3 + misc 1)</p><p>Will +3 (base 1 + mod 1 + misc 1)</p><p></p><p>+6 Melee, Longspear+1, 1d8+4, 20/x3, Piercing</p><p>+5 Melee, Dagger, 1d4+2, 19-20/x2, 10 ft, Piercing </p><p>+5 Melee / +6 Ranged, Throwing Axe, 1d6+2, 20/x2, 10 ft, Slashing (x2)</p><p></p><p>Medium, 5'9" tall, 137 wt, 19 yrs old</p><p>Dirty blond short and curly hair, green eyes, and slightly tan dry skin</p><p>[/sblock]</p><p></p><p>[sblock=Skills]</p><p>Speaks Common, Dwarven, and Draconic.</p><p></p><p>+11 Tumble (Ranks 8 + Mod 3 + Misc 0)</p><p>+11 Hide (Ranks 8 + Mod 3 + Misc 0)</p><p>+11 Move Silently (Ranks 8 + Mod 3 + Misc 0)</p><p>+9 Escape Artist (Ranks 6 + Mod 3 + Misc 0)</p><p>+12 Disable Device (Ranks 8 + Mod 2 + Misc 2)</p><p>+10 Craft(Poisonmaking) (Ranks 8 + Mod 2 + Misc 0)</p><p>+6 Survival* (Ranks 5 + Mod 1 + Misc 0)</p><p>+6 Knowledge(Geography) (Ranks 4 + Mod 2 + Misc 0)</p><p>+9 Sense Motive (Ranks 8 + Mod 1 + Misc 0)</p><p>+9 Search (Ranks 8 + Mod 2 + Misc 0)</p><p>+8 Listen (Ranks 8 + Mod 1 + Misc 0) </p><p>+8 Spot (Ranks 8 + Mod 1 + Misc 0)</p><p>+6 Balance (Ranks 1 + Mod 3 + Synergy 2)</p><p>+4 Jump (Ranks 0 + Mod 2 + Synergy 2)</p><p>+3 Diplomacy (Ranks 0 + Mod 1 + Synergy 2)</p><p>+2 Climb, Swim, and Swim (Mod 2) Untrained</p><p>+3 Ride and Use Rope** (Mod 3) Untrained</p><p>+0 Concentration (Mod 0) Untrained</p><p>+2 Appraise***, Craft(Other), and Forgery (Mod 2) Untrained</p><p>+1 Heal (Mod 1) Untrained</p><p>+1 Bluff, Disguise, Gather Information, Handle Animal, Intimidate, and Perform (Mod 1) Untrained</p><p>*= +8 when following tracks.</p><p>**= +5 on Use Rope when involving bindings.</p><p>***= +4 on Appraise when dealing with Poisons (Synergy 2)</p><p>[/sblock]</p><p></p><p>[sblock=Feats]</p><p>Feats</p><p>-Dodge (+1 dodge bonus against selected targets) [Human]</p><p>-Combat Reflexes (Additional attacks of opportunity) (3/turn) [Level 1]</p><p>-Distracting Attack (Your attack gives +1 bonus on other creatures’ attacks against the same target) [Level 3] (If no Ranger, will replace with Track)</p><p>-Mobility (+4 dodge bonus to AC against some attacks of Opportunity) [Scout Bonus Feat]</p><p></p><p>Racename Traits</p><p>-1 bonus feat at level 1.</p><p>-1 additional skill point at every level (4 at level 1).</p><p>-Favored Class: Any.</p><p></p><p>Classname Abilities</p><p>-Weapon and Armor Proficiency: Simple weapons, handaxe, throwing axe, shortsword, and shortbow. Light armor and no shields.</p><p>-Skirmish (+2d6, +1 AC) (Must move 10 feet in order to activate).</p><p>-Trapfinding.</p><p>-Battle Fortitude +1 (Fortitude and Initiative while in Light armor/load).</p><p>-Uncanny Dodge (Can’t be caught flat footed).</p><p>-Fast Movement +10 ft.</p><p>-Trackless step (Can not be tracked in natural surroundings).</p><p>-Bonus Feat at levels 4, 8, 12, 16, 20).</p><p>-Evasion (Can avoid damage from certain attacks with successful Reflex save)</p><p>[/sblock]</p><p></p><p>[sblock=Character Bio]</p><p>Background</p><p></p><p> Charles was dropped off at the academy when he was only thirteen months old with nothing but a piece of paper that said "Feyheart". When he asked about it, he was told whoever dropped him off was definitely not his father or mother, and thats all he got for awhile. He was playful and popular as he grew up, maybe a little too playful. His natural skills as combatant made him excel in his studies. Charles was very talented with stealth and using the wilderness to his advantage. He became increasingly interested in hit-and-run tactics and using his speed to confuse and corner the enemy. He grew to idolize his mentors and became very close with his friends. Outside his training, he lived a normal life, at least a life as normal as possible for where he was living.</p><p></p><p> Something very bad happen to Charles only a year ago, when he was 17. A group of scouts were brought out to the wild for a field exercise. It was suppose to be a mock reconnaissance mission against a group of mentors. However, while completing their task they saw that the mentors had been attacked by lizardfolk, the Poison Dusk tribe to be exact. Quickly abandoning their mission they assisted their teachers in combat. While they faired well for awhile, more and more of the lizardfolk joined the fray. It became clear once all the mentors were killed that the battle had become a slaughter. What remained of the group of scouts fled in fear, including Charles. The lizardfolk followed and more students fell. Only three scouts escaped and out of those three, only Charles would ever be able to hold a weapon again.