Recruiting for Return to White Plume Mountain


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Proposed PCs so far --

airwlkrr A: Svoldgar the Slayer; Frutzi barbarian/marshal
OnlytheStrong A: Aunil, Knight of Luna; elven scout
Redclaw A: Gerdan, priest of Procan; cleric from the Azure Sea
Scotley A: halfling wizard/rogue
Warshrike A: an Oeridian monk of Hextor
J. Alexander A: Marcus Flynn, human ranger
Mavnn A: uh, something
s@sq@tch A: Percivilis the Pure, a Favored Soul of Hieroneous (w/ cohort in tow)
Eol Linwelin A: elven Ultimate Magus
 
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I would like to volunteer a PC that I had created for another PbP game that fizzled -- I barely had a chance to use him and was greatly enjoying the roleplaying qualities that he had.

Percivilis the Pure, Human Favored Soul of Heironious 6 with his trusty cohort, Jerivan, Human Paladin of Heironious 4, both would be Oeridian.

They were made for a Pathfinder module, so the translation to Greyhawk was moving the diety from Iomedae to Heironious. Both would be members of the Knights of the Holy Shielding, tasked with the destruction, or removal from circulation, of the legendary blade of Blackrazor, for rumors of its unholy nature teem and swirl within the hallowed grounds of the Holy Shields. (I know a bit about the 1st Edition module of White Plume Mountain, basically some of the properties of the original weapons in it -- hope this doesn't disqualify me)


Jerivan was glad that he found a kindred spirit in Percivilis -- he was a kind, thoughtful person, who always strived to protect the innocent and weak.

Valor. Justice. Honor.

These three words were the mantra that Percivilis lived by.

For the past year, Jerivan had been travelling with him, and in that time, he recognized 'the gift' that his companion possessed -- for Percivilis had an innate connection with his god -- one that he never questioned, nor did he need to -- he was destined for great things, and Jerivan wanted to be a part of it.

The twosome had been travelling the land for some time, ministering to the flock, setting things right, before receiving orders that the whereabouts of a foul, unholy blade had been procured. Their mission was to secure it for the church, and if unable to do so, then destroy it.




[sblock=Percivilis the Pure]
Code:
[B]Name:[/B] Percivilis the Pure
[B]Class:[/B] Favored Soul 6	
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Iomedae

[B]Str:[/B] 14 +2 (6p.)	[B]Level:[/B] 6	[B]XP[/B]: 15000
[B]Dex:[/B] 12 +1 (4p.)	[B]BAB:[/B] +4		[B]HP:[/B] 43 (6d8+12)
[B]Con:[/B] 14 +2 (6p.)	[B]Grapple:[/B] +6	
[B]Int:[/B] 10 -- (2p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 14 +2 (6p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] 
[B]Cha:[/B] 16 +3 (8p.)	[B]ACP:[/B] -4		[B]Spell Fail:[/B] 

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+6	+3	+1	+0	+0	+0	20
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 19

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+7	+5	+2	--
[B]Ref:[/B]	+6	+5	+1	--
[B]Will:[/B]	+7	+5	+2	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Longsword +1		+8	1d8+3	19-20/x2 	------
MW Morningstar		+7	1d8+2	20/x2      	------
Light Crossbow		+5	1d8+0	19-20/x2 	80 ft
[B]Notes:[/B] Lesser Weapon Crystal of Energy Assault, Fire adds 1d6 fire damage to weapon it is attached to (longsword +1)

[B]Languages:[/B] Common

[B]Abilities:[/B] Fire Resistance - 10

[B]Feats: [/B] 
Human Bonus 1st: Combat Casting
1st: Negotiator
3rd: Power Attack
Favored Soul 4th: Weapon Focus (longsword)
6th: Leadership


[B]Spells prepared[/B] (Save DC 12 + spell level): 

Spells per day:

0 - 6
1st - 7
2nd - 6
3rd - 4


[B]Spellbook/Spells Known:[/B]
	0 - (7) Light, Detect Magic, Resistance, Create Water, Fleeting Fame, Guidance, Purify Food and Drink;
	1st - (5) Bless, Divine Favor, Shield of Faith, Nimbus of Light, Resurgence;
	2nd - (4) Cure Medium Wounds, Silence, Remove Paralysis, Bulls Strength;
	3rd - (3) Dispel Magic, Magic Circle against Evil, Prayer;

[B]Spell-Like Abilities:[/B] 

