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<blockquote data-quote="crueldespot" data-source="post: 1573948" data-attributes="member: 18218"><p><strong>Cain Richter - halfling rogue</strong></p><p></p><p>[CODE][B]Name:[/B] CAIN RICHTER</p><p>[B]Class:[/B] Rogue</p><p>[B]Race:[/B] deep halfling</p><p>[B]Size:[/B] small</p><p>[B]Gender:[/B] male</p><p>[B]Alignment:[/B] neutral</p><p>[B]Deity:[/B] honors all gods, but doesn't favor any single god.</p><p></p><p>[B]Str:[/B] 10 +0 (04p.) [B]Level:[/B] 1 [B]XP:[/B] zero</p><p>[B]Dex:[/B] 18 +4 (10p.) [B]BAB:[/B] +0 [B]HP:[/B] 008 (1d6+02)</p><p>[B]Con:[/B] 14 +2 (06p.) [B]Grapple:[/B] -4 [B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 14 +2 (06p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 08 -1 (00p.) [B]Init:[/B] +4 [B]Spell Save:[/B] -</p><p>[B]Cha:[/B] 12 +1 (04p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] 10%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc =Total[/B]</p><p>[B]Armor:[/B] 10 +2 +X +4 +1 +X +X =17</p><p>[B]Touch:[/B] 15 [B]Flatfooted:[/B] 13</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +2 con +1 race = +3</p><p>[B]Ref:[/B] 2 +4 dex +1 race = +7</p><p>[B]Will:[/B] 0 -1 wis +1 race = +0 (+2 vs fear)</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>shortsword +1 size= +1 1d4 19-20x2</p><p>dagger +1 size= +1 1d3 19-20x2</p><p>sling +0 BAB, +4 dex +1 size +1 race =+6 1d3 20x2</p><p></p><p>[B]Languages:[/B] common, halfling, dwarf, goblin</p><p></p><p>[B]Abilities:[/B]</p><p>• +2 Dexterity, –2 Strength.</p><p>• Small: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, uses smaller weapons than humans use, lifting and carrying limits are 3/4s of those of a Medium character.</p><p>• Halfling base land speed is 20 feet.</p><p>• +1 racial bonus on all saving throws.</p><p>• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.</p><p>• +1 racial bonus on attack rolls with thrown weapons and slings.</p><p>• +2 racial bonus on Listen checks.</p><p>• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.</p><p>• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.</p><p>• Darkvision out to 60 feet.</p><p>• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.</p><p>• +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.</p><p>• Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.</p><p></p><p>• Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.</p><p>• Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.</p><p>The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.</p><p>Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p>With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.</p><p>A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p>• Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. </p><p>Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</p><p>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.</p><p></p><p></p><p>[B]Feats:[/B] combat expertise (useless now, but an investment for the future)</p><p></p><p>[B]Skill Points:[/B] 40 [B]Max Ranks:[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>appraise 1 +2 +3</p><p>bluff 4 +1 +5</p><p>craft (weaponsmith) 1 +2 +3</p><p>decipher script 4 +2 +6</p><p>disable device 4 +2 +6</p><p>escape artist 4 +4 +8</p><p>hide 1 +4 +4 size +9</p><p>listen 3 -1 +2 race +4</p><p>move silently 2 +4 +6</p><p>open lock 4 +4 +8</p><p>search 4 +2 +6</p><p>sense motive 2 -1 +1</p><p>sleight of hand 2 +4 +6</p><p>tumble 4 +4 +8</p><p></p><p>[B]Equipment: Cost(gp) Weight[/B]</p><p>leather armor (+2 AC) 10.00 07.50 lb</p><p>shortsword w/lanyard 10.00 01.00 lb</p><p>dagger (concealed) 02.00 00.50 lb</p><p>sling 00.00 00.00 lbs</p><p>explorer outfit 00.00 00.00 lbs (free at level 1)</p><p>signal whistle necklace 00.80 00.00 lbs</p><p>signet ring 05.00 00.00 lbs</p><p>backpack containing 02.00 00.50 lbs</p><p> waterskin 01.00 01.00 lbs</p><p> rations x2 days 01.00 00.50 lbs</p><p> candle 00.01 00.00 lbs</p><p> sewing needle 00.50 00.00 lbs</p><p> small steel mirror 10.00 00.50 lbs</p><p> spellbook (blank) 15.00 03.00 lbs</p><p> ink vial 08.00 00.00 lbs</p><p> inkpen x2 00.20 00.00 lbs</p><p> pencil 01.00 00.00 lbs</p><p> artisan's outfit 01.00 01.00 lbs</p><p> traveler's outfit 01.00 01.25 lbs</p><p> toiletries 01.00 00.50 lbs</p><p> *TOWEL!