</p><p></p><p> The sight of real battle for the first time and the lost of his peers and superiors changed Charles. His optimistic view of the world slowly chipped away as he ached with guilt and depression. He began to show little respect for anyone else but himself and fell behind in his studies. It had gotten so bad that a few wanted him to leave the academy, but Headmaster Goludov didn't expel him.</p><p></p><p> A former teacher of Charles was a dwarf that goes by the name "Brick", the same person who gave Charles his first name. Brick was one the best the that ever taught at the academy. That changed when in a sparring accident his right arm was sundered. Since then, hes only visited the academy monthly and lived in solitude. Charles looked up to Brick the most and when Brick confronted him about his change of attitude, Charles explained his problem. Brick told stories of coming to Q'barra. Brick's family was looking for an opportunity to make money, but they only found their death and Brick had no where to go until he found the academy and began teaching. He explained that there will always be loss when two factions are against each other and there is no way to change that, the only option is to fight harder for every friend you see fall, to take up their load and to make what they believed in become a reality.</p><p></p><p> Charles was inspired by Brick, but he had a question. He asked about the day he was left at academy. Charles had a gut feeling that there was more to the story than he had been told. Brick was very hesitant, but finally answered Charles. The man looked nothing like Charles and seemed to be nothing more than a person who was working under someone else. The man had a criminal aura to him and his most notable feature was a tattoo imprinted in his right palm. It was a tattoo of a crime group that had migrated to Q'barra from Sharn many years ago. Brick swore that was all he knew. Charles thanked him for his words and Brick parted ways.</p><p></p><p> A year passed and Charles was back to his old self, at least in appearance. Honestly, he was not as naive as he used to be. He has fallen into a balance of an angry victim and a kind optimist. He is ready for anything, but especially looks forward to crushing the lizardfolk savages, finding what ties he has to a family, and becoming better at what he does: being a scout. Goludov being one of the few he honestly respects, he is eager to see why he has been requested to see him.</p><p></p><p>Personality</p><p></p><p> Originally, Charles was a naive and optimistic boy. He knew people died in battle, but he enjoyed training to become better at it. It was practically a game to him. That changed after the field exercise incident. For awhile he was moody and distant, but he came over it with help from a role model of his.</p><p></p><p> Now Charles sees things in two lights. There is the numb, insensitive, sarcastic, and angry side of him, but there is also the playful, kind, and helpful side of him. They seem to switch on and off depending how much he likes the person he is speaking to, and they tend to blend together when things get confusing to him.</p><p></p><p> Charles will follow his orders to the best of his ability, but aside from that, he can quite unpredictable. Sometimes his anger gets the best of him. Or sometimes he simply doesn't care for the law. Deep down inside he is a good person and prefers sparing lives. He has trained in poisons as a way to defeat(or kill) people without it being in cold blood. </p><p></p><p> Other notable traits is that he is cocky, but loyal. Despite suffering such a defeat a year ago, he still thinks he is pretty good at what he does and sometimes can't help but brag. The idea of leaving someone behind bothers him so much that he simply won't let himself do it. He will even disobey direct orders to do this. This is an emotional repercussion of seeing his friends die.