[B]Skill Points:[/B] 27	[B]Max Ranks:[/B] 9/4.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	--	--
Balance   	+1	0	+1	--
Bluff       	+3	0	+3	--
Climb      	+2	0	+2	--
[U]Concentration[/U]  	+7	5	+2	+4 (Combat Casting)
[U]Diplomacy[/U]	+14	7	+3	+4
Disable Device 	+1	0	+1	--
Disguise   	+3	0	+3	--
Escape Artist	+1	0	+1	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
Handle Animal  	+3	0	+3	--
[U]Heal [/U]        	+11	5	+2	+4
Hide        	+1	0	+1	--
Intimidate	+3	0	+3	--
[U]Jump[/U]        	+4	0	+2	+2
[U]Know: (Religion)[/U]+5	5	--	--
Listen     	+2	0	+2	--
Move Silently	+1	0	+1	--
Open Locks   	+1	0	+1	--
Perform   	+0	0	--	--
Ride        	+1	0	+1	+2 (for staying in the saddle - military saddle)
Search    	+2	0	+2	--
[U]Sense Motive[/U]	+9	5	+2	+2
Sleight of Hand +1	0	+1	--
[U]Spellcraft[/U]  	+0	0	--	--
Spot       	+2	0	+2	--
Swim       	+2	0	+2	--
Tumble    	+1	0	+1	--
Use Magic Device+3      0	+3	--
Use Rope 	+1	0	+1	--
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Longsword +1		2315gp	4lb
Lesser Weapon Crystal
of Energy Assault, Fire	3000gp	--lb
Breastplate +1		1350gp	30lb
Heavy Steel Shield +1	1170gp	15lb
Dimension Stride Boots	2000gp	1lb
Wand/Cure Light Wounds 	750gp	--lb
 -- 50 charges
Healing Belt		750gp	1lb
MW Morningstar		308gp	4lb
Light Crossbow		35gp	4lb
 20 Bolts  		2gp	2lb
Belt Pouch             	2gp	2lb
Silver Holy Symbol	25gp	1lb
Healer's Kit          	50gp	1lb
Backpack 		2gp	2lb

Scrolls:
[I]Remove Curse [/I]            	375gp	--lb
[I]Remove Blindness/Deafness[/I] 	375gp	--lb



[B]Total Weight:[/B]67lb	[B]Money:[/B] 120gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	58	116	175	350	875

[B]Age:[/B] 26
[B]Height:[/B] 6'2"
[B]Weight:[/B] 195
[B]Eyes:[/B] Blue
[B]Hair:[/B] Golden
[B]Skin:[/B] Golden Tan

Heavy Warhorse (400 gp) - Honor


Military Saddle		20gp	30lb
Bit and Bridle		2gp	1lb
Saddle Bags  		4gp	8lb
     Carried in Saddle bags:
Waterskin		1gp	4lb
3 Torches  		3cp	3lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb
Explorer's Outfit     	10gp	8lb
3 weeks rations     	10gp	21lb

Load: 195lb (Percivilis) + 67lb (His gear) + 73 lbs (carried on horse) = 335 lbs
Medium Load - movement is 35 ft

Size/Type: Large Animal 
Hit Dice: 4d8+12 (30 hp) 
Initiative: +1 
Speed: 50 ft. (10 squares) 
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 
Base Attack/Grapple: +3/+11 
Attack: Hoof +6 melee (1d6+4) 
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) 
Space/Reach: 10 ft./5 ft. 
Special Attacks: — 
Special Qualities: Low-light vision, scent 
Saves: Fort +7, Ref +5, Will +2 
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
Skills: Listen +5, Spot +4 
Feats: Endurance, Run 
Environment: Temperate plains 
Organization: Domesticated 
Challenge Rating: 2 
Advancement: — 
Level Adjustment: — 

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. 

Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
[/sblock]

[sblock= Cohort Jerivan]
Code:
[B]Name:[/B] Jerivan 
[B]Class:[/B] Paladin 4	
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Iomedae

[B]Str:[/B] 14 +2 (6p.)	[B]Level:[/B] 4	[B]XP[/B]: 6000
[B]Dex:[/B] 10 -- (2p.)	[B]BAB:[/B] +4		[B]HP:[/B] 33 (4d10+8)
[B]Con:[/B] 14 +2 (6p.)	[B]Grapple:[/B] +6	
[B]Int:[/B] 10 -- (2p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] Cha +1
[B]Wis:[/B] 12 +1 (4p.)	[B]Init:[/B] --	[B]Spell Save:[/B] 
[B]Cha:[/B] 16 +3 (8p.)	[B]ACP:[/B] -6		[B]Spell Fail:[/B] %

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+9	+2	+0	+0	+0	+0	21 (23 vs ranged)
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 21

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+9	+4	+5	--
[B]Ref:[/B]	+4	+1	+3	--
[B]Will:[/B]	+5	+1	+4	--
[B]Notes:[/B] Divine Grace (add CHA bonus to all saving throws)

[B]Weapon			Attack	Damage	Critical	Range[/B]
MW Longsword		+8	1d8+2	19-20/x2 	------
Dagger    		+6	1d4+2	19-20/x2 	------
Heavy Crossbow		+4	1d10	19-20/x2 	120 ft
[B]Notes:[/B]

[B]Languages:[/B] Common

[B]Abilities:[/B] Divine Grace, Turn Undead, Aura of Courage, Detect Evil (at will), Lay on Hands (12 hp/day), Divine Health, Aura of Good, Smite Evil (+3 to hit, +4 damage) 3/day, Daunting Presence 

[B]Feats: [/B] 
Human Bonus 1st: Weapon Focus (Longsword)
1st: Daunting Presence 
3rd: Extra Smiting

[sblock=Daunting Presence]
You may take a Standard Action to ‘Awe’ an opponent with 30’, 
who can see you, and who has an Intelligence score. If the opponent fails a Will 
saving throw (DC 15) it is Shaken 
for 10 minutes. This fear has no effect on a creature that is already Shaken

[/sblock]



[B]Spells prepared[/B] (Save DC 12 + spell level): 

Spells per day:

1st - 1 - Divine Sacrifice

[sblock=Divine Sacrifice]
Divine Sacrifice(CDiv p163)
<Evoc, VS, 1StdAct, Personal, 1rnd/lvl>
– While this spell is in effect, the caster can
sacrifice hit points once per round as a Free

Action to do extra damage on his/her next

successful attack (within the spell’s duration).
For each 2 hp sacrificed (up to 10hp), the
caster does +1d6 damage (max +5d6).
[/sblock]

[B]Spell-Like Abilities:[/B] Detect Evil (at will)

[B]Skill Points:[/B] 21	[B]Max Ranks:[/B] 7/3.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Appraise  	+0	0	--	--
Balance   	+0	0	--	--
Bluff       	+3	0	+3	--
Climb      	+2	0	+2	--
[U]Concentration[/U]  	+3	1	+2	--
[U]Diplomacy[/U]	+4	1	+3	--
Disable Device 	+0	0	--	--
Disguise   	+3	0	+3	--
Escape Artist	+0	0	--	--
Forgery   	+0	0	--	--
Gather Info     +0	0	--	--
[U]Handle Animal[/U]  	+6	3	+3	--
[U]Heal [/U]        	+6	3	+1	+2
Hide        	+0	0	--	--
Intimidate	+3	0	+3	--
Jump        	+2	0	+2	--
[U]Know: (Religion)[/U]+2	2	--	--
[U]Know: (Royalty)[/U]+2	2	--	--
Listen     	+1	0	+1	--
Move Silently	+1	0	+1	--
Open Locks   	+1	0	+1	--
Perform   	+0	0	--	--
[U]Ride[/U]        	+7	7	--	+2 (military saddle - for staying in)
Search    	+2	0	+2	--
[U]Sense Motive[/U]	+3	2	+1	--
Sleight of Hand +1	0	+1	--
Spellcraft  	+0	0	--	--
Spot       	+2	0	+2	--
Swim       	+2	0	+2	--
Tumble    	+0	0	--	--
Use Magic Device+3      0	+3	--
Use Rope 	+0	0	--	--
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
MW Cold Iron Longsword	630gp	4lb
Full Plate +1           2650gp	50lb
Heavy Crossbow		50gp	8lb
   20 bolts		2gp	2lb
MW Heavy Steel Shield	170gp	15lb
Dagger    		2gp	1lb
Backpack 		2gp	2lb
50' Silk Rope		10gp	5lb
Grappling Hook 		1gp	4lb
Flint and Steel		1gp	--lb
Chronocharm of the
Horizon Walker       	500gp	--lb
Least Armor Crystal of 
Arrow Deflection    	500gp	--lb
Belt Pouch             	2gp	2lb
Silver Holy Symbol	25gp	1lb
Healer's Kit          	50gp	1lb


