The Chaos Principle(IC thread open)


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Ok, I still have to expand her history to make up for all the time she's been adventuring since 12th level, and change her appearance, but I believe her mechanics are all in order.

Quillia Yrtree Alamble
Female Gnome Wizard 23

Alignment: Neutral Good
Patron Deity: Mystra
Region: Lantan
Height: 3' 5''
Weight: 42lbs
Hair: Sandy Brown
Eyes: Dark Blue
Age: 95

Str: 10 (+0) [4 points, -2 racial]
Dex: 16 (+3) [6 points]
Con: 13 (+1) [1 point, +2 racial, +2 enhancement]
Int: 29 (+9) [10 points, +11 enhancement, +5 level increases]
Wis: 14 (+2) [6 points]
Cha: 13 (+1) [5 points]

Class and Racial Abilities:
+2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +2 bonus vs. illusions, +1 to DC of illusions, +1 attack bonus vs. kobolds and goblinoids, +4 dodge bonus to AC vs. giants, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (speak with animals (burrowing mammals) 1/day, dancing lights, ghost sound, and prestidigitation 1/day, DC: 11, 12 for ghost sound).

Quillia has a permanent emanation of arcane sight from her Permanent Emanation epic feat, as well as tongues, darkvision, see invisibility, and read magic made permanent on her.

Hit Dice: 12d4 + 12
HP: 92
AC: 30 (+3 Dex, +1 size, +2 from staff, +5 from ring, +8 from bracers, +1 from ioun stone)
Init: +2 (+2 Dex)
Speed: 20ft

Saves:
Fortitude +18 [+8 base, +1 Con, +5 from cloak, +1 from robe, +1 from ioun stone, +2 from staff]
Reflex +20 [+8 base, +3 Dex, +5 from cloak, +1 from robe, +1 from ioun stone, +2 from staff]
Will +25 [+14 base, +2 Wis, +5 from cloak, +1 from robe, +1 from ioun stone, +2 from staff]

BAB: +12/+7 (+1 from ioun stone)
Melee Atk: +14/+9 (1d6+2/x2/B, Headknocker, staff of power)
Ranged Atk: +19/+14 (1d8+4+1d6 fire/x3/50 ft./P, Heat, +4 flaming pistol)

Skills:
Concentration +28 [26 ranks, +1 Con, +1 ioun stone]
Craft (alchemy) +36 [26 ranks, +9 Int, +1 ioun stone]
Decipher Script +15 [5 ranks, +9 Int, +1 ioun stone]
Knowledge (arcana) +37 [26 ranks, +9 Int, +1 Education, +1 ioun stone]
Knowledge (architecture and engineering) +19 [8 ranks, +9 Int, +1 Education, +1 ioun stone]
Knowledge (dungeoneering) +15 [5 ranks, +9 Int, +1 ioun stone]
Knowledge (geography) +15 [5 ranks, +9 Int, +1 ioun stone]
Knowledge (history) +14 [4 ranks, +9 Int, +1 ioun stone]
Knowledge (nature) +20 [10 ranks, +9 Int, +1 ioun stone]
Knowledge (the planes) +36 [26 ranks, +9 Int, +1 ioun stone]
Spellcraft +38 [26 ranks, +9 Int, +2 synergy from Knowledge (arcana) , +1 ioun stone]

Feats:
Education (Knowledge: arcana, Knowledge: architecture and engineering) (1st level)
Scribe Scroll (wizard bonus 1st level)
Exotic Weapon Proficiency (pistol) (3rd level)
Extend Spell (wizard bonus 5th level)
Point Blank Shot (6th level)
Improved Familiar (9th level)
Energy Substitution (sonic) (wizard bonus 10th level)
Precise Shot (12th level)
Spell Girding (15th level) – Dispel checks against Quillia’s spell are made at a –2 penalty
Eschew Materials (wizard bonus 15th level)
Spell Penetration (18th level)
Persistent Spell (wizard bonus 20th level)
Ignore Material Components (21st level)
Permanent Emanation [arcane sight] (wizard bonus 23rd level)

Languages: Common, Gnome, Lantanese, Draconic, Sylvan, Alzedo, Celestial, Infernal, Ignan, Auran, Terran