* 01.00 01.00 lbs</p><p>spell component pouch 05.00 02.00 lbs</p><p>belt pouch containing 01.00 00.13 lbs</p><p> thieves' tools 30.00 01.00 lbs</p><p> sling bullet x10 00.10 02.50 lbs</p><p> pipe and tobacco 02.00 00.75 lbs</p><p> chalk 00.01 00.00 lbs</p><p> flint and steel 01.00 00.00 lbs</p><p> tindertwig x5 05.00 00.00 lbs</p><p> potion of CLW x2 50.00 00.20 lbs</p><p>[B]TOTAL 162.62 23.83 lbs[/B]</p><p></p><p>[B]Total Weight:[/B] 57.58 lbs inc person, clothes and gear </p><p>[B]Money:[/B] 05pp 09gp 01sp 4cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 24.75 49.5 75 150 375</p><p></p><p>[B]Age:[/B] 24</p><p>[B]Height:[/B] 2'08"</p><p>[B]Weight:[/B] 032lb</p><p>[B]Eyes:[/B] green</p><p>[B]Hair:[/B] brown</p><p>[B]Skin:[/B] pale[/CODE]</p><p><strong>Appearance:</strong> A young halfling with long brown hair held in a ponytail and a goatee. He wears green leather travelling clothes with a stiff leather breastplate, and a shortsword at his waist. He maintains a neat and clean appearance. He is friendly to strangers and is eager to give a smile and shake hands. He is somewhat indimidated as a small traveller among much larger strangers, so he tends to avoid attention. At the same time, He does not want to appear "an easy mark" so he keeps his head erect and his bearing relaxed. He is eager for news from home. If he meets any wizards, he will watch them closely in the hopes of advancing his own study of magic. </p><p></p><p><strong>Background:</strong> Cain's underground clan of halflings regularly trades with the 5 points caravan. After finishing his apprenticeship as a weaponsmith, he wanted to see the world. He chose to follow the caravan along its route until it brought him home again. He has always been interested in magic, and he has been studying books of magic and learning from those spell-users that he has met along the way. As he saw more of the surface world, he felt the need to extend his travels. He left the caravan and set out on his own.</p><p></p><p><strong>Personality:</strong> Cain has always been a quick study, and he knows that he is smart. Unfortunately, he is not as smart as he thinks he is. He lacks common sense and is absent-minded. He has big ideas but often forgets critical details.</p><p></p><p><strong>Alignment:</strong> Cain is neutral in alignment. This does not mean that he is undecided. Rather it reflects that his code of behavior includes elements of both law and chaos, right and wrong. He has a conscience and sense of honor, but they are tempered by self interest.</p><p> He likes to repay any favors that he receives. He is sure to avenge with cruelty any insult. He will always fulfill contracts and keep his word (as long as he believes the other party is keeping theirs), but does not feel bound by promises made under duress. </p><p> He is practical regarding the rules of war. He does not believe in fighting fair. He prefers to attack by surprise without warning, and will not hesitate to kill enemies in their sleep. He will not kill a prisoner who has surrendered, though in cases of revenge he may refuse to accept a surrender. He will not feign surrender himself. He will not violate a parley or white flag (unless he knows the enemy is already planning the same thing). He will torture prisoners for information but not for pleasure.</p><p> He will steal from the wealthy without hesitation when he can get away with it but he is generous to those in need. He will murder when it is necessary to accomplish his purposes, but he is strongly opposed to unnecessary killing. He lies as easily as telling the truth.