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Sebastian O's Wizard's Amulet - Rogue's Gallery
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<blockquote data-quote="Insight" data-source="post: 3531614" data-attributes="member: 11437"><p><span style="font-family: 'Book Antiqua'"><span style="color: lightblue"><strong>Reginald Darkington</strong></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="color: lightblue"><strong>Male Halfling Artificer 1</strong></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="color: lightblue"><strong>Small Humanoid</strong></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="color: lightblue"><strong>Neutral Good</strong></span></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Appearance</strong>: Male Halfling, 3'1" tall, weighing 35lbs, with unkempt, bushy black hair and large dark brown eyes. Reg generally appears in his alchemy lab outfit: a white coat and pants, over which he wears the tunic of the Guild of Changes, a pretigious scientific organization to which he belongs. Several small and slight burns on reginald's face bear witness to the many alchemical experiments he has undertaken in the past. On occasion, Darkington wears the outfit of a university professor, as he is sometimes called to stand in for a professor who's away. On the road, Darkington wears a smart and understated blue and black outfit, underneath which he wears a suit of scale mail armor. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Background in Brief</strong>: Reginald's mentor is Edbert Rast, his maternal uncle and highly placed member of the Council of Changes. Alchemist and crafter of magic potions, wands, and rings, Rast also owns a shop in the city of Reme. Following the death of Reginald's father, the boy was sent to Reme to be raised by Uncle Edbert. Reg showed both great promise and curiosity about his uncle's work, and began his alchemical training at the tender age of 15. Once sufficiently schooled in the basics of scientific inquiry and arcane knowledges, Uncle Edbert enrolled Reginald at the University of Reme. There, Reg quickly took to the academic life and easily surpassed his fellow students. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Upon graduation, Reginald became one of the youngest successful petitioners to the Council of Changes. Once a member, Darkington became Uncle Edbert's apprentice, working in Rast's shop and undergoing a year-long period of servitude. At the same time, Reg cultivated a relationship with the University, which continues to this day. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">At the end of his tutelage, Reginald traveled to the Library of Feriblen the Mad along with his uncle and former mentor. There, Reginald ran across Vortigern, an old nemesis from University and now Feriblen's apprentice. Reginald doesn't trust Vortigern, and keeps an eye out for the sly magician. Darkington returned to Feriblen some months later, now a full journeyman artificer, and learned of a possible treasure trove at a mage's keep in nearby Fairhill, a week's journey away from Reme. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Not wanting to travel alone, Reg posted an announcement at the Starving Stirge tavern, and attracted a few possible road companions. After weeding out the slackers and possible thieves, Darkington believes he has a crew that can handle the job. Reg has also attracted the attention of an old druid, who, while annoying, refuses to be denied, and wishes to travel with Reg to Fairhill and to the keep.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Before leaving Reme, Darkington learned that he is to be offered a franchise apothecary shop in the town of Dinsdale. In order to take advantage of this opportunity, Reg will need to come up with a significant amount of startup capital, and also learn more about making potions. This has only served to spur on Darkington in his efforts to investigate the Fairhill keep.