[B]Total Weight:[/B]95lb	[B]Money:[/B] 273gp 1sp 7cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	58	116	175	350	875

[B]Age:[/B] 21
[B]Height:[/B] 6'0"
[B]Weight:[/B] 185
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Tan

Heavy Warhorse (400 gp) - Valor


Military Saddle		20gp	30lb
Bit and Bridle		2gp	1lb
Saddle Bags  		4gp	8lb
     Carried in Saddle bags:
Waterskin		1gp	4lb
3 Torches  		3cp	3lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb
Explorer's Outfit     	10gp	8lb

Load: 180lb (Jerivan) + 95lb (His gear) + 52 lbs (carried on horse) = 327 lbs
Medium Load - movement is 35 ft

Size/Type: Large Animal 
Hit Dice: 4d8+12 (30 hp) 
Initiative: +1 
Speed: 50 ft. (10 squares) 
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 
Base Attack/Grapple: +3/+11 
Attack: Hoof +6 melee (1d6+4) 
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) 
Space/Reach: 10 ft./5 ft. 
Special Attacks: — 
Special Qualities: Low-light vision, scent 
Saves: Fort +7, Ref +5, Will +2 
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
Skills: Listen +5, Spot +4 
Feats: Endurance, Run 
Environment: Temperate plains 
Organization: Domesticated 
Challenge Rating: 2 
Advancement: — 
Level Adjustment: — 

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. 

Carrying Capacity
A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
[/sblock]

[sblock=Magic Item Descriptions]
Least Armor Crystal of Deflection: (MIC pg 25)

Price: 500 gp

A crystal of arrow deflection protects you from ranged weapon attacks.

Least: This augment crystal grants you a +2 bonus to AC against ranged attacks



Crystal of Energy Assault, Lesser: (weapon crystal) (MIC pg 64)

Price: 3000 gp

A Crystal of Energy Assault adds a particular type of energy damage to a weapon's attacks. This bonus damage doesn't stack with any energy damage of the same type dealt by the weapon.

Lesser: This crystal adds an extra 1d6 points of energy damage of its type to the weapon's damage.

Basics: An augment crystal is a small gem that provides a magical effect when affixed to a weapon or armor. Each weapon or armor can only hold one crystal at a time, but can be removed or swapped for another one (Move action that does not provoke AoO).

Chronocharm of the Horizon Walker: (MIC pg 86)

A chronocharm occupies the throat body slot, but it can be worn simultaneously with any number of other chronocharms, which all function normally. You must wear a chronocharm for 24 hrs before you can access its abilities.

Cost: 500 gp
Activation: Swift (command)
Weight: --
Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke AoO. Can be used 1/day/

Dimension Stride Boots: (MIC pg 94)

Price: 2000 gp
Activation: -- and standard (command)
Weight: 1 lb

While wearing these boots, you gain a +2 competence bonus on jump checks (continuous).

In addition, the boots have 5 charges (which are renewed each day at dawn). Spending 1 or more charges allows you to teleport a short distance w/o error. You must have line of sight and line of effect to your destination.

1 charge: Teleport 20 ft
3 charges: Teleport 40 ft
5 charges: Teleport 60 ft


Healing Belt: (MIC pg 110)


Price: 750gp
Body Slot: Waist
Activation: -- and standard (command)
Weight: 1 lb

While wearing a healing belt, you gain a +2 competence bonus on healing checks, this effect is continuous.

In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch.

1 charge: Heals 2d8 damage
2 charges: Heals 3d8 damage
3 charges: Heals 4d8 damage

[/sblock]
 
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s@squ@tch: The major stumbling block at this point is the magic items, I'm unfamiliar with the crystals, the boots, the healer belt, etc. In fact, anything not from the DMG I've never seen (I never really bothered with items from the Complete series). Give me some sources to consider for them (unfortunately, I don't have MIC). Other than that, it looks very interesting.

If there's enough interest, I'd be tempted to consider two groups, but I'd hate to bite off more than I can chew. I don't want this to die the ignominious death that so many PbP games must suffer. Maybe with the help of a co-DM, I could pull it off. Hmm . . . I'll just see how many PCs get posted, and see what emerges.
 

Mind If I join?

My current Character Idea is this: Sorc 1/Wiz 4/ Ultimate Magus 1, elf

I don't have the time currently to actually make the character and his background but this is my idea so far. On a side note: do you allow flaws?
 