</p><p> When in a position of leadership, he is very loyal to his subordinates: employees, followers, or subjects. He will not betray a friend. Otherwise, he will not hesitate to doublecross temporary allies or associates.</p><p></p><p>[Code]Log:</p><p>Entry Debit Credit XP Description</p><p>10001 25.00 Hired to participate on "Crocodile Hunt" adventure.</p><p>10002 Fought Calamar the wizard to avenge insult. Spent evening in jail.</p><p>10003 3.08 Spent on food and lodging at Red Dragon.</p><p>10004 Set off on Crocodile Hunt next morning</p><p>[/code]</p></blockquote><p></p>
[QUOTE="crueldespot, post: 1573948, member: 18218"] [b]Cain Richter - halfling rogue[/b] [CODE][B]Name:[/B] CAIN RICHTER [B]Class:[/B] Rogue [B]Race:[/B] deep halfling [B]Size:[/B] small [B]Gender:[/B] male [B]Alignment:[/B] neutral [B]Deity:[/B] honors all gods, but doesn't favor any single god. [B]Str:[/B] 10 +0 (04p.) [B]Level:[/B] 1 [B]XP:[/B] zero [B]Dex:[/B] 18 +4 (10p.) [B]BAB:[/B] +0 [B]HP:[/B] 008 (1d6+02) [B]Con:[/B] 14 +2 (06p.) [B]Grapple:[/B] -4 [B]Dmg Red:[/B] -/- [B]Int:[/B] 14 +2 (06p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] - [B]Wis:[/B] 08 -1 (00p.) [B]Init:[/B] +4 [B]Spell Save:[/B] - [B]Cha:[/B] 12 +1 (04p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] 10% [B]Base Armor Shld Dex Size Nat Misc =Total[/B] [B]Armor:[/B] 10 +2 +X +4 +1 +X +X =17 [B]Touch:[/B] 15 [B]Flatfooted:[/B] 13 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 0 +2 con +1 race = +3 [B]Ref:[/B] 2 +4 dex +1 race = +7 [B]Will:[/B] 0 -1 wis +1 race = +0 (+2 vs fear) [B]Weapon Attack Damage Critical[/B] shortsword +1 size= +1 1d4 19-20x2 dagger +1 size= +1 1d3 19-20x2 sling +0 BAB, +4 dex +1 size +1 race =+6 1d3 20x2 [B]Languages:[/B] common, halfling, dwarf, goblin [B]Abilities:[/B] • +2 Dexterity, –2 Strength. • Small: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, uses smaller weapons than humans use, lifting and carrying limits are 3/4s of those of a Medium character. • Halfling base land speed is 20 feet. • +1 racial bonus on all saving throws. • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. • +1 racial bonus on attack rolls with thrown weapons and slings. • +2 racial bonus on Listen checks. • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. • Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing. • Darkvision out to 60 feet. • Stonecunning: +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. • +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal. • Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks. • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. • Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. [B]Feats:[/B] combat expertise (useless now, but an investment for the future) [B]Skill Points:[/B] 40 [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] appraise 1 +2 +3 bluff 4 +1 +5 craft (weaponsmith) 1 +2 +3 decipher script 4 +2 +6 disable device 4 +2 +6 escape artist 4 +4 +8 hide 1 +4 +4 size +9 listen 3 -1 +2 race +4 move silently 2 +4 +6 open lock 4 +4 +8 search 4 +2 +6 sense motive 2 -1 +1 sleight of hand 2 +4 +6 tumble 4 +4 +8 [B]Equipment: Cost(gp) Weight[/B] leather armor (+2 AC) 10.00 07.50 lb shortsword w/lanyard 10.00 01.00 lb dagger (concealed) 02.00 00.50 lb sling 00.00 00.00 lbs explorer outfit 00.00 00.00 lbs (free at level 1) signal whistle necklace 00.80 00.00 lbs signet ring 05.00 00.00 lbs backpack containing 02.00 00.50 lbs waterskin 01.00 01.00 lbs rations x2 days 01.00 00.50 lbs candle 00.01 00.00 lbs sewing needle 00.50 00.00 lbs small steel mirror 10.00 00.50 lbs spellbook (blank) 15.00 03.00 lbs ink vial 08.00 00.00 lbs inkpen x2 00.20 00.00 lbs pencil 01.00 00.00 lbs artisan's outfit 01.00 01.00 lbs traveler's outfit 01.00 01.25 lbs toiletries 01.00 00.50 lbs *TOWEL!