Spells Prepared
Save DC +9
0th - detect poison, mage hand, message, prestidigitation
1st - comprehend languages, expeditious retreat, mount, true strike x3, unseen servant
2nd - Gedlee's electric loop x2, Melf's acid arrow x3, rope trick
3rd - dispel magic x3, sonic fireball x2 (from Energy Substitution), haste
4th - dimension door, greater invisibility x2, stone shape, stone skin.
5th - baleful polymorph x2, break enchantment x2, major creation, prying eyes
6th - analyze dweomer, chain lightning, disintegrate, flesh to stone, persistent comprehend languages
7th – persistent blindsight, phase door, plane shift, prismatic spray, greater teleport
8th – incendiary cloud, iron body, polymorph any object x2, temporal stasis
9th – meteor swarm, time stop x2, wail of the banshee, wish

Spellbook
0th - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - alarm, comprehend languages, expeditious retreat, identify, magic missile, mount, speed swim, true strike, unseen servant
2nd - darkvision, Gedlee's electric loop, Melf's acid arrow, rope trick, see invisibility
3rd - blindsight, daylight, dispel magic, displacement, greater magic weapon, fireball, haste, heroism
4th - dimensional anchor, dimension door, greater invisibility, polymorph, stone shape, stoneskin, wall of fire
5th - break enchantment, baleful polymorph, major creation, overland flight, permanency, prying eyes
6th - analyze dweomer, mass bear’s endurance, chain lightning, disintegrate, flesh to stone, geas, greater dispel magic, legend lore, stone to flesh, true seeing
7th – phase door, plane shift, prismatic spray, greater teleport
8th – incendiary cloud, iron body, polymorph any object, temporal stasis
9th – meteor swarm, time stop, wail of the banshee, wish

Equipment:

Heat (+4 flaming pistol, 50,000gp)
Headknocker (as staff of power, 211,000gp)
Ring of Storm’s Shelter (as ring of universal elemental resistance, major, 216,000gp)
Warding Word (as ring of protection +5, 50,000gp)
Hairpin of the Uncanny Wit (as headband of intellect +6, 36,000gp)
Bracelets of Ironheart (as bracers of armor +8, 64,000gp)
Metamagic Rod of Greater Quicken (170,000gp)
Metamagic Rod of Greater Empower (73,000gp)
Home (as Daern’s Instant Fortress, 55,000gp)
Lavender and green ellipsoid ioun stone (40,000gp) – absorbs spells of 8th level or lower
Pale green prism ioun stone (30,000gp) - +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Pearly white spindle ioun stone (20,000gp) – Regenerate 1 point of damage per hour
Iridescent spindle ioun stone (18,000gp) – Sustains creature without air
Clear spindle ioun stone (4,000gp) – Sustains creature without food or water
Dusty rose prism ioun stone (5,000gp) - +1 insight bonus to AC
Good Blood (as amulet of heath +2, 4,000gp) - +2 enhancement bonus to Constitution
Blank book – (once a tome of clear thought +5, 137,500gp)
Robe of Stars (58,000gp) – Can travel to Astral Plane physically, +1 to all saving throws, can use six of the stars as +5 shuriken.
Ruby slippers (as boots of teleportation, 49,000gp)
Staff of Healing (27,750gp)
Crystal ball (42,000gp)
Gloves of the Clever Grasp (as gloves of Dexterity +2, 4,000gp)
Heward's Handy Haversack (2,000gp)
wand of magic missile (5th level, 3,750gp)
wand of detect secret doors (750gp)
scroll of detect undead (25gp)
scroll of animate rope (25gp)
scroll of locate creature (700gp)
scroll of zone of silence (1,000gp)
scroll of dominate monster (3,825gp)
Tymora's Favor (cloak of resistance +5, 25,000gp)
Powderkeg of smokepowder 400gp
4 bags of bullets (40) 12gp
Alchemist's lab 500gp
Bedroll 5sp
Acid (5 flasks) 50gp
Alchemist's fire (3 flasks) 60gp
Sunrods (5) 10gp
Waterskin 1gp
Wine (3 bottles) 30gp
50 ft. silk rope 10gp
Silver dagger 10gp
Paper (10 sheets) 4gp
Ink (two vials) 16gp
Inkpen 1gp
Belt pouch 1gp
Scholar's outfit 5gp
Courtier's outfit with jewelry 80gp
Bag of raspberry candies (5 lbs) 2gp