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Ability Scores]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>STR</strong>: 10 (+0) <span style="color: blue">(2pts)</span> <span style="color: gold">8 (-1) with Racial Mod</span></span></p><p><span style="font-family: 'Book Antiqua'"><strong>DEX</strong>: 11 (+0) <span style="color: blue">(3pts)</span> <span style="color: gold">13 (+1) with Racial Mod</span></span></p><p><span style="font-family: 'Book Antiqua'"><strong>CON</strong>: 10 (+0) <span style="color: blue">(2pts)</span></span></p><p><span style="font-family: 'Book Antiqua'"><strong>INT</strong>: 17 (+3) <span style="color: blue">(13pts)</span></span></p><p><span style="font-family: 'Book Antiqua'"><strong>WIS</strong>: 10 (+0) <span style="color: blue">(2pts)</span></span></p><p><span style="font-family: 'Book Antiqua'"><strong>CHA</strong>: 16 (+2) <span style="color: blue">(10pts)</span></span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Racial Abilities]</span></p><p><span style="font-family: 'Book Antiqua'">+2 Dexterity, -2 Strength. </span></p><p><span style="font-family: 'Book Antiqua'">Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. </span></p><p><span style="font-family: 'Book Antiqua'">Halfling base land speed is 20 feet. </span></p><p><span style="font-family: 'Book Antiqua'">+2 racial bonus on Climb, Jump, Listen, and Move Silently checks. </span></p><p><span style="font-family: 'Book Antiqua'">+1 racial bonus on all saving throws. </span></p><p><span style="font-family: 'Book Antiqua'">+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. </span></p><p><span style="font-family: 'Book Antiqua'">+1 racial bonus on attack rolls with thrown weapons and slings. </span></p><p><span style="font-family: 'Book Antiqua'">Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. </span></p><p><span style="font-family: 'Book Antiqua'">Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Class Abilities]</span></p><p><span style="font-family: 'Book Antiqua'">Infusions: 3x1st level per day</span></p><p><span style="font-family: 'Book Antiqua'"><a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Infusions-Artificer.pdf" target="_blank">List of Infusions</a> </span></p><p><span style="font-family: 'Book Antiqua'">Artificer Knowledge: +4 to detect magical auras</span></p><p><span style="font-family: 'Book Antiqua'">Artisan Bonus: +2 to Use Magic Device checks with Scrolls</span></p><p><span style="font-family: 'Book Antiqua'">Disable Trap: as Rogue</span></p><p><span style="font-family: 'Book Antiqua'">Item Creation: Can apply the Use Magic Device skill to the creation of magic items, for the purposes of replicating spellcasting and related abilities. Effective Caster Level (for the purposes of meeting prerequisites) = Artificer Level +2.</span></p><p><span style="font-family: 'Book Antiqua'">Starting Craft Reserve: 20</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Combat Abilities]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Base Attack Bonus</strong>: +0</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Hit Points</strong>: 6</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Armor Class</strong>: 17 base, 12 touch, 16 ff (+1 size, +1 dex, +4 armor, +1 shield)</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Fortitude</strong>: +1</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Reflex</strong>: +2</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Willpower</strong>: +3</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Dagger (melee): +0 atk, 1d3-1 dmg, crit 19-20/x2</span></p><p><span style="font-family: 'Book Antiqua'">Dagger (ranged): +3 atk, 1d3-1 dmg, crit 19-20/x2, RI 10ft</span></p><p><span style="font-family: 'Book Antiqua'">Scimitar (melee): +0 atk, 1d4-1 dmg, crit 18-20/x2</span></p><p><span style="font-family: 'Book Antiqua'">Sling (ranged): +3 atk, 1d3 dmg, crit 20/x2, RI 50ft</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Feats]</span></p><p><span style="font-family: 'Book Antiqua'">Extraordinary Artisan (Lvl 1): Reduces raw material costs by 25% when crafting a magic item. 1st level Scrolls thus cost 9gp, 3sp, 8cp to craft, while 2nd level Scrolls cost 56gp, 2sp, 5cp to craft.</span></p><p><span style="font-family: 'Book Antiqua'">Scribe Scroll (Art 1)</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Skills]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Skill Pts</strong>: 28</span></p><p><span style="font-family: 'Book Antiqua'">Appraise (1) +4, Climb (0) +1, Craft (alchemy) (4) +7, Disable Device (2) +5, Hide (0) +7, Knowledge (arcana) (3) +6, Knowledge (architecture & engineering) (3) +6, Listen (0) +2, Move Silently (0) +3, Open Lock (4) +5, Search (3) +6, Spellcraft (4) +7, Use Magical Device (4) +7.</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Languages</strong>: Common, Draconic, Dwarven, Elven, and Halfling.