* 01.00 01.00 lbs spell component pouch 05.00 02.00 lbs belt pouch containing 01.00 00.13 lbs thieves' tools 30.00 01.00 lbs sling bullet x10 00.10 02.50 lbs pipe and tobacco 02.00 00.75 lbs chalk 00.01 00.00 lbs flint and steel 01.00 00.00 lbs tindertwig x5 05.00 00.00 lbs potion of CLW x2 50.00 00.20 lbs [B]TOTAL 162.62 23.83 lbs[/B] [B]Total Weight:[/B] 57.58 lbs inc person, clothes and gear [B]Money:[/B] 05pp 09gp 01sp 4cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 24.75 49.5 75 150 375 [B]Age:[/B] 24 [B]Height:[/B] 2'08" [B]Weight:[/B] 032lb [B]Eyes:[/B] green [B]Hair:[/B] brown [B]Skin:[/B] pale[/CODE] [B]Appearance:[/B] A young halfling with long brown hair held in a ponytail and a goatee. He wears green leather travelling clothes with a stiff leather breastplate, and a shortsword at his waist. He maintains a neat and clean appearance. He is friendly to strangers and is eager to give a smile and shake hands. He is somewhat indimidated as a small traveller among much larger strangers, so he tends to avoid attention. At the same time, He does not want to appear "an easy mark" so he keeps his head erect and his bearing relaxed. He is eager for news from home. If he meets any wizards, he will watch them closely in the hopes of advancing his own study of magic. [B]Background:[/B] Cain's underground clan of halflings regularly trades with the 5 points caravan. After finishing his apprenticeship as a weaponsmith, he wanted to see the world. He chose to follow the caravan along its route until it brought him home again. He has always been interested in magic, and he has been studying books of magic and learning from those spell-users that he has met along the way. As he saw more of the surface world, he felt the need to extend his travels. He left the caravan and set out on his own. [B]Personality:[/B] Cain has always been a quick study, and he knows that he is smart. Unfortunately, he is not as smart as he thinks he is. He lacks common sense and is absent-minded. He has big ideas but often forgets critical details. [B]Alignment:[/B] Cain is neutral in alignment. This does not mean that he is undecided. Rather it reflects that his code of behavior includes elements of both law and chaos, right and wrong. He has a conscience and sense of honor, but they are tempered by self interest. He likes to repay any favors that he receives. He is sure to avenge with cruelty any insult. He will always fulfill contracts and keep his word (as long as he believes the other party is keeping theirs), but does not feel bound by promises made under duress. He is practical regarding the rules of war. He does not believe in fighting fair. He prefers to attack by surprise without warning, and will not hesitate to kill enemies in their sleep. He will not kill a prisoner who has surrendered, though in cases of revenge he may refuse to accept a surrender. He will not feign surrender himself. He will not violate a parley or white flag (unless he knows the enemy is already planning the same thing). He will torture prisoners for information but not for pleasure. He will steal from the wealthy without hesitation when he can get away with it but he is generous to those in need. He will murder when it is necessary to accomplish his purposes, but he is strongly opposed to unnecessary killing. He lies as easily as telling the truth. When in a position of leadership, he is very loyal to his subordinates: employees, followers, or subjects. He will not betray a friend. Otherwise, he will not hesitate to doublecross temporary allies or associates. [Code]Log: Entry Debit Credit XP Description 10001 25.00 Hired to participate on "Crocodile Hunt" adventure. 10002 Fought Calamar the wizard to avenge insult. Spent evening in jail. 10003 3.08 Spent on food and lodging at Red Dragon. 10004 Set off on Crocodile Hunt next morning [/code] [/QUOTE]
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