Money
853gp, 5sp

Preena, pseudodragon familiar: Tiny dragon; HD 23: hp 46; Init +0; Spd 15 ft., fly 60 ft. (good); AC 28, touch 14, flat-footed 26; Base Atk +11/+6; Grp +3; Atk +11/+6 melee (1d3+1 plus poison, sting); full Atk +11/+6 melee (1d3+1 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., SR 26, deliver touch spells, dragon type, improved evasion, speak with master, telepathy, alertness, share spells, empathic link, speak with master, spell resistance, scry on familiar, familiar spell; AL NG; SV Fort +9, Ref +8, Will +15; Str 11, Dex 11, Con 13, Int 17, Wis 12, Cha 10.

Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +5, Spot +5, as well as all of Quillia’s skills; Alertness.
Blindsense (Ex): Can locate creatures within 60 ft. by nonvisual means.
Dragon Type: Darvision 60 ft., low-light vision, immunity to sleep and paralysis effects.
Poison (Ex): Injury, Fortitude CD 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creature within 60 ft that speak Common or Sylvan.
Familiar Spell (Sp):
Possessions: Iridescent spindle ioun stone (18,000gp) – Sustains creature without air
Clear spindle ioun stone (4,000gp) – Sustains creature without food or water
Pearly white spindle ioun stone (20,000gp) – Regenerate 1 point of damage per hour

Permanent Spells: greater magic fang (12th level caster) on Preena, familiar pocket on Quillia's inner vest pocket.

Appearance: Quillia is gnome who has seen a great deal in her travels. Her skin is nut-brown from the sun, and her voice carries the faint echo of many accents. Her sandy brown hair falls to the middle of her back and is usually in a bun on her head, held in place with an elaborate hairpin. Her eyes are deep blue. She favors deep jewel tones of ruby red, emerald green, golden topaz, and indigo blue. She wears a tunic of emerald green, with indigo trews and shirt, and a golden topaz vest with many pockets. All have some ruby red embroidery, and she wears some red stone earrings and a necklace of the same.

When traveling, she has Heat, her pistol, on her belt next to her potions. She carries Headknocker (her quarterstaff) in one hand, and keeps the other hand free. She wears elaborately made iron bracelets, and a cloak that shimmers with a faint steel color. Occasionally Preena will poke her head out of her large pocket in Quillia's vest, which has startled more than one person.

Personality: Quillia is generally a happy person, willing to help others, particularly when it comes to something magical or alchemical. There's nothing Quillia likes more than conversing with another that finds magic and alchemy as fascinating as she does.

Though she owes her allegiance to Mystra, Quillia prays to the gnome pantheon often, often invoking various names of those gods in many expressions.

Quillia also loves getting letters from her family, and writes them all a newsy letter every couple of weeks. If she's within range, she'll teleport back for an afternoon with her family every couple of weeks instead. If not, she pays a premium to make certain her letters get to the Alamble family home.

She hopes sometime soon to find a suitable husband so she can settle down. There have been several men, one of whom was (and still is) serious, in her life, but her wanderlust has broken up most of these relationships. Her one serious love, a bard called Yilltre Garlondo, was close to working out, but both weren't quite ready to settle down. She also writes him letters, often paying a wizard to scry out his current location so she can be sure where to send them. The two have been exchanging love letters for years, and Quillia has kept them all. Perhaps one day soon they will both be ready...

In lieu of a husband and children of her own, Quillia lavishes her love on Preena. She adores the little pseudodragon and lavishes attention on her. She considers her more like a little daughter rather than a familiar. Preena has her own special pocket in Quillia's vest to allow her to travel in complete comfort, in addition to a fine assortment of shiny gems to play with. Quillia always keeps a small bag of tidbits for the pseudodragon to eat.

In response to the trust and affection, Preena is fiercely loyal and protective of Quillia. The pseudodragon prevailed on the gnome to have greater magic fang permanently cast on her so she would be better able to protect her, should the need arise. Rendered invisible, there's almost nothing Preena wouldn't do for the wizard. They both have a great love for practical jokes and keep a small book of their greatest accomplishments of humor.