</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Equipment]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Wealth</strong>: 10gp, 5sp, 7cp</span></p><p><span style="font-family: 'Book Antiqua'">Alchemist's Fire (self-crafted; 6gp, 6sp, 6cp ea) x 4</span></p><p><span style="font-family: 'Book Antiqua'">Alchemy Tools (5gp)</span></p><p><span style="font-family: 'Book Antiqua'">Artisan's Outfit (1gp)</span></p><p><span style="font-family: 'Book Antiqua'">Backpack (2gp)</span></p><p><span style="font-family: 'Book Antiqua'">Dagger (2gp)</span></p><p><span style="font-family: 'Book Antiqua'">Map/Scroll Case (1gp): Scroll of Cure Light Wounds (x2), Scroll of Divine Favor, Scroll of Mage Armor. Costs for these scrolls below.</span></p><p><span style="font-family: 'Book Antiqua'">Map/Scroll Case: empty (1gp)</span></p><p><span style="font-family: 'Book Antiqua'">Sacks (empty) x2 (2sp)</span></p><p><span style="font-family: 'Book Antiqua'">Scale Mail (small) (50gp)</span></p><p><span style="font-family: 'Book Antiqua'">Scholar's Outfit (5gp)</span></p><p><span style="font-family: 'Book Antiqua'">Scimitar (small) (15gp)</span></p><p><span style="font-family: 'Book Antiqua'">Shield, Steel, Light (small) (9gp)</span></p><p><span style="font-family: 'Book Antiqua'">Sling (0gp)</span></p><p><span style="font-family: 'Book Antiqua'">- Bullets (40) (4sp)</span></p><p><span style="font-family: 'Book Antiqua'">Traveler's Outfit (1gp)</span></p><p><span style="font-family: 'Book Antiqua'">Thieves' Tools (30gp)</span></p><p><span style="font-family: 'Book Antiqua'">Tindertwig (self-crafted; 3sp, 3cp ea) x5</span></p><p><span style="font-family: 'Book Antiqua'">Waterskin (1gp)</span></p><p><span style="font-family: 'Book Antiqua'">Whetstone (2cp)</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[sblock=Crafted Items]</span></p><p><span style="font-family: 'Book Antiqua'"><strong><u>Scrolls</u></strong>:</span></p><p><span style="font-family: 'Book Antiqua'">A - Cure Light Wounds (9.38gp) x2</span></p><p><span style="font-family: 'Book Antiqua'">B - Divine Favor (9.38gp)</span></p><p><span style="font-family: 'Book Antiqua'">C - Mage Armor (9.38gp)</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Total XP Spent</strong>: 0xp</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Crafting Points</strong>: 16</span></p><p><span style="font-family: 'Book Antiqua'">[/sblock]</span></p><p><span style="font-family: 'Book Antiqua'"></span></p></blockquote><p></p>
[QUOTE="Insight, post: 3531614, member: 11437"] [font=Book Antiqua][color=lightblue][b]Reginald Darkington Male Halfling Artificer 1 Small Humanoid Neutral Good[/b][/color] [b]Appearance[/b]: Male Halfling, 3'1" tall, weighing 35lbs, with unkempt, bushy black hair and large dark brown eyes. Reg generally appears in his alchemy lab outfit: a white coat and pants, over which he wears the tunic of the Guild of Changes, a pretigious scientific organization to which he belongs. Several small and slight burns on reginald's face bear witness to the many alchemical experiments he has undertaken in the past. On occasion, Darkington wears the outfit of a university professor, as he is sometimes called to stand in for a professor who's away. On the road, Darkington wears a smart and understated blue and black outfit, underneath which he wears a suit of scale mail armor. [b]Background in Brief[/b]: Reginald's mentor is Edbert Rast, his maternal uncle and highly placed member of the Council of Changes. Alchemist and crafter of magic potions, wands, and rings, Rast also owns a shop in the city of Reme. Following the death of Reginald's father, the boy was sent to Reme to be raised by Uncle Edbert. Reg showed both great promise and curiosity about his uncle's work, and began his alchemical training at the tender age of 15. Once sufficiently schooled in the basics of scientific inquiry and arcane knowledges, Uncle Edbert enrolled Reginald at the University of Reme. There, Reg quickly took to the academic life and easily surpassed his fellow students. Upon graduation, Reginald became one of the youngest successful petitioners to the Council of Changes. Once a member, Darkington became Uncle Edbert's apprentice, working in Rast's shop and undergoing a year-long period of servitude. At the same time, Reg cultivated a relationship with the University, which continues to this day. At the end of his tutelage, Reginald traveled to the Library