</p><p></p><p> He doesn't like to admit it, but he has developed a hatred for the lizardfolk and isn't likely to show them any mercy unless he is ordered otherwise.</p><p></p><p>Appearance</p><p></p><p>He is a rather attractive male of the Human race. He keeps his hair short, but otherwise untidy. He is always seen with his red bandanna, a gift from Brick, and wears it proudly. He works hard to keep his body fit. He has a few scares, but they are usually not visible when is fully clothed. He is usually wearing his cloak, but prefers to keep his hood down.</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Gear]</p><p>MW Studded Leather (worn, 20wt) 175 gp </p><p>Explorer’s Outfit (worn, 8wt) 10 gp</p><p>Cloak of Resistance (worn, 1wt) 1000 gp</p><p></p><p>Throwing Axe (belt left, 2wt) 8 gp</p><p>Throwing Axe (belt right, 2wt) 8 gp</p><p>Potion of Cure Light Wounds (random, 1/10 wt) 50 gp</p><p>Potion of Cure Light Wounds (random, 1/10 wt) 50 gp</p><p>Potion of Cure Light Wounds (random, 1/10 wt) 50 gp</p><p>Potion of Cure Light Wounds (random, 1/10 wt) 50 gp</p><p>Potion of Cure Light Wounds</p><p>Potion of Cure Light Wounds</p><p>Potion of Bull's Strength</p><p>Potion of Mage's Armor</p><p>Potion of Mage's Armor</p><p>Potion of Shield of Faith</p><p>Vial of Drow Poison (random, 1/10 wt) 75 gp</p><p>Vial of Drow Poison (random, 1/10 wt) 75 gp</p><p>Vial of Drow Poison (random, 1/10 wt) 75 gp</p><p>Vial of Drow Poison (random, 1/10 wt) 75 gp</p><p>Vial of Drow Poison (random, 1/10 wt) 75 gp</p><p>Alchemist's Frost</p><p>Alchemist's Frost</p><p>Alchemist's Shock</p><p></p><p></p><p></p><p>Backpack (center back, 2wt) 2 gp</p><p>Longspear+1 (center back, over backpack, 9wt) 2000 gp</p><p></p><p>Red Bandanna</p><p></p><p>1 Torch (backpack, 1wt) cp 1</p><p>Flint & Steel (backpack) 1 gp</p><p>MW Thieves’ Tools (backpack, 2wt) 100 gp</p><p>Poisonmaking Artisan’s Tools (backpack, 5wt) 5 gp</p><p>Random documents</p><p></p><p>Coins- 745gp, 1sp, 1cp</p><p>[/sblock]</p><p></p><p>Progression:</p><p>5th Scout</p><p>6th Scout, Spring Attack</p><p>7th Scout</p><p>8th Scout, (Scout Bonus Feat) Combat Expertise</p><p>9th Scout, Deft Opportunist</p><p>10th Scout</p></blockquote><p></p>
[QUOTE="BRP2, post: 3356038, member: 47499"] Name: Charles Feyheart Gender: Male Race: Human, 18 years old Class: Scout 5 Alignment: CG Patron Deity: The Sovereign Host (but only out of habit) [sblock=Basic Stats] Str 14 -- (6 pts) [+2] Dex 17 -- (10 pts) (+1 level 4) [+3] Con 10 -- (2 pts) Int 14 -- (6 pts) [+2] Wis 12 -- (4 pts) [+1] Cha 12 -- (4 pts) [+1] Hit Points: 32 (8 + 6 + 6 + 6 + 6) Action Points: AC 16 (10 + mod 3 + armor 3 ) Dodge +1 / Skirmish +1 / vs. AoO +4 Touch AC 13, Flat AC 13 (Note: Uncanny Dodge) [Load 55/175, light load/armor] Init +4 (mod 3 + Battle Fortitude 1) BAB: +3, Grapple: +?? Speed: 40 (Medium Armor/Load or higher: 20) Fort +3 (base 1 + mod 0 + Battle Fortitude 1 + misc 1) (Fort +1 in medium/heavy armor/load) Ref +8 (base 4 + mod 3 + misc 1) Will +3 (base 1 + mod 1 + misc 1) +6 Melee, Longspear+1, 1d8+4, 20/x3, Piercing +5 Melee, Dagger, 1d4+2, 19-20/x2, 10 ft, Piercing +5 Melee / +6 Ranged, Throwing Axe, 1d6+2, 20/x2, 10 ft, Slashing (x2) Medium, 5'9" tall, 137 wt, 19 yrs old Dirty blond short and curly hair, green eyes, and slightly tan dry skin [/sblock] [sblock=Skills] Speaks Common, Dwarven, and Draconic. +11 Tumble (Ranks 8 + Mod 3 + Misc 0) +11 Hide (Ranks 8 + Mod 3 + Misc 0) +11 Move Silently (Ranks 8 + Mod 3 + Misc 0) +9 Escape Artist (Ranks 6 + Mod 3 + Misc 0) +12 Disable Device (Ranks 8 + Mod 2 + Misc 2) +10 Craft(Poisonmaking) (Ranks 8 + Mod 2 + Misc 0) +6 Survival* (Ranks 5 + Mod 1 + Misc 0) +6 Knowledge(Geography) (Ranks 4 + Mod 2 + Misc 0) +9 Sense Motive (Ranks 8 + Mod 1 + Misc 0) +9 Search (Ranks 8 + Mod 2 + Misc 0) +8 Listen (Ranks 8 + Mod 1 + Misc 0) +8 Spot (Ranks 8 + Mod 1 + Misc 0) +6 Balance (Ranks 1 + Mod 3 + Synergy 2) +4 Jump (Ranks 0 + Mod 2 + Synergy 2) +3 Diplomacy (Ranks 0 + Mod 1 + Synergy 2) +2 Climb, Swim, and Swim (Mod 2) Untrained +3 Ride and Use Rope** (Mod 3) Untrained +0 Concentration (Mod 0) Untrained +2 Appraise***, Craft(Other), and Forgery (Mod 2) Untrained +1 Heal (Mod 1) Untrained +1 Bluff, Disguise, Gather Information, Handle Animal, Intimidate, and Perform (Mod 1) Untrained *= +8 when following tracks. **= +5 on Use