Quillia makes friends easily, and once her trust is gained, her loyalty is unshakeable. Though she likes to say she fears nothing, she would be devastated if her family or friends were taken from her. That is probably her one deepest fear.

Background: Quillia grew up in Lantan, where the wonders that most would give their teeth to see once was the stuff of common life. Her father, Beldebarble, was a fine gunsmith, while her mother, Narilly, both decorated the gunstocks with carvings and fine metals as well as making the smokepowder. As a young girl, Quillia spent a lot of time with her mother in her alchemy lab, and learned to love the mixing and experimentation. She also helped her father in demonstrating his firearms, as it was apparent she was a crack shot. Her younger brother, Gilbaril, helped her mother do the fancy work on the guns, while both older sisters learned their father's craft. The Alamble family was prosperous and lived a comfortable life.

When it became apparent that Quillia was an incredibly bright young woman, her parents suggested that she might find wizardry worthy of her talents. She had a much more mystical bent than anyone else in the family, and engineering, while interesting, didn't capture her attention as much as sporadic mentions of magic in books she read. They look her to a wizard academy in Myratma in Tethyr, where she was tested and found worthy. Quillia found the mysteries of magic to hold even more of her attention that alchemy, though she kept at it.

The great wealth of information that could be found at the academy whetted her appetite to see the rest of the world. After leaving the academy, she traveled widely, eager to see magic in many parts of Toril. She experimented with different types of magic, learning to make her spells more powerful, as well as bringing the potent power of sound to her more destructive spells. She credits her development of her sonic magic to Yilltre, her boyfriend, as his bard's appreciation for the power of sound was something she hadn't considered before.

Several years ago, Quillia rescued a trapped and frightened pseudodragon from an encampment of poachers she had stopped with the help of some followers of Chauntea. Though she let her go the minute she was well, the little beast continued to follow Quillia around for the next few days. Finally the pseudodragon said she wanted to be Quillia's friend and companion. Touched, Quillia cared for Preena (as that was her name) for several months. Preena brought a great deal of love and happiness into her life, and on the one-year anniversary of their meeting, both decided to make their association even closer. Preena underwent the ceremony of becoming Quillia's familiar, and the two have become a force to be reckoned with.
 
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Sorry for the delay people, but an electrical thingy out the front of my house downed my cable for like 3 days. Can people check out my PC so far and give me some feed back? Is the game going to be very 'build the best PC', because I don't really search for all the perks of the game, I just creating the character and picking some nice easy equip to take along ;)
 

Phoenix said:
Sorry for the delay people, but an electrical thingy out the front of my house downed my cable for like 3 days. Can people check out my PC so far and give me some feed back? Is the game going to be very 'build the best PC', because I don't really search for all the perks of the game, I just creating the character and picking some nice easy equip to take along ;)

I didn't look at it as a "build the best PC," though it does seem to have turned out that way; I was just looking at the Savage Progressions and thinking that it'd be fun to actually use them, and the Warshaper. I had no idea that it'd turn out that powerful.

I'd say you're looking fine for the most part; I'm not so sure about Improved Initiative or Skill Focus. They don't appear to be prerequisites, they're weak feats, and divine feats (those related to channeling positive energy) seem more in-character.
 

Paxus Asclepius said:
I'd say you're looking fine for the most part; I'm not so sure about Improved Initiative or Skill Focus. They don't appear to be prerequisites, they're weak feats, and divine feats (those related to channeling positive energy) seem more in-character.

Yeah, I'd have to say that Skill Focus and Imp Init aren't the most fantastic of feats, but I wasn't sure what type of game we were playing. Plus with the squillion books I've got I didn't know whether I'd get away with picking half the stuff, so I chose those because Imp Init may help the counterspelling (can't hurt) and Skill Focus, well, just because it cant hurt to have one damn good skill.....
 

Phoenix said:
Skill Focus, well, just because it cant hurt to have one damn good skill.....

Unfortunately, at epic levels, non-epic skill focus just plain sucks. For 1600 gp, you can have an unslotted item that gives you a +2 competence bonus, which is a lot cheaper than the feat. Save your feats for things that can't be done with items; that's one of the chiefest rules of high-powered games.
 