of Feriblen the Mad along with his uncle and former mentor. There, Reginald ran across Vortigern, an old nemesis from University and now Feriblen's apprentice. Reginald doesn't trust Vortigern, and keeps an eye out for the sly magician. Darkington returned to Feriblen some months later, now a full journeyman artificer, and learned of a possible treasure trove at a mage's keep in nearby Fairhill, a week's journey away from Reme. Not wanting to travel alone, Reg posted an announcement at the Starving Stirge tavern, and attracted a few possible road companions. After weeding out the slackers and possible thieves, Darkington believes he has a crew that can handle the job. Reg has also attracted the attention of an old druid, who, while annoying, refuses to be denied, and wishes to travel with Reg to Fairhill and to the keep. Before leaving Reme, Darkington learned that he is to be offered a franchise apothecary shop in the town of Dinsdale. In order to take advantage of this opportunity, Reg will need to come up with a significant amount of startup capital, and also learn more about making potions. This has only served to spur on Darkington in his efforts to investigate the Fairhill keep. [sblock=Ability Scores] [b]STR[/b]: 10 (+0) [color=blue](2pts)[/color] [color=gold]8 (-1) with Racial Mod[/color] [b]DEX[/b]: 11 (+0) [color=blue](3pts)[/color] [color=gold]13 (+1) with Racial Mod[/color] [b]CON[/b]: 10 (+0) [color=blue](2pts)[/color] [b]INT[/b]: 17 (+3) [color=blue](13pts)[/color] [b]WIS[/b]: 10 (+0) [color=blue](2pts)[/color] [b]CHA[/b]: 16 (+2) [color=blue](10pts)[/color] [/sblock] [sblock=Racial Abilities] +2 Dexterity, -2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, Listen, and Move Silently checks. +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. 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 she takes an experience point penalty for multiclassing. [/sblock] [sblock=Class Abilities] Infusions: 3x1st level per day [URL=http://www.crystalkeep.com/d20/rules/DnD3.5Index-Infusions-Artificer.pdf]List of Infusions[/URL] Artificer Knowledge: +4 to detect magical auras Artisan Bonus: +2 to Use Magic Device checks with Scrolls Disable Trap: as Rogue Item Creation: Can apply the Use Magic Device skill to the creation of magic items, for the purposes of replicating spellcasting and related abilities. Effective Caster Level (for the purposes of meeting prerequisites) = Artificer Level +2. Starting Craft Reserve: 20 [/sblock] [sblock=Combat Abilities] [b]Base Attack Bonus[/b]: +0 [b]Hit Points[/b]: 6 [b]Armor Class[/b]: 17 base, 12 touch, 16 ff (+1 size, +1 dex, +4 armor, +1 shield) [b]Fortitude[/b]: +1 [b]Reflex[/b]: +2 [b]Willpower[/b]: +3 Dagger (melee): +0 atk, 1d3-1 dmg, crit 19-20/x2 Dagger (ranged): +3 atk, 1d3-1 dmg, crit 19-20/x2, RI 10ft Scimitar (melee): +0 atk, 1d4-1 dmg, crit 18-20/x2 Sling (ranged): +3 atk, 1d3 dmg, crit 20/x2, RI 50ft [/sblock] [sblock=Feats] Extraordinary Artisan (Lvl 1): Reduces raw material costs by 25% when crafting a magic item. 1st level Scrolls thus cost 9gp, 3sp, 8cp to craft, while 2nd level Scrolls cost 56gp, 2sp, 5cp to craft. Scribe Scroll (Art 1) [/sblock] [sblock=Skills] [b]Skill Pts[/b]: 28 Appraise (1) +4, Climb (0) +1, Craft (alchemy) (4) +7, Disable Device (2) +5, Hide (0) +7, Knowledge (arcana) (3) +6, Knowledge (architecture & engineering) (3) +6, Listen (0) +2, Move Silently (0) +3, Open Lock (4) +5, Search (3) +6, Spellcraft (4) +7, Use Magical Device (4) +7. [b]Languages[/b]: Common, Draconic, Dwarven, Elven, and Halfling. [/sblock] [sblock=Equipment] [b]Wealth[/b]: 10gp, 5sp, 7cp Alchemist's Fire (self-crafted; 6gp, 6sp, 6cp ea) x 4 Alchemy Tools (5gp) Artisan's Outfit (1gp) Backpack (2gp) Dagger (2gp) Map/Scroll Case (1gp): Scroll of Cure Light Wounds (x2), Scroll of Divine Favor, Scroll of Mage Armor. Costs for these scrolls below. Map/Scroll Case: empty (1gp) Sacks (empty) x2 (2sp) Scale Mail (small) (50gp) Scholar's Outfit (5gp) Scimitar (small) (15gp) Shield, Steel, Light (small) (9gp) Sling (0gp) - Bullets (40) (4sp) Traveler's Outfit (1gp) Thieves' Tools (30gp) Tindertwig (self-crafted; 3sp, 3cp ea) x5 Waterskin (1gp) Whetstone (2cp) [/sblock] [sblock=Crafted Items] [b][u]Scrolls[/u][/b]: A - Cure Light Wounds (9.38gp) x2 B - Divine Favor (9.38gp) C - Mage Armor (9.38gp) [b]Total XP Spent[/b]: 0xp [b]Crafting Points[/b]: 16 [/sblock] [/font] [/QUOTE]
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