Rope when involving bindings. ***= +4 on Appraise when dealing with Poisons (Synergy 2) [/sblock] [sblock=Feats] Feats -Dodge (+1 dodge bonus against selected targets) [Human] -Combat Reflexes (Additional attacks of opportunity) (3/turn) [Level 1] -Distracting Attack (Your attack gives +1 bonus on other creatures’ attacks against the same target) [Level 3] (If no Ranger, will replace with Track) -Mobility (+4 dodge bonus to AC against some attacks of Opportunity) [Scout Bonus Feat] Racename Traits -1 bonus feat at level 1. -1 additional skill point at every level (4 at level 1). -Favored Class: Any. Classname Abilities -Weapon and Armor Proficiency: Simple weapons, handaxe, throwing axe, shortsword, and shortbow. Light armor and no shields. -Skirmish (+2d6, +1 AC) (Must move 10 feet in order to activate). -Trapfinding. -Battle Fortitude +1 (Fortitude and Initiative while in Light armor/load). -Uncanny Dodge (Can’t be caught flat footed). -Fast Movement +10 ft. -Trackless step (Can not be tracked in natural surroundings). -Bonus Feat at levels 4, 8, 12, 16, 20). -Evasion (Can avoid damage from certain attacks with successful Reflex save) [/sblock] [sblock=Character Bio] Background Charles was dropped off at the academy when he was only thirteen months old with nothing but a piece of paper that said "Feyheart". When he asked about it, he was told whoever dropped him off was definitely not his father or mother, and thats all he got for awhile. He was playful and popular as he grew up, maybe a little too playful. His natural skills as combatant made him excel in his studies. Charles was very talented with stealth and using the wilderness to his advantage. He became increasingly interested in hit-and-run tactics and using his speed to confuse and corner the enemy. He grew to idolize his mentors and became very close with his friends. Outside his training, he lived a normal life, at least a life as normal as possible for where he was living. Something very bad happen to Charles only a year ago, when he was 17. A group of scouts were brought out to the wild for a field exercise. It was suppose to be a mock reconnaissance mission against a group of mentors. However, while completing their task they saw that the mentors had been attacked by lizardfolk, the Poison Dusk tribe to be exact. Quickly abandoning their mission they assisted their teachers in combat. While they faired well for awhile, more and more of the lizardfolk joined the fray. It became clear once all the mentors were killed that the battle had become a slaughter. What remained of the group of scouts fled in fear, including Charles. The lizardfolk followed and more students fell. Only three scouts escaped and out of those three, only Charles would ever be able to hold a weapon again. The sight of real battle for the first time and the lost of his peers and superiors changed Charles. His optimistic view of the world slowly chipped away as he ached with guilt and depression. He began to show little respect for anyone else but himself and fell behind in his studies. It had gotten so bad that a few wanted him to leave the academy, but Headmaster Goludov didn't expel him. A former teacher of Charles was a dwarf that goes by the name "Brick", the same person who gave Charles his first name. Brick was one the best the that ever taught at the academy. That changed when in a sparring accident his right arm was sundered. Since then, hes only visited the academy monthly and lived in solitude. Charles looked up to Brick the most and when Brick confronted him about his change of attitude, Charles explained his problem. Brick told stories of coming to Q'barra. Brick's family was looking for an opportunity to make money, but they only found their death and Brick had no where to go until he found the academy and began teaching. He explained that there will always be loss when two factions are against each other and there is no way to change that, the only option is to fight harder for every friend you see fall, to take up their load and to make what they believed in become a reality. Charles was inspired by Brick, but he had a question. He asked about the day he was left at academy. Charles had a gut feeling that there was more to the story than he had been told. Brick