Arch-Prelate Susanna Theolan of Pelor
TN human female Cleric19/Hierophant2/High Proselytizer2
AC 38 HD 23d8+92 (203hp - average) Init +7 (Dex, Imp Init)
Str 16 (+3) = 12 (4pts) + 4 (Belt)
Dex 16 (+3) = 13 (5pts) + 2 (Boots) + 1 (Book)
Con 18 (+4) = 14 (6pts) + 2 (Amulet) + 2 (Book)
Int 16 (+3) = 12 (4pts) + 2 (Headband) + 2 (Book)
Wis 30 (+10) = 15 (8pts) + 6 (Periapt) + 5 (Book) + 4 (Lvl)
Cha 24 (+7) = 13 (5pts) + 6 (Cloak) + 4 (Book) + 1 (Lvl)

Fort +23 = 13 (base) + 4 (con) + 5 (amulet) + 1 (epic)
Reflex +15 = 6 (base) + 3 (dex) + 5 (amulet) + 1 (epic)
Will +29 = 13 (base) + 10 (wis) + 5 (amulet) + 1 (epic)

Base Attack Bonus +14 Epic Attack Bonus +2

Mace of Smiting
+22/+17/+12 melee 1d8+6 damage (x2 crit, x4 vs outsiders)
+24/+19/+14 melee (vs golems) 1d8+8 damage (crits kill golems - no save)

Feats: Improved Initiative, Improved Counterspell, Leadership, Epic Leadership (33), Reactive Counterspell, Spell Penetration, Empower Spell, Skill Focus (Sense Motive). - Still gotta change these...

Magic Items: Mantle of Epic Spell Resistance (SR40), Ring of Protection +5, Rod of Metamagic (Quicken 1st-6th), Rod of Rulership, Draconic Amulet (Amulet of Natural Armour +5, Health +2 and Resistance +5), Cloak of Minor Displacement, Goggles of Night, Blood of the Martyr (see below), The Heart's Strength (+5 adamantine breastplate of moderate fortification and resistance (acid, cold, electricity, sonic, fire 10)), The Loyal Protector (+3 animated heavy steel shield), Mace of Smiting, scroll of heal and planeshift, Headband of Intellect +2 (used), Boots of Dexterity +2 (used), Belt of Giant Strength +4 (used), Cloak of Charisma +6 (used), Manual of Bodily Health +2 (used), Manual of Quickness in Action +1 (used), Tome of Clear Thought +2 (used), Tome of Leadership and Influence +4 (used), Tome of Understanding +5 (used).

Blood of the Martyr (cost:124,250gp) - When the prophet Zanbia spoke to the masses at Udan some decades ago, none believed that her predictions that their decadant ways would destroy them. The angry mob tore her to pieces with their bare hands, but not before she was violated and humiliated in from of hundreds of people. The plague stuck the Udan people before their clerics could contain it, fed by their unsavory acts the population was decimated in days, proving the caring prophet's words were not false. The strip of cloth taken from her rags around her heart as the peasants tore her to pieces, it still contains some of the power that Zanbia once held, a power she refused to use against the doomed city. Contained on the end of a small chain in a locket on the Arch-Prelate's arm, the periapt bestows the abilities of a Periapt of Health, Periapt of Wound Closure, Periapt of Proof against Poison, Phylactery of Undead Turning, Phylactery of Faithfulness, and a Periapt of Wisdom +6.

Domains: Healing (all healing spells cast at 21st level), Sun (Greater Turning 1/day).

Skills: Concentration +26, Diplomacy +31, Heal +31, Knowledge (arcana) +19, Knowledge (history) +17, Knowledge (religion) +24, Knowledge (the planes) +18, Ride +8, Sense Motive +32, Spellcraft +23, Spot +18, Swim +8, Tumble +8.

Special Abilities: Spell Resistance 40, Damage Reduction 2/-, 75% chance to negate a critical hit or sneak attack, General Resistance (acid, cold, electricity, fire, sonic) 10, attacks have a 20% chance to miss in combat due to displacement, darkvision 60ft, immune to supernatural and normal diseases, posions, and wounding damage to hit points (not Con damage caused by wounding weapons), turns undead as a Cleric23, aware of any action that may put her in poor standing with her deity or cause an alignment shift (including magical effects), can cast touch spells to 30ft (Reach Spell - Hierophant), negative energy attacks against CE creatures are always maximized (Blast Infidel - Hierophant), can cast Heal 1/day (High Proselytizer), and Proselytize (DC31) 1/day, +2 bonus on Turn Undead checks (synergy bonus).