Gnorri Geirsteinn (very tentative name) is a sellsword. He's served as a mercenary in a dozen armies over the course of his long years of wandering, been a bodyguard a time or three, has even righted a few wrongs when granted the opportunity.

He's soft-spoken, Gnorri is. Even in the heat of battle, when arrows are flying and his comrades are dying all around him, he's calm and composed, and watching. Always watching. He doesn't think of himself as a warrior, oddly enough. No, he's a lorebinder, a historian, a collector of tales and legends. And of late, he's been hearing some very interesting tales indeed.

Dwarven Warblade 6. Has an obvious interest in uncovering Whelm....

Role is twofold: Your basic brick when it comes to combat, moving slowly but hitting Very Hard. Out of combat, he'll be a source of knowledge and a bit of a diplomat. I'll do a full write-up, with friends and foes, tonight or tomorrow.
 
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Eol_Linwelin said:
Mind If I join?

My current Character Idea is this: Sorc 1/Wiz 4/ Ultimate Magus 1, elf

I don't have the time currently to actually make the character and his background but this is my idea so far. On a side note: do you allow flaws?

I am going for that exact type of character in another PbP game -- he is currently a Wiz3. Would love to see the Ultimate Magus in action!
 

...or, hell, maybe I can come up with something more quickly than I'd thought.

*****

Forty ago, a young dwarf walked forth from the fortress where he'd been born, where he'd spent his youth, armed with nothing more than a set of rune-stones and a shockingly rusty dagger. He left of his own accord, despite the protests of friends and family, driven by half-remembered dreams and oft-studied lore. There was a world waiting for him, and he was disinclined to force it to wait any longer....

Over the ensuing years, Gnorri spent time as a scribe, as a slave, as a grave-digger, and finally -- rather to his own surprise -- as a soldier. He found that he had a surprising talent for war, despite his secret disdain for it. Over the next several decades he drifted from battle to battle, fighting for one master and then another, still more interested in learning than in fighting. The latter, sadly enough, was a rather more practical (and profitable) endeavor than the former.

Some ten years ago, he befriended one Aeridann, captain of a company of elvish scouts, and in fact owes the man his very life after a few well-placed arrows turned an enemy ambush into a rout. He returned the favor during the ensuing melee, and the two swore brotherhood at the battle's end. It's been years since he's seen Aeridann, but he's certain that their paths will cross again before long. "We share a Wyrd, we two."

Matters went rather differently during his time of service with the Baron of Raventhorpe, when he openly defied the Baron after he'd ordered Gnorri's company of shock-troops into a suicidal charge. The battle was won, in the end, due in no small part to Gnorri's actions...but the Baron's fury was unabated, and Gnorri only barely managed to escape a hanging for his troubles. He's sworn vengeance against the Baron, or against his heirs if the man should be discourteous enough to die before Gnorri is ready.

It was during this time as a fugitive that he encountered the so-called "Bandit King", Varan the Black. Typical of the breed, Varan's bark was far worse than his bite, and Gnorri took a certain guilty pleasure in systematically humiliating the man in front of his own men after challenging him to single combat. In the end, he laid the man out with a single punch, and left him to the tender mercies of his former followers. Gnorri's heard a few rumors of late, telling of a bold and fierce warrior named Varan preying upon civilized folk...but, he's certain, it's just another poseur with an overinflated ego.

It's been just over a month since he came to Greyhawk and Gnorri is coming to the unpleasant realization that he's running low on coin. He's spent more than a few of them tracking rumors of a certain weapon, one of legendary import. There's a tale there, he feels. An important one, at that.

****

Full Confession Here: We're expecting a baby in about two weeks, so it's more than likely that my posting will be very slow for the last two weeks of January. If that's a problem, I fully understand, and will cheerfully withdraw from consideration.
 

Marcus Flynn - Ranger

Here is the rough outline of the proposed character...still will need to work on the background and items..but hopefully this will give you an idea in the direction i am going.
 

Attachments


mfrench said:
s@squ@tch: The major stumbling block at this point is the magic items, I'm unfamiliar with the crystals, the boots, the healer belt, etc. In fact, anything not from the DMG I've never seen (I never really bothered with items from the Complete series). Give me some sources to consider for them (unfortunately, I don't have MIC). Other than that, it looks very interesting.

I added a spoiler block on bottom of the character sheet post that contains the info on the magic items -- if chosen and they were deemed inappropriate, then they could easily be changed out for things from the DMG.
 

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