was very hesitant, but finally answered Charles. The man looked nothing like Charles and seemed to be nothing more than a person who was working under someone else. The man had a criminal aura to him and his most notable feature was a tattoo imprinted in his right palm. It was a tattoo of a crime group that had migrated to Q'barra from Sharn many years ago. Brick swore that was all he knew. Charles thanked him for his words and Brick parted ways. A year passed and Charles was back to his old self, at least in appearance. Honestly, he was not as naive as he used to be. He has fallen into a balance of an angry victim and a kind optimist. He is ready for anything, but especially looks forward to crushing the lizardfolk savages, finding what ties he has to a family, and becoming better at what he does: being a scout. Goludov being one of the few he honestly respects, he is eager to see why he has been requested to see him. Personality Originally, Charles was a naive and optimistic boy. He knew people died in battle, but he enjoyed training to become better at it. It was practically a game to him. That changed after the field exercise incident. For awhile he was moody and distant, but he came over it with help from a role model of his. Now Charles sees things in two lights. There is the numb, insensitive, sarcastic, and angry side of him, but there is also the playful, kind, and helpful side of him. They seem to switch on and off depending how much he likes the person he is speaking to, and they tend to blend together when things get confusing to him. Charles will follow his orders to the best of his ability, but aside from that, he can quite unpredictable. Sometimes his anger gets the best of him. Or sometimes he simply doesn't care for the law. Deep down inside he is a good person and prefers sparing lives. He has trained in poisons as a way to defeat(or kill) people without it being in cold blood. Other notable traits is that he is cocky, but loyal. Despite suffering such a defeat a year ago, he still thinks he is pretty good at what he does and sometimes can't help but brag. The idea of leaving someone behind bothers him so much that he simply won't let himself do it. He will even disobey direct orders to do this. This is an emotional repercussion of seeing his friends die. He doesn't like to admit it, but he has developed a hatred for the lizardfolk and isn't likely to show them any mercy unless he is ordered otherwise. Appearance He is a rather attractive male of the Human race. He keeps his hair short, but otherwise untidy. He is always seen with his red bandanna, a gift from Brick, and wears it proudly. He works hard to keep his body fit. He has a few scares, but they are usually not visible when is fully clothed. He is usually wearing his cloak, but prefers to keep his hood down. [/sblock] [sblock=Gear] MW Studded Leather (worn, 20wt) 175 gp Explorer’s Outfit (worn, 8wt) 10 gp Cloak of Resistance (worn, 1wt) 1000 gp Throwing Axe (belt left, 2wt) 8 gp Throwing Axe (belt right, 2wt) 8 gp Potion of Cure Light Wounds (random, 1/10 wt) 50 gp Potion of Cure Light Wounds (random, 1/10 wt) 50 gp Potion of Cure Light Wounds (random, 1/10 wt) 50 gp Potion of Cure Light Wounds (random, 1/10 wt) 50 gp Potion of Cure Light Wounds Potion of Cure Light Wounds Potion of Bull's Strength Potion of Mage's Armor Potion of Mage's Armor Potion of Shield of Faith Vial of Drow Poison (random, 1/10 wt) 75 gp Vial of Drow Poison (random, 1/10 wt) 75 gp Vial of Drow Poison (random, 1/10 wt) 75 gp Vial of Drow Poison (random, 1/10 wt) 75 gp Vial of Drow Poison (random, 1/10 wt) 75 gp Alchemist's Frost Alchemist's Frost Alchemist's Shock Backpack (center back, 2wt) 2 gp Longspear+1 (center back, over backpack, 9wt) 2000 gp Red Bandanna 1 Torch (backpack, 1wt) cp 1 Flint & Steel (backpack) 1 gp MW Thieves’ Tools (backpack, 2wt) 100 gp Poisonmaking Artisan’s Tools (backpack, 5wt) 5 gp Random documents Coins- 745gp, 1sp, 1cp [/sblock] Progression: 5th Scout 6th Scout, Spring Attack 7th Scout 8th Scout, (Scout Bonus Feat) Combat Expertise 9th Scout, Deft Opportunist 10th Scout [/QUOTE]
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Q'Barra: Facing Truth (Character Thread)
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