Spells per day: 6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1
Spell DC = 20 + spell level

Spells Prepared (*Domain):0 - Detect Magic (x2), Read Magic (x2), Mending, Purify Food and Drink.
1 - Wieldskill (MoF), Cure Light Wounds*, Comprehend Languages, Detect Evil, Deathwatch, Entropic Shield (x2), Hide from Undead, Remove Fear.
2 - Cure moderate Wounds*, Align Weapon (x2), Augury, Enthrall, Lesser Restoration (x2), Silence, Spiritual Weapon.
3 - Darkway (MoF), Chain of Eyes (DotF), Searing Light*, Bestow Curse, Dispel Magic, Helping Hand, Invisibility Purge, Speak with Dead.
4 - Fire Shield*, Death Ward, Dimensional Anchor, Dismissal, Restoration, Tongues, Spell Immunity, Freedom of Movement.
5 - Flame Strike*, empowered Bestow Curse, Commune, Slay Living, Spell Resistance, Disrupting Weapon, True Seeing, Wall of Stone.
6 - Heal*, empowered Poison, Greater Dispel Magic, Harm, Banishment, Undeath to Death, Blade Barrier.
7 - Fortunate Fate (MoF), Holy Star (MoF), Sunbeam*, Destruction, Ressurection, empowered Flame Strike.
8 - Mass Cure Critical Wounds*, Greater Planar Ally, Symbol of Death, Earthquake, empowered Harm (x2).
9 - Undeath's Eternal Foe (MoF), Mass Heal*, Implosion, empowered Mass Inflict Serious Wounds, Gate, Miracle.


Background: Susanna grew into womanhood within the Cathedral of Illmar, one of the largest centres of faith for the deity Pelor in the lands. She was honoured to grow beside the child-hero Ethan of the Rose, a paladin who was destined by Pelor to free the lands to the north from the tyrannical grip of the Chaos Lords, a group of sorcerers that enslaved and conquered everything within their reach.
By her fifteenth winter Susanna had almost finished her studies, with only several years to go she would learn the powerful prayers that would allow Pelor to use her as a vessal for his powers. It was then that the Chaos Lords stuck, smashing the walls of the city with their powerful magic and slaughtering innocents by the dozen. Their armies were only a distraction against their real might, the magics that they hurled into the city slayed hundreds within minutes.
Paladinic Lord Ethan of the Rose, all of eighteen years old, rode the mighty warhorse Yulandaria from the gates of Illmar to face the dread sorcerers in a battle that would decide the fate of the city.
Susanna was in the third wave of refugees to leave the city, for she stayed long enough to see the Chaos Lords torture Ethan for a good hour before tearing his arms and legs from his still living body and animating them to dance for their morbid amusement. Their magic must have kept him alive for hours, even days, but Pelor did not help him, not even once.
For years Susanna lived in the southern lands, ignoring her teachings and working as a gardener in the city of Trunan until her 23rd birthday. There she saw a group of peasants fleeing across the countryside from orcs during one of her wanderings, and snarling at Pelor asked the deity why he did not help these people. The first time she had talked to her god in years, and he answered. Seeing that she still had goodness in her soul, no matter how small, he filled her body with the energies to kill the orcs.
She knew then that she would dedicate her life to helping people, her way, not Pelor's. Though not truely good, her deeds are always helping the people that need her most. After years of dedicating herself to fighting the Chaos Lords, she resides within the city of Trunan still, she keeps her job as a gardener and rarely reveals her powers to anyone, else the Chaos Lords take attention.
 
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No i have not intended this to be a qho can build the best character contest. Tho i must say i really like these characters im seeing.


I will open a Rogues gallery later today for the characters and go thru them real closely to ask anyquestions i may have cus i do see a few things i do not recognize.

But right off the bat Isida look at your hit points.

I hope we can get this running by saturday. I am really anxious to see how you all can do.
 

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